Board Games Market Size, Share, Opportunities, And Trends By Product Type (Card And Dice Games, Miniature Games, RPG Games, Tabletop Games, Others), By Age Group (0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years), By Distribution Channel (Online, Offline), And By Geography - Forecasts From 2024 To 2029

  • Published : Jan 2024
  • Report Code : KSI061616485
  • Pages : 145

The board games market is anticipated to expand at a high CAGR over the forecast period.

The board game business is a vibrant and booming industry, propelled by a combination of forces that go beyond basic amusement. Board games have seen a resurgence, evolving from conventional pleasures to inventive, themed experiences that have captivated audiences of all ages. A variety of factors are driving the business, including the introduction of educational and sci-fi-themed games, the expansion of e-commerce, and the social media-driven diffusion of gaming culture. Board games have evolved into a platform for learning, family connection, and cultural interaction, exhibiting a delicate junction of tradition and modernity. The board games market is positioned for continued expansion as consumer preferences expand and the industry embraces continuous innovation, providing a canvas for creativity, education, and social interaction.

Introduction:

Tabletop games with cards, pieces, and a board are known as board games. They are intended for numerous players and are intended to offer amusement, social connection, and cerebral exercise. Chess, ludo, monopoly, scrabble, Settlers of Catan, and Ticket to Ride are among them. They can boost cognitive abilities such as problem-solving and strategic thinking, as well as social abilities such as teamwork and communication. They are adaptable, catering to all age groups and ability levels, and may be played in a variety of venues such as family gatherings, parties, or educational settings. People all around the world are turning to non-digital forms of entertainment such as board games as their reliance on digital gadgets has led to screen fatigue. Furthermore, the growing popularity of board games as a form of mental relaxation and stress alleviation is boosting market growth. Furthermore, the rising number of cafés, quick service restaurants (QSRs), hotels, and restaurants that use board games to improve the customer experience is positively affecting the industry. Aside from that, rising sales of board games via online applications and websites that provide convenience, a large library, free and fast shipping, and reduced bargains are fueling industry expansion. Furthermore, the introduction of increasingly complicated and strategy-driven games is boosting industry development.

Market Drivers:

  • Continuous innovation in game themes and mechanics:

One major factor propelling the board game business is the ongoing innovation in game mechanics and themes. Developers of video games consistently push the creative envelope by presenting fresh ideas that grab players' attention. The market's appeal is increased by the addition of instructional and science fiction themes, in particular, which appeal to a wide range of age groups and interests. New developments in gameplay features, such as strategic components or cooperative play, keep the game intriguing and new. This dedication to originality keeps existing fans loyal as well as draws in new players, sustaining interest in and development of the exciting board games.

  • Rise of educational games:

The growing popularity of educational games is a key factor driving the industry, as consumers place a higher value on the combination of learning and pleasure. Educational board games support modern educational objectives and satisfy parents' increased desire to provide their kids with rich experiences. These engaging games combine interactive gaming with fundamental academic ideas to promote cognitive growth and skill gain. Educational board games have become more popular in both home and classroom curriculums, with an emphasis on improving social, problem-solving, and critical thinking abilities. This tendency demonstrates how the industry has adjusted to changing educational paradigms and positions it well in the eyes of parents, teachers, and students.

  • Family and social bonding:

Board games enhance family and societal bonding, acting as a physical bridge in an increasingly digital age. The attractiveness comes in the shared experiences and face-to-face conversations they provide, producing unforgettable moments that enhance familial and societal bonds. Strategic games, humour, and friendly rivalry bring families and friends together, improving communication and collaboration. As people seek meaningful offline encounters, board games give a unique platform for quality time, bridging age groupings and bringing various individuals together. This social component not only stimulates the market for board games but also portrays them as a treasured hobby that adds to the fabric of interpersonal relationships.

  • Promotion through social media influencers:

Influencers post reviews, playthroughs, and suggestions on platforms such as Instagram, YouTube, and board game-centric forums, forming a virtual community of aficionados. Board games' visually appealing form, along with intriguing content, promotes enhanced exposure and attention. Influencers, who frequently have large followings, can affect customer perceptions and increase engagement, contributing considerably to market growth. As board game culture grows more interconnected through internet platforms, the importance of influencers in defining trends and preferences remains critical to the industry's growth.

Products offered by key companies:

  • Home Alone – “Keep the Change” Board Game, Necaonline: Necaonline's "Home Alone - Keep the Change" Board Game is an intense and nostalgic experience for lovers of the popular film.  This board game flawlessly merges fun and strategy, providing hours of enjoyment for the entire family with finely constructed game pieces and detailed design.

Prominent growth is projected in the 5-12 age sector under the age group segment

The increasing accessibility of educational and science fiction games is expected to trigger a significant upswing in product usage, especially in the 5–12 age range, which will establish it as the dominant group in the expanding board game industry. These cutting-edge games address children's developmental requirements by emphasizing both enjoyment and education, encouraging a dynamic combination of imaginative play and cerebral stimulation. The period between the ages of 5 and 12 is crucial for cognitive development. Educational games offer an engaging way to learn new things and strengthen existing skills, and sci-fi themes make for an engaging and immersive experience. The 5–12 age group is predicted to become the primary driver of the board game market's continuous expansion and innovation in the upcoming years as parents and educators come to understand the games' combined advantages of entertainment and education.

