Board Games Market - Global Outlook and Forecast 2018-2023

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78 tables

79 charts

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8 countries

52 company

4 segments

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THE GLOBAL BOARD GAMES MARKET SIZE IS EXPECTED TO REACH VALUES OF OVER $12 BILLION BY 2023, GROWING AT A CAGR OF MORE THAN 9% BY 2017–2023.

This market research report on global board games market offers analysis on market size & forecast, market share, industry trends, growth drivers, and vendor analysis. The market study also includes insights on segmentation by product type (tabletop games, card & dice games, collectible card games, miniature games, and RPG games), by theme type (strategy & war games, educational games, fantasy games, sport games, and others), by distribution channel (online and retail), and by geography (APAC, Europe, North America, Latin America, and MEA).
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BOARD GAMES MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
MARKET SIZE (REVENUE)USD 12.70 Billion (2023)
CAGR9% (2017-2023)
Base Year2017
Historic Year2014 - 2016
Forecast Year2018–2023
Market Segmentsproduct type (tabletop games, card & dice games, collectible card games, miniature games, and RPG games), by theme type (strategy & war games, educational games, fantasy games, sport games, and others), by distribution channel (online and retail)
Geographic AnalysisAPAC, Europe, North America, Latin America, and MEA
Countries CoveredFrance,UK,Germany,US,Canada,China,Japan,Brazil.
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INDUSTRY INSIGHTS

The introduction of table games that help teaching communication skills and language arts to kids and adults is augmenting the growth of the global board games market. These games are specifically designed to engender competitive recreational activities among end-users in the global market. The exponential growth of the entertainment and gaming industry is attributing to the rising demand for analog games in the market. These games are gaining immense popularity across geographies and demographics and specifically across developed economies such as the US and Western European countries. Various game designers are capitalizing on the nostalgia factor and are developing games with a modern touch to attract a maximum number of millennial consumers in the global market.

The rising demand for these products and increasing end-users’ spending sentiments worldwide will contribute to the growing revenues in the global market. With the increase in the consumption of mainstream consumer leisure products is boosting the adoption of these items by end-users in Europe, North America, and APAC regions. The games are marketed and advertised as an important tool to provide hands-on and heads-on skill and knowledge development for different age groups in the global market. Additionally, well-designed games create an engaging and competitive environment in which players need to focus reinforce and apply learning. The using of these products as a visual metaphor to help connect and apply learning will transform the global board games market.

Game elements, problem-solving skills, and discussions with fellow team members aid in facilitating active learning amongst end-users in the global market. Factors such as problem-solving skills and critical thinking in team-oriented games allow players to build communication and relationship skills with consumers in the market. The global board games market is anticipated to reach values of more than $12 billion by 2023, growing at a CAGR of over 9% during 2017-2023.

The growing number of games café worldwide is helping companies attract a large number of consumers is the global board games market. These game bars and cafes are witnessing a remarkable success and gained immense popularity across the globe over the past few years. The rapid proliferation of game cafes is encouraging adults and teenagers to connect for meaningful interactions and discover new games in the global market. A wide variety of games are now being produced to target for every age group and help attract a new group of consumers in these bars and cafes across the global market. The concepts of these business models are highly popular in Western European countries such as the UK and France and in the North American region. The high disposable income of millennial will help generate high revenues in the global board games market. For instance, in the US, over 5,000 board games cafes were opened alone in 2016.

BOARD GAMES MARKET – SEGMENTATION

This market research report includes a detailed segmentation of the market by product type, theme type, distributional channels, and geography.

BOARD GAMES MARKET – BY PRODUCT TYPE

Strategy-oriented tabletop games to boost sales in the global board games market during the forecast period

The global board games market by product type is segmented into tabletop games, card & dice games, collectible card games, miniature games, and RPG games. Tabletop games dominated the largest market share in 2017, growing at a CAGR of over 11% during the forecast period. The growing popularity of chanced-based and strategy-oriented games among grade scholars, teenagers, and adults is driving the growth of this segment in the global market. 2017’s most popular table games are Pandemic, Scythe, Sagrada, Azul, Gloomhaven, Near and Far, Settlers of Catan, and Warhammer Underworlds: Shadespire. Strategy games are designed to help build and develop holdings while trading and acquiring resources. These products are designed to increase problem-solving attitude and critical thinking ability among gamers in the global board games market. Europe and APAC regions are the largest revenues generators of these items in the global market.

