PUBLISHER: 360iResearch | PRODUCT CODE: 1470552
PUBLISHER: 360iResearch | PRODUCT CODE: 1470552
[195 Pages Report] The Board Games Market size was estimated at USD 13.12 billion in 2023 and expected to reach USD 14.42 billion in 2024, at a CAGR 10.02% to reach USD 25.62 billion by 2030.
Board games refer to indoor games that are typically multi-player tabletop games utilizing counters or tokens positioned on a pre-marked surface. The application of board games stretches across various spectrums, particularly leisure and entertainment activities. Their end-use is predominantly found amongst a wide demographic from children, teenagers, and adults to the geriatric population. They are utilized in homes and educational institutions for learning purposes and by professionals in corporate setups for team building and social interaction. The prevalence of online retail, the growth of e-commerce, and a resurgence of interest in social and group-oriented gaming are all robust driving measures contributing to board game escalation. Notable growth factors for board games include increased public interest in social gameplay, a cultural shift towards experiential and educational gaming, and the demand for strategic and war simulation games. However, the growing incidences of product recall of board games due to choking hazards and the presence of toxic chemicals impede widespread adoption among consumers. Furthermore, complications related to the intellectual property rights of board games present challenges for new entrants in the industry. However, major manufacturers are constantly investing efforts to develop novel, innovative games without infringing on the patents or copyrights of existing games. The emergence of crowdfunded games, the surge in board games in cafes, and the increased adoption of board games in learning and development activities are presenting promising opportunities for growth in this space.
KEY MARKET STATISTICS | |
---|---|
Base Year [2023] | USD 13.12 billion |
Estimated Year [2024] | USD 14.42 billion |
Forecast Year [2030] | USD 25.62 billion |
CAGR (%) | 10.02% |
Game Type: Rising number of chess competitions and championships across the world
Chess is played on a square board made of 64 smaller squares arranged in eight vertical rows called files and eight horizontal rows called ranks. It consists of six chess pieces: pawn, bishop, knight, rook, queen, and king, and is played between two players. Ludo refers to a board game in which players advance counters by throwing dice and moving the disc pieces accordingly. As a luck-based family game, it primarily attracts customers seeking a light-hearted, entertainment-filled interaction. Monopoly is a unique real-estate board game played between two to eight players. Every player's primary aim is to remain financially solvent while forcing opponent players into bankruptcy by buying and developing pieces of property. Scrabble is a board-and-tile game in which two to four players compete by forming words with lettered tiles on a square board. Scrabble provides an enriching linguistic experience for consumers. Its appeal lies in its ability to cater to the language and vocabulary enhancement needs, attracting both educational institutions and households.
Age group: Demand for strategic and innovative games catering to adults above 25 Years
The 12-25 age group typically gravitates towards board games that challenge their strategic thinking and include a social interaction element. This demographic also shows a keen interest in games with themes related to pop culture, history, and science. Children in the age bracket between 2 and 5 prefer interactive and visually stimulating board games that focus more on fun and learning. Games are mainly designed to promote motor skills, color recognition, and basic math or language abilities. The above 25 years age category typically consists of active board game hobbyists, collectors, and enthusiasts. High-quality components, detailed artwork, and immersive storytelling are key elements desired by this group. Adults above 25 often enjoy board games that incorporate themes of strategy, trivia, and adventure. The preference for the age group of 5 to 12-year consumers leans toward engaging, exciting, and imaginative board games. The products here are wide-ranging, from simple quests to intricate puzzles, offering an array of themes that cater to diverse interests.
Sales Channel: Preference for convenience shopping leading to expansion of online stores
Hypermarkets and supermarkets play a crucial role in the sales of board games as they display a wide array of physical game products, catering to consumers who prefer to inspect physically before purchase. These spacious commercial venues showcase a broad assortment of board games covering various themes and age groups. Online shopping platforms provide global accessibility, convenience, and an extensive selection from various manufacturers. The digital space allows stores to stock virtually unlimited games without the constraint of physical space, making them attractive to customers seeking niche or less-known games. Additionally, due to the increasing internet penetration and preference for online shopping, the growth of online stores in the board games market shows significant promise. Specialty Stores are particularly vital in the context of board games as they cater to the specific needs of seasoned board game enthusiasts and collectors. These niche retail outlets focus entirely on board games, offering a wide array of games ranging from popular mainstream choices to obscure collector editions. Store staff often have deep knowledge about the games and can provide expert advice to customers.
Regional Insights
In the Americas, particularly in the United States and Canada, the demand for board games remains robust due to constant product innovation. A rejuvenated interest in nostalgic board games and ongoing initiatives to digitize classics for modern players contribute to the board games's growth. Furthermore, due to the increased spending power of millennial consumers, the demand for creative and complex games is on the rise. The board games industry in the EU is categorized by high buyer power and intense competition, driven by a diversified supplier landscape. Notably, many European countries are spearheading the trend of analog game nights,' fostering a community around traditional gaming. Research indicates a growing preference for eco-friendly board games, which has prompted industry players to invest in sustainable production methods. In the Asia-Pacific region, economies such as Japan, China, and India offer a mixture of local and global board games that uniquely cater to their culture and gameplay preferences. Government initiatives to promote board games such as chess through competitions and championships have also stimulated interest among consumers.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Board Games Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Board Games Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Board Games Market, highlighting leading vendors and their innovative profiles. These include Alderac Entertainment Group (AEG), AMIGO Games Inc., Arcane Wonders, Asmodee Group by Embracer Group, Atlas Games, Bezier Games Inc., Blue Orange Sarl, Buffalo Game LLC, Facade Games LLC, Gamelyn Games, Games Workshop Group PLC, Grey Gnome Games, HABA USA, Hasbro Inc., Mattel Inc., Mindware Inc., National Entertainment Collectibles Association Inc., Noris Spiele by Simba Dickie Group, Paizo Inc., Queen Games by XSET, R & R Games Inc., Ravensburger North America, Inc., Rio Grande Games, Schmidt Spiele GmbH, Spin Master Ltd, Steamforged Games Ltd., Tasty Minstrel Games, Thames & Kosmos., ThinkFun, Inc., and Wiener Spielkartenfabrik Ferd. Piatnik & Sohne.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Board Games Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Board Games Market?
3. What are the technology trends and regulatory frameworks in the Board Games Market?
4. What is the market share of the leading vendors in the Board Games Market?
5. Which modes and strategic moves are suitable for entering the Board Games Market?