Tabletop Games Market Size & Share Report

Tabletop Games Market - Global Outlook & Forecast 2025-2030

546 pages

186 tables

102 charts

5 region

24 countries

55 company

8 segments

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THE GLOBAL TABLETOP GAMES MARKET SIZE IS EXPECTED TO REACH USD 34.10 BILLION BY 2030 FROM USD 19.50 BILLION IN 2024, GROWING AT A CAGR OF 9.76% DURING THE FORECAST PERIOD.

The Tabletop Games Market Size, Share, & Trends Analysis Report By

  1. Product: Board Games, Dexterity Games, Tile-Based Games, and Paper & Pencil Games
  2. Board Games: Tabletop Board Games, Collectible Card Games, Card & Dice Games, Miniature Games, and RPG Board Games
  3. RPG Board Games: Traditional, Narrative-Driven, Hybrid, Digital, and Other RPG Board Games
  4. Theme: Educational Tabletop Games, Strategy & War Tabletop Games, Fantasy Tabletop Games, Sports Tabletop Games, Historical Tabletop Games, and Other Tabletop Games
  5. User Group: Adults, Kids, and Family & Party
  6. Distribution Channel: Offline and Online
  7. Offline Distribution Channel: Specialty Stores, Mass Market Players, and Other Offline Channels
  8. Geography: North America, Europe, APAC, Latin America, and Middle East & Africa

Industry Analysis Report, Regional Outlook, Growth Potential, Price Trends, Competitive Market Share & Forecast 2025–2030.

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TABLETOP GAMES MARKET REPORT SCOPE

REPORT ATTRIBUTEDETAILS
Market Size (2030)USD 34.10 Billion
Market Size (2024)USD 19.50 Billion
CAGR (2024-2030)9.76%
HISTORIC YEAR2021-2023
BASE YEAR2024
FORECAST YEAR2025-2030
SEGMENTS BYProduct, Board Games, RPG Board Games, Theme, User Group, Distribution Channel, Offline Distribution Channel, and Geography
GEOGRAPHIC ANALYSIS North America, Europe, APAC, Latin America, and Middle East & Africa
KEY PLAYERSEmbracer Group (Asmodee Group), Hasbro, Mattel, Ravensburger, and Goliath Games
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INDUSTRY OUTLOOK

The global tabletop games market size was valued at USD 19.50 billion in 2024 and is expected to reach USD 34.10 billion by 2030, growing at a CAGR of 9.76% during the forecast period. The global market is diverse, featuring a broad range of games suitable for both children and adults. This market presents significant growth potential due to the rising global popularity of tabletop games. The market can be categorized into four primary segments - board games, dexterity games, tile-based games, and paper & pencil games. Furthermore, the rise of social media, enhanced user engagement, and increasing disposable incomes are additional key factors propelling the demand for tabletop games. Social media platforms have become essential for raising awareness of new tabletop game launches, resulting in heightened interest and sales. The board games category is a major section within the global tabletop games market, encompassing a wide variety of game types that appeal to different audiences and age groups. The push for more diverse themes, characters, and settings in board games has made the hobby more inclusive. Games that explore different cultures, histories, and perspectives broaden the appeal of board games.

Also, in recent years, there has been a noticeable increase in the popularity of tabletop games, particularly among home users. The trend of hosting tabletop game nights, where friends and family gather to play games at home, has strengthened social bonds and heightened the demand for these products. Furthermore, the proliferation of tabletop game cafés is expected to significantly contribute to market growth in the coming years.

MARKET TRENDS & DRIVERS

Shift Toward Sustainable & Eco-Friendly Practices

Consumers are increasingly choosing eco-friendly products, including tabletop games, as concerns over environmental issues such as climate change, deforestation, and plastic pollution. This shift is prompting companies to rethink how they design, produce, and market their games, focusing on sustainability. Many manufacturers in the tabletop games market are now turning to sustainable materials, such as biodegradable plastics, recycled paper, and certified wood, to reduce their environmental impact. Companies such as HABA Familygroup are using certified sustainable wood and non-toxic paints, while CMON is opting for biodegradable plastics for their game pieces. Stonemaier Games is cutting down on plastic by using recycled paper for game boards and packaging. Blue Orange Games is replacing plastic packaging with recycled cardboard, and Days of Wonder is ensuring responsible sourcing with FSC-certified paper. These changes are helping to minimize waste and promote a circular economy in the tabletop game industry.