BOARD GAMES MARKET – BY THEME TYPE

Stimulated strategy games gain popularity in the global board games market during the forecast period

The theme type segment in the global board games market is classified into strategy & war games, educational games, fantasy games, sports games, and others. Strategy and war games segment occupied the majority of the market share in 2017, growing at a CAGR of more than 10% during the forecast period. Strategy & war games involve the simulation element that propels decision making of the individual results into the significant outcome in the global market. These gaming products are designed for game enthusiast and are highly time-consuming games increasing the whole experience of the gamers in the market. These strategy & war games are extremely popular in Europe and gaining immense popularity in the North American market. The widespread popularity of war-based board games due to their influence on military-based operations across Latin America will revolutionize the global board games market during the forecast period.

BOARD GAMES MARKET – BY DISTRIBUTION CHANNEL

Retail segment dominates the largest share in the global board games market during the forecast period

The global board games market by the distributional channel is divided into retail (specialty store, mass-market players, and other stores) and online stores. The retail segment dominated more than half of the market share in 2017, growing at a CAGR of over 8% during the forecast period. The increasing number of retail players such as Walmart, Costco, Sears, Best Buy, and Target stocking and showcasing these products is boosting the revenues in this segment in the global market. The growth of games distribution that takes place through mass market players and specialty stores will help generate high revenues in the global board games market. The availability of personalized customer services and staffs information on new products and knowledge that help players in the selection of these games is attributing to the growth of the global market. Top vendors in countries such as the US and the UK primarily sell their products through specialty stores and supermarkets and hypermarkets in the market.

BOARD GAMES MARKET – BY GEOGRAPHY

The US in North America leads the largest share in the global board games market

The geographical segment in the global board games market is categorized into APAC, Europe, North America, Latin America, and MEA. North America occupied more than 1/3rd of the total market share in 2017, growing at a CAGR of approximately 10% during the forecast period. The increasing popularity of these games across North America is driving the growth of this segment in the global market. The leading vendors are introducing new variants every year to boost the revenues in the North American region. The board games market in Europe is growing and the popularity of European strategy games such as the Settlers of Catan or Catan is gaining traction globally. Some of the most known game cafes in New York are Fat Cat, The Uncommons, e’s Bar, Chess Forum, Molly’s Cupcakes, The Compleat Strategist, and Clinton Hall. The growing demand for card and dice games is increasing among adults and teenagers thereby, boosting demand in the global board games market.

Key Countries Profiled

  • France
  • UK
  • Germany
  • US
  • Canada
  • China
  • Japan
  • Brazil

KEY VENDOR ANALYSIS

The global board games market is moderately concentrated and the top players dominate the largest share. The leading vendors are rapidly leveraging technological advancement to offer innovations and upgrades to a large number of consumers in the global market. The presence of various local and international publishers will result in intensified competition in the global market. The players are expanding their business and distribution networks across developing economies such as China and India to gain a larger global board games market share. The top manufacturers are competing on the basis of gameplay, differentiation, game genre, and platform type. The players are focusing on digitalization and developing supporting mobile applications to enhance customers’ experiences in the market.

The major vendors in the global market are:

  • Asmodée Éditions (Group)
  • Hasbro
  • Mattel
  • Ravensburger

The other prominent players in the global board games market 

Asmadi Games, Bezier Games, BoardGameDesign.com, Buffalo Games, Clementoni, CMON, The Walt Disney Co., Fremont Die Consumer Products, Games Workshop, Gibsons Games, Goliath, The Grey Fox Games, IELLO Games, Indie Boards and Cards, INI, International Playthings, Kamings Trade, Learning Resources, Legendary Games, Loony Labs, Ludo Fact, Melissa & Doug, Mindware.com, North Star Games, Orchard Toys, Panda GM, Paul Lamond Games, Playroom Entertainment, Pegasus Spiele, Piatnik, Pressman Toy, RoosterFin, Reaper Miniatures, Rio Grande Games, Schmidt Spiele, Spin Master, Spontaneous Games, Surprised Stare Games, SunsOut, Talicor, The Haywire Group, The Regency Chess Company, ThinkFun, TREND Enterprises, Ultra PRO International, University Games, USAopoly, Winning Moves Games, WizKids, Wonder Forge, and Zobmondo.

The Board Games market research report includes in-depth coverage of the industry analysis with revenue and forecast insights for the following segments:

Market Segmentation by Theme Type

  • Strategy & War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Market Segmentation by Distribution Channel

  • Retail
    • Specialty Store
    • Mass Market Players
    • Other Stores
  • Online

Market Segmentation by Geography

  • North America
    • US
    • Canada
  • Europe
    • France
    • UK
    • Germany
  • APAC
    • China
    • Japan
  • Latin America
    • Brazil
  • MEA

SNAPSHOT

The global board games market size is expected to reach values of over $12 billion by 2023, growing at a CAGR of more than 9% by 2017–2023.