The North American region is expected to hold a significant share of the board games market:

In the upcoming years, North America is expected to lead the worldwide board game market because of the dominance of globally recognized companies like Hasbro Inc., Mattel Inc., and Buffalo Games. A favourable atmosphere for market expansion is created by the growth of board game conventions in the United States and Canada, which strengthens the region's hold even more. In general, it is anticipated that the growing acceptance of social tabletop games, especially among the adult population, would result in significant increases in product sales in North American markets. Due to the combination of major players in the industry, a strong convention scene, and the growing popularity of social tabletop games, North America is expected to play a significant role in determining the direction of the global board game market throughout the projection.

Key developments:

  • CMON Asia and Alderac Entertainment Group (AEG) announced in March 2023 that CMON has been awarded AEG's Master Distributor for Asia. According to the terms of the deal, CMON will be in charge of both English distribution and translation sales of AEG's popular board games in the area, supporting its developing board game sector while enhancing AEG's total market position.

Segmentation:

  • By Product Type
    • Card and Dice Games
    • Miniature Games
    • RPG Games
    • Tabletop Games
    • Others
  • By Age Group
    • 0-2 years
    • 2-5 years
    • 5-12 years
    • Above 12 years
  • By Distribution Channel
    • Online
    • Offline
  • By Geography
    • North America
      • United States
      • Canada
      • Mexico
    • South America
      • Brazil
      • Argentina
      • Others
    • Europe
      • United Kingdom
      • Germany
      • France
      • Italy
      • Spain
      • Others
    • Middle East and Africa
      • Saudi Arabia
      • UAE
      • Others
    • Asia Pacific
      • Japan
      • China
      • India
      • South Korea
      • Taiwan
      • Thailand
      • Indonesia
      • Others

1. INTRODUCTION

1.1. Market Overview

1.2. Market Definition

1.3. Scope of the Study

1.4. Market Segmentation

1.5. Currency

1.6. Assumptions

1.7. Base, and Forecast Years Timeline

2. RESEARCH METHODOLOGY  

2.1. Research Process

2.2. Research Data

3. EXECUTIVE SUMMARY

3.1. Key Findings

4. MARKET DYNAMICS

4.1. Market Drivers

4.2. Market Restraints

4.3. Porter’s Five Forces Analysis

4.3.1. Bargaining Power of Suppliers

4.3.2. Bargaining Power of Buyers

4.3.3. Threat of New Entrants

4.3.4. Threat of Substitutes

4.3.5. Competitive Rivalry in the Industry

4.4. Industry Value Chain Analysis

5. BOARD GAMES MARKET BY PRODUCT TYPE

5.1. Introduction

5.2. Card and Dice Games

5.3. Miniature Games

5.4. RPG Games

5.5. Tabletop Games

5.6. Others

6. BOARD GAMES MARKET BY AGE GROUP

6.1. Introduction

6.2. 0-2 years

6.3. 2-5 years

6.4. 5-12 years

6.5. Above 12 years

7. BOARD GAMES MARKET BY DISTRIBUTION CHANNEL

7.1. Introduction

7.2. Online

7.3. Offline

8. BOARD GAMES MARKET BY GEOGRAPHY

8.1. Introduction

8.2. North America

8.2.1. United States

8.2.2. Canada

8.2.3. Mexico

8.3. South America

8.3.1. Brazil

8.3.2. Argentina

8.3.3. Others

8.4. Europe

8.4.1. United Kingdom

8.4.2. Germany

8.4.3. France

8.4.4. Italy

8.4.5. Spain

8.4.6. Others

8.5. Middle East and Africa

8.5.1. Saudi Arabia

8.5.2. UAE

8.5.3. Others

8.6. Asia Pacific

8.6.1. Japan

8.6.2. China

8.6.3. India

8.6.4. South Korea

8.6.5. Taiwan

8.6.6. Thailand

8.6.7. Indonesia

8.6.8. Others

9. COMPETITIVE ENVIRONMENT AND ANALYSIS

9.1. Major Players and Strategy Analysis

9.2. Emerging Players and Market Lucrativeness

9.3. Mergers, Acquisitions, Agreements, and Collaborations

10. COMPANY PROFILES

10.1. Avalon Hill

10.2. Fantasy Flight Publishing, Inc.

10.3. NECAOnline.com

10.4. Asmodee

10.5. Grey Fox Games

10.6. Decision Games

10.7. Buffalo Games

10.8. Cartamundi

10.9. AMIGO Games Inc.

10.10. Goliath Games


Avalon Hill

Fantasy Flight Publishing, Inc.

NECAOnline.com

Asmodee

Grey Fox Games

Decision Games

Buffalo Games

Cartamundi

AMIGO Games Inc.

 

Goliath Games