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PUBLISHER: TechNavio | PRODUCT CODE: 2172713

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PUBLISHER: TechNavio | PRODUCT CODE: 2172713

Global Tabletop Games Market 2026-2030

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PAGES: 298 Pages
DELIVERY TIME: 1-2 business days
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The global tabletop games market is forecasted to grow by USD 4998011.9 thousand during 2025-2030, accelerating at a CAGR of 11.8% during the forecast period. The report on the global tabletop games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by surging demand for screen free socialization, expansion of pop culture intellectual property, growth of specialty retail distribution channels.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 202610.6%
CAGR11.8%
Incremental Value$4998011.9 thousand

Technavio's global tabletop games market is segmented as below:

By Type

  • Monopoly
  • Scrabble
  • Chess
  • Ludo
  • Others

By Distribution Channel

  • Offline
  • Online

By End-User

  • Children
  • Adults

Geography

  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Indonesia
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • South Africa
    • Turkey
  • Rest of World (ROW)

This study identifies the expansion of digital hybrid gaming mechanics and companion mobile applications as one of the prime reasons driving the global tabletop games market growth during the next few years. Also, demand for sustainable components and eco-friendly manufacturing processes and growth in educational and cognitive skill development board games will lead to sizable demand in the market.

The report on the global tabletop games market covers the following areas:

  • Global tabletop games market sizing
  • Global tabletop games market forecast
  • Global tabletop games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global tabletop games market vendors that include Arcane Wonders Inc., Ares Games S.r.l., Asmodee Group, Catalyst Game Labs, CMON Ltd., Corvus Belli S.L., Czech Games Edition s.r.o., Goliath Games, Hasbro Inc., Mantic Games Ltd., Mattel Inc., Modiphius Entertainment Ltd., Paizo Inc., Pegasus Spiele GmbH, Ravensburger AG, Renegade Game Studios, Rio Grande Games Inc., Spin Master Corp., Stonemaier Games, Warlord Games. Also, the global tabletop games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Product Code: IRTNTR77336

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Market Segmentation by End-user
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Tabletop Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Tabletop Games Market 2020 - 2024 ($ thousand)
  • 5.2 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ thousand)
  • 5.3 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ thousand)
  • 5.4 End-user segment analysis 2020 - 2024
    • Historic Market Size - End-user Segment 2020 - 2024 ($ thousand)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ thousand)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ thousand)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Tabletop Games Market
  • 6.2 Impact of geopolitical conflicts on Global Tabletop Games Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Type

  • 8.1 Market segments
  • 8.2 Comparison by Type
  • 8.3 Monopoly - Market size and forecast 2025-2030
  • 8.4 Scrabble - Market size and forecast 2025-2030
  • 8.5 Chess - Market size and forecast 2025-2030
  • 8.6 Ludo - Market size and forecast 2025-2030
  • 8.7 Others - Market size and forecast 2025-2030
  • 8.8 Market opportunity by Type
    • Market opportunity by Type ($ thousand)

9 Market Segmentation by Distribution Channel

  • 9.1 Market segments
  • 9.2 Comparison by Distribution Channel
  • 9.3 Offline - Market size and forecast 2025-2030
  • 9.4 Online - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ thousand)

10 Market Segmentation by End-user

  • 10.1 Market segments
  • 10.2 Comparison by End-user
  • 10.3 Children - Market size and forecast 2025-2030
  • 10.4 Adults - Market size and forecast 2025-2030
  • 10.5 Market opportunity by End-user
    • Market opportunity by End-user ($ thousand)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 Europe - Market size and forecast 2025-2030
    • 12.3.1 Germany - Market size and forecast 2025-2030
    • 12.3.2 UK - Market size and forecast 2025-2030
    • 12.3.3 France - Market size and forecast 2025-2030
    • 12.3.4 Italy - Market size and forecast 2025-2030
    • 12.3.5 Spain - Market size and forecast 2025-2030
    • 12.3.6 The Netherlands - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Indonesia - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 South Africa - Market size and forecast 2025-2030
    • 12.7.4 Israel - Market size and forecast 2025-2030
    • 12.7.5 Turkey - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ thousand)
    • Data Tables on Market opportunity by geography ($ thousand)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Surging demand for screen free socialization
    • Expansion of pop culture intellectual property
    • Growth of specialty retail distribution channels
  • 13.2 Market challenges
    • Volatile freight costs and disrupted supply chains
    • Raw material inflation and manufacturing pressure
    • Digital screen competition and customer acquisition
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Expansion of digital hybrid gaming mechanics and companion mobile applications
    • Demand for sustainable components and eco-friendly manufacturing processes
    • Growth in educational and cognitive skill development board games

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Arcane Wonders Inc.
    • Arcane Wonders Inc. - Overview
    • Arcane Wonders Inc. - Product / Service
    • Arcane Wonders Inc. - Key offerings
    • SWOT
  • 15.5 Ares Games S.r.l.
    • Ares Games S.r.l. - Overview
    • Ares Games S.r.l. - Product / Service
    • Ares Games S.r.l. - Key offerings
    • SWOT
  • 15.6 Asmodee Group
    • Asmodee Group - Overview
    • Asmodee Group - Product / Service
    • Asmodee Group - Key offerings
    • SWOT
  • 15.7 Catalyst Game Labs
    • Catalyst Game Labs - Overview
    • Catalyst Game Labs - Product / Service
    • Catalyst Game Labs - Key offerings
    • SWOT
  • 15.8 Corvus Belli S.L.
    • Corvus Belli S.L. - Overview
    • Corvus Belli S.L. - Product / Service
    • Corvus Belli S.L. - Key offerings
    • SWOT
  • 15.9 Goliath Games
    • Goliath Games - Overview
    • Goliath Games - Product / Service
    • Goliath Games - Key offerings
    • SWOT
  • 15.10 Hasbro Inc.
    • Hasbro Inc. - Overview
    • Hasbro Inc. - Business segments
    • Hasbro Inc. - Key offerings
    • Hasbro Inc. - Segment focus
    • SWOT
  • 15.11 Mantic Games Ltd.
    • Mantic Games Ltd. - Overview
    • Mantic Games Ltd. - Product / Service
    • Mantic Games Ltd. - Key offerings
    • SWOT
  • 15.12 Mattel Inc.
    • Mattel Inc. - Overview
    • Mattel Inc. - Business segments
    • Mattel Inc. - Key offerings
    • Mattel Inc. - Segment focus
    • SWOT
  • 15.13 Modiphius Entertainment Ltd.
    • Modiphius Entertainment Ltd. - Overview
    • Modiphius Entertainment Ltd. - Product / Service
    • Modiphius Entertainment Ltd. - Key offerings
    • SWOT
  • 15.14 Paizo Inc.
    • Paizo Inc. - Overview
    • Paizo Inc. - Product / Service
    • Paizo Inc. - Key offerings
    • SWOT
  • 15.15 Ravensburger AG
    • Ravensburger AG - Overview
    • Ravensburger AG - Product / Service
    • Ravensburger AG - Key offerings
    • SWOT
  • 15.16 Rio Grande Games Inc.
    • Rio Grande Games Inc. - Overview
    • Rio Grande Games Inc. - Product / Service
    • Rio Grande Games Inc. - Key offerings
    • SWOT
  • 15.17 Spin Master Corp.
    • Spin Master Corp. - Overview
    • Spin Master Corp. - Business segments
    • Spin Master Corp. - Key offerings
    • Spin Master Corp. - Segment focus
    • SWOT
  • 15.18 Warlord Games
    • Warlord Games - Overview
    • Warlord Games - Product / Service
    • Warlord Games - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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