The global board games market is driven by low-end priced games offered by local vendors that add revenue to the market owing to their lower prices. The technological development leads to high-quality products that are better in term of ease of usage, skillsets, and designs in the global market. The market research report provides in-depth market analysis and segmental analysis of the global board games market by product type, theme type, distributional channels, and geography.

Base Year:                  2017

Forecast Year:           2018–2023

The study considers the present scenario of the global board games market and its market dynamics for the period 2018−2023. It covers a detailed overview of various market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. It also profiles and analyzes the leading companies and various other prominent companies operating in the global board games market.

Major Vendors in the Global Board Games Market

  • Asmodée Éditions (Group)
    • Company Overview
    • Asmodée Éditions (Group) in the Global Board Games Market
    • Major Service Offerings
    • Key Strengths
    • Key Strategies
    • Key Opportunities
  • Hasbro
  • Mattel
  • Ravensburger

Prominent Players in the Global Board Games Market

  • Asmadi Games
    • Overview                           
  • Bezier Games
  • BoardGameDesign.com
  • Buffalo Games
  • Clementoni
  • CMON
  • The Walt Disney Co.
  • Fremont Die Consumer Products
  • Games Workshop
  • Gibsons Games
  • Goliath
  • The Grey Fox Games
  • IELLO Games
  • Indie Boards and Cards
  • INI
  • International Playthings
  • Kamings Trade
  • Learning Resources
  • Legendary Games
  • Loony Labs
  • Ludo Fact
  • Melissa & Doug
  • Mindware.com
  • North Star Games
  • Orchard Toys
  • Panda GM
  • Paul Lamond Games
  • Playroom Entertainment
  • Pegasus Spiele
  • Piatnik
  • Pressman Toy
  • RoosterFin
  • Reaper Miniatures
  • Rio Grande Games
  • Schmidt Spiele
  • Spin Master
  • Spontaneous Games
  • Surprised Stare Games
  • SunsOut
  • Talicor
  • The Haywire Group
  • The Regency Chess Company
  • ThinkFun
  • TREND Enterprises
  • Ultra PRO International
  • University Games
  • USAopoly
  • Winning Moves Games
  • WizKids
  • Wonder Forge
  • Zobmondo

Market Segmentation by Product Type

  • Tabletop Games
  • Card & Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Market Segmentation by Theme Type

  • Strategy & War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Market Segmentation by Distribution Channel

  • Retail
    • Specialty Store
    • Mass Market Players
    • Other Stores
  • Online

Market Segmentation by Geography

  • North America
    • US
    • Canada
  • Europe
    • France
    • UK
    • Germany
  • APAC
    • China
    • Japan
  • Latin America
    • Brazil
  • MEA

Frequently Asked Questions

What is the market size and CAGR of the Board Games market?

The global board games market size is expected to reach values of over $12 billion by 2023, growing at a CAGR of more than 9% by 2017–2023.

What factors are driving the 'Board Games market?

The introduction of table games that help teaching communication skills and language arts to kids and adults is augmenting the growth of the global board games market. These games are specifically designed to engender competitive recreational activities among end-users in the global market. The exponential growth of the entertainment and gaming industry is attributing to the rising demand for analog games in the market.

Who are the key vendors in the 'Board Games market?