Growing Number of Tabletop Game Cafes

Tabletop game cafes are becoming a key part of the growing tabletop games market. These cafés offer a social space where people can enjoy games, food, and drinks while connecting with others who share the same interests. They host events such as game nights and tournaments to help build a community of tabletop game enthusiasts and create a friendly environment for newcomers. These cafés allow customers to try out a variety of games, including new releases and lesser-known titles, making it easier for people to discover new games without having to buy them. This lowers the barrier to entry for new players and encourages more frequent gaming. The rise of tabletop game cafés is contributing to industry growth by attracting more customers, increasing game sales, and expanding the community. Family-friendly cafés, such as Gamehaus Café in Los Angeles and AU BONHEUR DES JEUX in Paris, make it easier for people of all ages to enjoy gaming together. With more cafés opening in 2024, this trend is helping to grow the tabletop game market further.

SEGMENTATION INSIGHTS

INSIGHTS BY GAME TYPE

The global tabletop games market is an ever-evolving industry that has continued to grow in popularity due to the increasing interest in social and recreational activities. The board games hold the most significant share of the global market in 2024. The board games segment dominance can be attributed to their long history, widespread appeal, and versatility. Board games are accessible to a broad audience because they have simple rules that are easy to learn, and they can be played in diverse settings, from family gatherings to social game nights. Additionally, board games cover a wide range of themes and genres, including strategy, party, and cooperative games, catering to different interests and preferences. Their convenience—requiring little setup and providing engaging, structured gameplay—further contributes to their popularity, making them the top choice for many gamers. In comparison, other categories such as dexterity, tile-based, and paper & pencil games often appeal to more specific player preferences or require specialized skills, which limits their overall market reach. This versatility and widespread appeal make board games the leading segment in the tabletop games market.

INSIGHTS BY BOARD GAMES

The board games category of the global tabletop games market can be sub-categorized as tabletop board games, collectible card games, card & dice games, miniature games, and RPG board games. Among these segments, tabletop board games are the dominant category. This dominance can be attributed to their broad appeal and accessibility to a wide range of players. Tabletop board games are easy to understand, require minimal setup, and can be played in various environments, making them highly convenient. Their structured gameplay, combined with a wide variety of themes and genres, such as strategy, cooperative, and party games, makes them suitable for both casual players and serious enthusiasts. In contrast, other segments such as collectible card games, miniature games, and RPG board games often cater to more niche audiences or require a higher level of skill and commitment, limiting their overall reach. This versatility and accessibility make tabletop board games a leading segment in the tabletop games market.

INSIGHTS BY RPG BOARD GAMES

The RPG board games categories of the global tabletop games market can be categorized as traditional, narrative-driven, hybrid, digital, and other RPG board games. Among these segments, traditional RPG board games are the dominant ones. This is primarily due to their long-established presence and strong cultural roots within the tabletop gaming community. Traditional RPGs, such as Dungeons & Dragons, are popular for their immersive storytelling, deep character development, and social interaction. These games have built a dedicated fan base over the years and continue to attract new players due to their rich gameplay and versatility. While newer categories such as digital RPGs and hybrid RPGs are growing, traditional RPG board games maintain dominance because of their established format, extensive content libraries, and strong support networks, including gaming groups, conventions, and online communities. This established presence makes them the dominant segment in the RPG board game category.

INSIGHTS BY THEME

The educational tabletop games theme segment holds the most prominent share of the global tabletop games market. This dominance is driven by their broad appeal across various age groups, particularly in schools, educational institutions, and family settings. Educational games provide a fun and interactive way to learn, making them highly popular among parents and educators. They are designed to improve cognitive skills, problem-solving abilities, and critical thinking in a way that is engaging and entertaining. Furthermore, with the growing emphasis on hands-on learning and experiential education, these games are increasingly used as effective teaching tools. Countries investing heavily in education reform and interactive teaching methods drive the demand. For instance, North America, Western Europe, and parts of Asia (e.g., Japan, South Korea, and India) are integrating these games into classrooms and homes. Unlike other segments such as strategy & war or fantasy tabletop games, which often cater to more specific interests, educational tabletop games have a universal appeal, making them the leader them the global tabletop games market.

INSIGHTS BY USER GROUP

By the user group, the global tabletop games market can be categorized as adults, kids, and family & party. Adults are the dominant group in this segment, largely due to the growing popularity of tabletop games among adult players, particularly with the rise of strategy games, RPGs, and CCGs, which require higher levels of engagement and cognitive skills. Adults are often more willing to invest time and money into purchasing complex games, attending events, or participating in gaming communities. Additionally, tabletop games for adults offer a social and relaxing way to spend time with friends, providing an alternative to digital entertainment. The increasing trend of game cafés, where adults gather to play, and the rise of hobbyist and competitive gaming has further boosted the dominance of adults in the tabletop games market.

