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