Asmodée Éditions (Group),Hasbro,Mattel,Ravensburger, are the key vendors
List of Exhibits       
Exhibit 1         Segmentation of Global Board Games Market
Exhibit 2         Market Size Calculation Approach 2017
Exhibit 3         Market Size Calculation 2017
Exhibit 4         Overview of Global Board Games Market
Exhibit 5         GDP Growth 2010–2023 (annual % change)
Exhibit 6         Global GDP Growth 2017 (annual % change)
Exhibit 7         Dual-income Households in US (1970 vs. 2015)
Exhibit 8         Global Prices of Wood Pulp 2003−2017 ($ per metric ton)
Exhibit 9         Growth in Labor Costs in Various Chinese Cities in 2016
Exhibit 10       Growing Web-based Offline Retail Sales (%)
Exhibit 11       Board Games versus Other Gaming Platforms 2015−2017
Exhibit 12       Value Chain Analysis of Global Board Games Market
Exhibit 13       Global Market: Historical Data 2014−2016 ($ million)
Exhibit 14       Global Board Games Market 2017−2023 ($ million)
Exhibit 15       Kickstarter: Crowdfunding for Games versus Video Games 2015−2017 ($ million)
Exhibit 16       Kickstarter’s Successful Projects: Games versus Video Games 2015−2017
Exhibit 17       Global Urban and Rural Human Population 1950−2050 (million)
Exhibit 18       Increase in Women Workforce in Japan 1985−2014 (million)
Exhibit 19       Global Mobile Phone Shipments by Type 2010–2020 (billion units)
Exhibit 20       Smartphone Penetration in North America, Western Europe, and APAC 2010−2022
Exhibit 21       Global Millennial Population by Key Regions 2017 (% of total population)
Exhibit 22       Five Forces Analysis 2017
Exhibit 23       Global Board Games Market by Product Type: Overview
Exhibit 24       Global Market by Product Type 2017 & 2023
Exhibit 25       Global Market Share by Product Type 2017−2023 (%)
Exhibit 26       Global Tabletop Board Games Market 2017−2023 ($ million)
Exhibit 27       Global Collectible Card Games Market 2017−2023 ($ million)
Exhibit 28       Global Card & Dice Games Market 2017−2023 ($ million)
Exhibit 29       Global Miniature Games Market 2017−2023 ($ million)
Exhibit 30       Global RPG Games Market 2017−2023 ($ million)
Exhibit 31       Global Market by Theme Type: Overview
Exhibit 32       Global Market by Theme Type 2017
Exhibit 33       Global Board Games Market by Theme Type 2017−2023
Exhibit 34       CAGR Comparison: Various Game Type by Theme 2017−2023
Exhibit 35       Global Strategy and War Board Games Market 2017−2023 ($ million)
Exhibit 36       Global Fantasy Games Market 2017−2023 ($ million)
Exhibit 37       Global Educational Games Market 2017−2023 ($ million)
Exhibit 38       Global Sports Games Market 2017−2023 ($ million)
Exhibit 39       Global Board Games Market by Others 2017−2023 ($ million)
Exhibit 40       Distribution Channel of Games
Exhibit 41       Distribution Channel Flow of Games
Exhibit 42       Global Board Games Market Distribution Channels 2017
Exhibit 43       Market Share of Geographies in Global Market 2017 & 2023
Exhibit 44       CAGRs of Key Geographies 2017−2023
Exhibit 45       Europe: Games Market Historical Data 2014−2016 ($ million)
Exhibit 46       Europe: Games Market 2017−2023 ($ million)
Exhibit 47       Changes in Per Capita Disposable Income in EU-27+1 Countries 2006−2015
Exhibit 48       Annual Saving Ratio of Western European Countries 2008−2017
Exhibit 49       Change in Annual Household Disposable Income in Europe 2008−2015 (%)
Exhibit 50       Urban and Rural Population in Europe 1950−2050 (Percentage of total population)
Exhibit 51       Devices Used for Surfing Internet in Europe by Age Group 2017
Exhibit 52       Per Household Expenditure on Leisure and Educational Activities in Europe 2012–2017 ($)
Exhibit 53       France: Games Market 2017−2023 ($ million)
Exhibit 54       UK: Games Market 2017−2023 ($ million)
Exhibit 55       Germany: Games Market 2017−2023 ($ million)
Exhibit 56       North America: Games Market Historical Data 2014−2016 ($ million)
Exhibit 57       Annual Saving Ratio of US
Exhibit 58       Change in US GDP Growth Rate (Q1 2006−Q2 2016)
Exhibit 59       North America: Games Market 2017−2023 ($ million)
Exhibit 60       US: Games Market 2017−2023 ($ million)
Exhibit 61       Canada: Games Market 2017−2023 ($ million)
Exhibit 62       APAC: Board Games Market Historical Data 2014−2016 ($ million)
Exhibit 63       APAC: Games Market 2017−2023 ($ million)
Exhibit 64       Increase in Urban Population in APAC (Overall Population %) 2005−2045
Exhibit 65       Gross Domestic Savings of Key APAC Countries 2008−2014 (percentage of income)
Exhibit 66       Comparison of Southeast Asian Countries with Income Brackets 2010−2025
Exhibit 67       China: Games Market 2017−2023 ($ million)
Exhibit 68       Urban Households in China: Income Breakup 2010−2020
Exhibit 69       Japan: Games Market 2017−2023 ($ million)
Exhibit 70       Latin America: Games Market Historic Data 2014−2016 ($ million)
Exhibit 71       Latin America: Games Market 2017–2023 ($ million)
Exhibit 72       Internet Penetration in Latin America 2017
Exhibit 73       Brazil: Games Market 2017−2023 ($ million)
Exhibit 74       MEA: Games Market Historic Data 2014−2016 ($ million)
Exhibit 75       MEA: Games Market 2017–2023 ($ million)
Exhibit 76       Internet Usage in Key Countries of Middle East 2017
Exhibit 77       Global Board Games Market: Top Vendor Ranking 2017
Exhibit 78       Overview of Market Concentration in Geographies 2017 (as illustrated by HHI)
Exhibit 79       Qualitative Summary of Global Automotive Safety Electronics Market
           