INSIGHTS BY DISTRIBUTION CHANNEL

The offline distribution dominates the global tabletop games market. This is primarily due to the strong presence of physical game stores, specialized hobby shops, and events such as board game conventions, where consumers can directly experience and purchase tabletop games. Offline channels allow customers to interact with the games, get recommendations from knowledgeable staff, and enjoy a hands-on experience that is difficult to replicate online. Additionally, social spaces such as game cafés and community gatherings foster in-person play and encourage people to explore new titles. Despite the growing popularity of online sales, offline distribution still holds a significant share of the tabletop games market because of its ability to provide an immersive and personalized shopping experience for tabletop game enthusiasts.

INSIGHTS BY OFFLINE DISTRIBUTION CHANNEL

The offline distribution channel segment of the global tabletop games market can be further categorized as specialty stores, mass market players, and other offline channels. Specialty Stores are dominant in the category and this dominance is largely due to the expertise and focused selection of products these stores offer. Specialty stores are known for curating a wide range of tabletop games, often including niche and indie titles that may not be available in mass-market outlets. Customers visit specialty stores for personalized experiences, where the staff is knowledgeable about the games, can provide recommendations, and create a community atmosphere for enthusiasts. These stores often host in-store events, game nights, and tournaments, further increasing their appeal. Hence, specialty stores remain the dominant offline channel for tabletop games, catering to the growing demand for both mainstream and unique gaming experiences.

GEOGRAPHICAL ANALYSIS

The global tabletop games market continues to expand globally, driven by the increasing consumer interest in immersive, strategic, and social gameplay experiences. In 2024, North America continued to lead the global tabletop games market, driven by its established gaming culture, high disposable income, and strong retail network. The region holds a significant tabletop games market share, thanks to its ability to innovate and adapt to changing consumer preferences. This dominance is supported by key drivers such as a growing interest in family-friendly games, strategy-based gameplay, and hybrid formats that combine physical and digital elements. Popular conventions such as Gen Con, which attract thousands of gamers annually, also play a crucial role in promoting game discovery and driving sales.

APAC is emerging as a fast-growing tabletop games market, fueled by the increasing demand in countries such as China, Japan, South Korea, India, and Australia. This expansion is driven by a combination of cultural innovation, technological integration, and evolving consumer preferences. With a younger demographic eagerness to explore new gaming formats and the growing popularity of game cafés and e-commerce platforms, the region is transforming into a dynamic hub for tabletop gaming. Furthermore, Europe continues to play a central role in the global tabletop games market, with the UK, Germany, and France leading the charge. Known for its innovative and well-crafted Eurogames (strategy-focused board games), the region remains a preferred market for players who value thoughtful gameplay, high-quality design, and deep strategic elements. Europe’s success is driven by a strong focus on strategic gameplay, localized editions, and a robust culture of community-driven events such as game fairs and conventions.

The tabletop games market in Latin America is growing steadily, with Brazil, Argentina, and Mexico leading the charge in 2024. This growth is a result of better accessibility through e-commerce, adaptations of games that resonate with local culture, and a focus on family and educational use. While the market is smaller compared to North America or Europe, its untapped potential and young, dynamic audience make it a promising area for growth. Furthermore, the tabletop games market in the Middle East & Africa is steadily gaining momentum, supported by urbanization, a revival of interest in traditional games, and the growing presence of international brands. One of the standout trends in the Middle East & Africa is the modern adaptation of traditional games. For example, ancient games such as Senet, a classic from Egyptian culture, are being reintroduced with modern visuals and updated mechanics. These new versions not only resonate with local players who value their cultural heritage but also attract international audiences curious about the region's history.

COMPETITIVE LANDSCAPE

The global tabletop games market is experiencing intense competition, driven by an influx of independent vendors and evolving consumer preferences. While traditional giants such as Hasbro and Mattel continue to dominate a significant portion of the global tabletop games market, the industry has become increasingly fragmented due to the emergence of smaller vendors. These independent players are leveraging creative designs, low production costs, and family-oriented game concepts to carve out their niches.

Recent Developments in the Global Tabletop Games Market

  1. Asmodee's Strategic Move (2021): Acquiring Plan B Games bolstered its portfolio with hit titles like Azul, expanding its dominance in North America.
  2. Embracer Group's Power Play (2022): By acquiring Asmodee, Embracer solidified its foothold in the global tabletop market, securing one of the industry's biggest publishers.
  3. Flat River Group’s Expansion (2021): The acquisition of Greater Than Games enhanced Flat River’s distribution network while adding acclaimed titles like Spirit Island to its catalog.