           
List Of Tables
           
Table 1            Key Geographies Definition
Table 2            Key Caveats
Table 3            Currency Conversion 2013−2017
Table 4            Real GDP per Capita Growth in Several Developing Countries 2013–2016
Table 5            YOY Impact of Market Growth Enablers 2017−2023
Table 6            YOY Impact of Market Growth Enablers on Regions 2017
Table 7            Average Minimum Wages in Various APAC Countries
Table 8            YOY Impact of Market Growth Restraints 2017−2023
Table 9            YOY Impact of Market Growth Restraints on Regions 2017
Table 10         YOY Impact of Market Opportunities & Trends 2017−2023
Table 11         YOY Impact of Market Opportunities & Trends on Regions 2017
Table 12         Highly-backed Kickstarter’s Board Game Project 2017−2018
Table 13         List of Popular Classic Games
Table 14         Popular Tabletop Games in North America and Europe 2017
Table 15         Global Tabletop Board Games Market by Geography 2017−2023 ($ million)
Table 16         Popular Collectible Card Games in North America and Europe 2017
Table 17         Global Collectible Card Games Market by Geography 2017−2023 ($ million)
Table 18         Popular Card & Dice Games in North America and Europe 2017
Table 19         Global Card and Dice Games Market by Geography 2017−2023 ($ million)
Table 20         Popular Miniature Games in North America and Europe 2017
Table 21         Global Miniature Games Market by Geography 2017−2023 ($ million)
Table 22         Popular Miniature Games in North America and Europe 2017
Table 23         Global RPG Board Games Market by Geography 2017−2023 ($ million)
Table 24         Popular Strategy & War Games 2017
Table 25         Global Strategy & War Games Market by Geography 2017−2023 ($ million)
Table 26         Popular Fantasy Games 2017
Table 27         Global Fantasy Board Games Market by Geography 2017−2023 ($ million)
Table 28         Some Popular Educational Games 2017
Table 29         Global Educational Board Games Market by Geography 2017−2023 ($ million)
Table 30         Popular Sports Games 2017
Table 31         Global Sports Board Games Market by Geography 2017−2023 ($ million)
Table 32         Some Popular Party Games 2017
Table 33         Global Other Board Games Market by Geography 2017−2023 ($ million)
Table 34         Europe: Games Market by Product Type 2017−2023 ($ million)
Table 35         Europe: Board Games Market by Theme Type 2017−2023 ($ million)
Table 36         North America: Games Market by Product Type 2017−2023 ($ million)
Table 37         North America: Games Market by Theme Type 2017−2023 ($ million)
Table 38         APAC: Games Market by Product Type 2017−2023 ($ million)
Table 39         APAC: Games Market by Theme Type 2017−2023 ($ million)
Table 40         Latin America by Key Macroeconomic Factors 2015
Table 41         Traditional Board Games in Various Latin American Countries
Table 42         Latin America: Games Market by Product Type 2017−2023 ($ million)
Table 43         Latin America: Games Market by Theme Type 2017−2023 ($ million)
Table 44         Popular Traditional Games in Various African Countries
Table 45         Population Demographics in Middle Eastern Countries 2014–2015
Table 46         MEA: Board Games Market by Product Type 2017−2023 ($ million)
Table 47         MEA: Games Market by Theme Type 2017−2023 ($ million)
Table 48         Major Studios Operated by Asmodée Éditions (Group)
Table 49         Asmodée Éditions (Group): Major Product Offerings
Table 50         Hasbro: Major Product Offerings
Table 51         Mattel: Product Offerings
Table 52         Ravensburger: Product Offerings
Table 53         Quantitative Summary of Market by Regions ($ million)
Table 54         Quantitative Summary of Market by Geography 2017−2023 (%)
Table 55         Europe: Board Games Market by Product Type 2017−2023 ($ million)
Table 56         Europe: Games Market by Theme Type 2017−2023 ($ million)
Table 57         North America: Board Games Market by Product Type 2017−2023 ($ million)
Table 58         North America: Games Market by Theme Type 2017−2023 ($ million)
Table 59         APAC: Games Market by Product Type 2017−2023 ($ million)
Table 60         APAC: Games Market by Theme Type 2017−2023 ($ million)
Table 61         Latin America: Board Games Market by Product Type 2017−2023 ($ million)
Table 62         Latin America: Games Market by Theme Type 2017−2023 ($ million)
Table 63         MEA: Board Games Market by Product Type 2017−2023 ($ million)
Table 64         MEA: Games Market by Theme Type 2017−2023 ($ million)
Table 65         Quantitative Summary of Market by Product ($ million)
Table 66         Quantitative Summary of Market by Product 2017−2023 (%)
Table 67         Global Tabletop Board Games Market by Geography 2017−2023 ($ million)
Table 68         Global Collectible Card Games Market by Geography 2017−2023 ($ million)
Table 69         Global Card and Dice Games Market by Geography 2017−2023 ($ million)
Table 70         Global Miniature Games Market by Geography 2017−2023 ($ million)
Table 71         Global RPG Board Games Market by Geography 2017−2023 ($ million)
Table 72         Quantitative Summary of Market by Theme ($ million)
Table 73         Quantitative Summary of Market by Product 2017−2023 (%)
Table 74         Global Strategy & War Board Games Market by Geography 2017−2023 ($ million)
Table 75         Global Fantasy Board Games Market by Geography 2017−2023 ($ million)
Table 76         Global Educational Board Games Market by Geography 2017−2023 ($ million)
Table 77         Global Sports Games Market by Geography 2017−2023 ($ million)
Table 78         Global Other Games Market by Geography 2017−2023 ($ million)
1          Research Methodology
2          Research Objectives
3          Research Process
 
4          Report Coverage
4.1       Market Definition
4.2       Base Year
4.3       Scope of Study
4.3.1   Market Segmentation by Product Type
4.3.2   Market Segmentation by Theme Type
4.3.3   Market Segmentation by Distribution Channel Type
4.3.4   Market Segmentation by Geography
 
5          Report Assumptions & Caveats
5.1       Key Caveats
5.2       Inclusions
5.3       Exclusions
5.4       Currency Conversion
5.5       Market Derivation
 
6          Market at a Glance
 
7          Introduction
7.1       Global Board Games Market Overview
7.2       Macro Economic Factors Enabling Market Growth
7.2.1   Economic Development
7.2.2   Per Capita GDP in Developing Markets
7.2.3   Dual-income Households in Developed Markets
 
8        Global Market Dynamics
8.1       Global Board Games Market Growth Enablers
8.1.1   Growing Number of Board Game Cafes Worldwide
8.1.2   Introduction of Games Supported with Mobile Apps
8.1.3   Focus on Enhancement of Gaming Experience
8.1.4   Increased Focus on Online Strategy
8.1.5   YOY Impact of Market Growth Enablers
8.1.6   YOY Impact of Market Growth Enablers on Regions
8.2       Global Board Games Market Growth Restraints
8.2.1   Volatility in Raw Material Prices
8.2.2   Increasing Labor Cost and Cost Trade-offs
8.2.3   Counterfeit Games
8.2.4   YOY Impact of Market Growth Restraints
8.2.5   YOY Impact of Market Growth Restraints on Regions
8.3       Global Board Games Market Opportunities & Trends
8.3.1   Internet Shaping End-users' Purchasing Behavior
8.3.2   Growing Digitization of Games
8.3.3   Growing Threat from Other Gaming Platforms
8.3.4   YOY Impact of Market Opportunities & Trends
8.3.5   YOY Impact of Market Opportunities & Trends on Regions
 
9        Value Chain Analysis
9.1       Value Chain overview
9.2       Value Chain Analysis
9.2.1   Raw Material Suppliers
9.2.2   Manufacturers
9.2.3   Distributors/Retailers
9.2.4   Retailers
9.2.5   End-user
 
10        Market Landscape
10.1    Global Board Games Market
10.1.1 Historical Data 2014−2016
10.1.2 Market Size & Forecast 2017−2023
10.2    Porter’s Five Forces Analysis
10.2.1 Threat of New Entrants
10.2.2 Bargaining Power of Suppliers
10.2.3 Bargaining Power of Buyers
10.2.4 Threat of Substitutes
10.2.5 Competitive Rivalry
 
11        Global Board Games Market By Product Type
11.1    Market Overview
11.2    Global Tabletop Board Games Market
11.2.1 Market Size & Forecast
11.2.2 Market by Geography
11.3    Global Collectible Card Game Market
11.3.1 Market Size & Forecast
11.3.2 Market by Geography
11.4    Global Card & Dice Games Market
11.4.1 Market Size & Forecast
11.4.2 Market by Geography
11.5    Global Miniature Games Market
11.5.1 Market Size & Forecast
11.5.2 Market by Geography
11.6    Global RPG Board Games Market
11.6.1 Market Size & Forecast
11.6.2 Market by Geography
 
12        Market by Theme Type
12.1    Market Overview
12.2    Global Strategy and War Board Games Market
12.2.1 Market Size & Forecast
12.2.2 Market by Geography
12.3    Global Fantasy Board Games Market
12.3.1 Market Size & Forecast
12.3.2 Market by Geography
12.4    Global Educational Board Games Market
12.4.1 Market Size & Forecast
12.4.2 Market by Geography
12.5    Global Sports Board Games Market
12.5.1 Market Size & Forecast
12.5.2 Market by Geography
12.6    Global Board Games Market by Others
12.6.1 Market Size & Forecast
12.6.2 Market by Geography
 
13        Market by Distribution Channel
13.1    Market Overview
13.2    Manufacture, Production, and Distribution
13.3    Distribution through Retail Stores
13.4    Distribution through Online Websites
14        Market by Geographical Segmentation
14.1    Market Overview
 
15        Europe: Board Games Market
15.1    Market Overview
15.1.1 Historic Data 2014−2016
15.1.2 Market Size & Forecast 2017−2023
15.2    Segmentation by Product type
15.2.1 Market Size & Forecast: Product Types
15.3    Segmentation by Theme type
15.3.1 Market Size & Forecast: Theme Types
15.4    Key Countries
15.4.1 France: Market Size & Forecast
15.4.2 UK: Market Size & Forecast
15.4.3 Germany: Market Size & Forecast
15.5    Leading Trend, Enabler, and Restraint
 
16        North America: Board Games Market
16.1    Market Overview
16.1.1 Historic Data 2014−2016
16.1.2 Market Size & Forecast 2017−2023
16.2    Segmentation by Product type
16.2.1 Market Size & Forecast: Product Types
16.3    Segmentation by Theme type
16.3.1 Market Size & Forecast: Theme Types
16.4    Key Countries
16.4.1 US: Market Size & Forecast
16.4.2 Canada: Market Size & Forecast
16.5    Leading Trend, Enabler, and Restraint
 
17        APAC: Board Games Market
17.1    Market Overview
17.1.1 Historic Data: 2014−2016
17.1.2 Market Size & Forecast 2017−2023
17.2    Segmentation by Product Type
17.2.1 Market Size & Forecast: Product Types
17.3    Segmentation by Theme type
17.3.1 Market Size & Forecast: Theme Types
17.4    Key Countries
17.4.1 China: Market Size & Forecast
17.4.2 Japan: Market Size & Forecast
17.5    Leading Trend, Enabler, and Restraint
 
18        Latin America: Board Games Market
18.1    Market overview
18.1.1 Historical Data: 2014−2016
18.1.2 Market Size & Forecast 2017−2023
18.2    Segmentation by Product Type
18.2.1 Market Size & Forecast: Product Types
18.3    Segmentation by Theme type
18.3.1 Market Size & Forecast: Theme Types
18.4    Key countries
18.4.1 Brazil: Market Size & Forecast
18.5    Leading Trend, Enabler, and Restraint
 
19        MEA: Board Games Market
19.1    Market Overview
19.1.1 Historical Data 2014−2016
19.1.2 Market Size & Forecast 2017−2023
19.2    Segmentation by Product Type
19.2.1 Market Size & Forecast: Product Types
19.3    Segmentation by Theme type
19.3.1 Market Size & Forecast: Theme Types
19.4    Key countries
19.5    Leading Trend, Enabler, and Restraint
 
20        Competitive Landscape
20.1    Market Overview
20.2    Market ranking Analysis
20.3    Market Structure and Mapping of Competition
20.3.1 Herfindahl-Hirschman Index
 
21        Key Company Profiles
21.1    Asmodée Éditions (Group)
21.1.1 Company Overview
21.1.2 Asmodée Éditions (Group) in Global Board Games Market
21.1.3 Major Product Offerings
21.1.4 Key Strategies
21.1.5 Key Strengths
21.1.6 Key Opportunities
21.2    Hasbro
21.2.1 Company Overview
21.2.2 Major Product Offerings
21.2.3 Key Strategies
21.2.4 Key Strengths
21.2.5 Key Opportunities
21.3    Mattel
21.3.1 Business Overview
21.3.2 Mattel in Global Board Games Market
21.3.3 Major Product Offerings
21.3.4 Key Strategies
21.3.5 Key Strengths
21.3.6 Key Opportunities
21.4    Ravensburger
21.4.1 Business Overview
21.4.2 Ravensburger in Global Board Games Market
21.4.3 Major Product Offerings
21.4.4 Key Strategies
21.4.5 Key Strengths
21.4.6 Key Opportunities
 
22        Other Prominent Vendors
22.1    Asmadi Games
22.1.1 Overview
22.2    Bezier Games
22.2.1 Overview
22.3    BoardGameDesign.com
22.3.1 Overview
22.4    Buffalo Games
22.4.1 Overview
22.5    Clementoni
22.5.1 Overview
22.6    CMON
22.6.1 Overview
22.7    Disney
22.7.1 Overview
22.8    Fremont Die Consumer Products
22.8.1 Overview
22.9    Games Workshop
22.9.1 Overview
22.10  Gibsons Games
22.10.1 Overview
22.11  Goliath
22.11.1 Overview
22.12  Grey Fox Games
22.12.1 Overview
22.13  IELLO Games
22.13.1Overview
22.14  Indie Boards and Cards
22.14.1 Overview
22.15  INI
22.15.1 Overview
22.16  International Playthings
22.16.1 Overview
22.17  Kamings Trade
22.17.1 Overview
22.18  Learning Resources
22.18.1 Overview
22.19  Legendary Games
22.19.1 Overview
22.20  Loony Labs
22.20.1Overview
22.21  Ludo Fact
22.21.1 Overview
22.22  Melissa & Doug
22.22.1 Overview
22.23  Mindware.com
22.23.1 Overview
22.24  North Star Games
22.24.1 Overview
22.25  Orchard Toys
22.25.1 Overview
22.26  Panda GM
22.26.1 Overview
22.27  Paul Lamond Games
22.27.1 Overview
22.28  Playroom Entertainment
22.28.1 Overview
22.29  Pegasus Spiele
22.29.1 Overview
22.30  Piatnik
22.30.1 Overview
22.31  Pressman Toy
22.31.1 Overview
22.32  RoosterFin
22.32.1 Overview
22.33  Reaper Miniatures
22.33.1 Overview
22.34  Rio Grande Games
22.34.1 Overview
22.35  Schmidt Spiele
22.35.1 Overview
22.36  Spin Master
22.36.1 Overview
22.37  Spontaneous Games
22.37.1 Overview
22.38  Surprised Stare Games
22.38.1 Overview
22.39  SunsOut
22.39.1 Overview
22.4    Talicor
22.40.1 Overview
22.41  The Haywire Group
22.41.1 Overview
22.42  The Regency Chess Company
22.42.1 Overview
22.43  ThinkFun
22.43.1 Overview
22.44  TREND Enterprises
22.44.1Overview
22.45  Ultra PRO International
22.45.1 Overview
22.46  University Games
22.46.1Overview
22.47  USAopoly
22.47.1Overview
22.48  Winning Moves Games
22.48.1Overview
22.49  WizKids
22.49.1Overview
22.50  Wonder Forge
22.50.1 Overview
22.51  Zobmondo
22.51.1 Overview
23        Report Summary
23.1    Key Takeaways
23.2    Strategic Recommendation
23.3    Qualitative Summary of Global Board Games Market
23.4    Quantitative Summary: Global Board Games Market
23.4.1 Market by Geography
23.4.2 Market by Product Type
23.4.3 Market by Theme Type
 
24        Appendix
24.1    Abbreviations
 

 

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Frequently Asked Questions

What is the market size and CAGR of the Board Games market?

The global board games market size is expected to reach values of over $12 billion by 2023, growing at a CAGR of more than 9% by 2017–2023.

What factors are driving the 'Board Games market?

The introduction of table games that help teaching communication skills and language arts to kids and adults is augmenting the growth of the global board games market. These games are specifically designed to engender competitive recreational activities among end-users in the global market. The exponential growth of the entertainment and gaming industry is attributing to the rising demand for analog games in the market.

Who are the key vendors in the 'Board Games market?

Asmodée Éditions (Group),Hasbro,Mattel,Ravensburger, are the key vendors