SNAPSHOT

The global tabletop games market size is expected to grow at a CAGR of approximately 9.76% from 2024 to 2030.

The following factors are likely to contribute to the growth of the tabletop games market during the forecast period:

  1. Rise in Demand for Analog Experience
  2. Incorporation of Learning Quotient
  3. Increase in the Number of Tabletop Game Cafés

Base Year: 2024

Forecast Year: 2025-2030

The report considers the present scenario of the global tabletop games market and its market dynamics for 2025−2030. It covers a detailed overview of several market growth enablers, restraints, and trends. The study covers both the demand and supply sides of the market. It also profiles and analyzes leading companies and several other prominent companies operating in the market.

Key Company Profiles

  1. Embracer Group (Asmodee Group)
  2. Business Overview
  3. Product Offerings
  4. Key Strategies
  5. Key Strengths
  6. Key Opportunities
  7. Hasbro
  8. Mattel
  9. Ravensburger
  10. Goliath Games

Other Prominent Vendors

  1. Asmadi Games
  2. Business Overview
  3. Product Offerings
  4. Bezier Games
  5. BoardGameDesign.com
  6. Buffalo Games
  7. Clementoni
  8. CMON
  9. Disney
  10. Funko
  11. Games Workshop
  12. Gibsons Games
  13. Grey Fox Games
  14. IELLO Games
  15. Indie Boards and Cards
  16. INI
  17. Epoch Everlasting Play
  18. Imago Group
  19. Kamings Trade Co
  20. Learning Resources
  21. Lifestyle Boardgames
  22. Looney Labs
  23. Ludo Fact
  24. Melissa & Doug
  25. MindWare
  26. North Star Games
  27. Orchard Toys
  28. Panda Game Manufacturing
  29. Pegasus Spiele
  30. Piatnik
  31. Reaper Miniatures
  32. Rio Grande Games
  33. Schmidt Spiele
  34. Spin Master
  35. Spontaneous Games
  36. Surprised Stare Games
  37. SunsOut
  38. Talicor
  39. TREND enterprises, Inc.
  40. Ultra PRO International
  41. University Games
  42. USAopoly
  43. Winning Moves Games
  44. WizKids
  45. Zobmondo
  46. Stronghold Games
  47. Yellow Games
  48. Blue Orange Games
  49. Fireside Games
  50. SmartPlay Games
  51. Elzra Games
  52. Ludonaute

Segmentation by Product

  1. Board Games
  2. Dexterity Games
  3. Tile-Based Games
  4. Paper & Pencil Games

Segmentation by Board Games

  1. Tabletop Board Games
  2. Collectible Card Games
  3. Card & Dice Games
  4. Miniature Games
  5. RPG Board Games

Segmentation by RPG Board Games

  1. Traditional
  2. Narrative-Driven
  3. Hybrid
  4. Digital
  5. Other RPG Board Games

Segmentation by Theme

  1. Educational Tabletop Games
  2. Strategy & War Tabletop Games
  3. Fantasy Tabletop Games
  4. Sports Tabletop Games
  5. Historical Tabletop Games
  6. Other Tabletop Games

Segmentation by User Group

  1. Adults
  2. Kids
  3. Family & Party

Segmentation by Distribution Channel

  1. Offline
  2. Online

Segmentation by Offline Distribution Channel

  1. Specialty Stores
  2. Mass Market Players
  3. Other Offline Channels

Segmentation by Geography

  1. North America
  2. The U.S.
  3. Canada
  4. APAC
  5. China
  6. India
  7. Japan
  8. Indonesia
  9. South Korea
  10. Australia
  11. Malaysia
  12. Europe
  13. The U.K.
  14. France
  15. Germany
  16. Russia
  17. Italy
  18. Sweden
  19. Norway
  20. Latin America
  21. Brazil
  22. Mexico
  23. Argentina
  24. Columbia
  25. Middle East & Africa
  26. South Africa
  27. Turkey
  28. Saudi Arabia
  29. UAE

Frequently Asked Questions

How big is the global tabletop games market?

The global tabletop games market size was valued at USD 19.50 billion in 2024 and is expected to reach USD 34.10 billion by 2030.

What is the growth rate of the global tabletop games market?

The global tabletop games market is expected to grow at a CAGR of 9.76% from 2024 to 2030.

What are the significant trends in the tabletop games market?

Shift toward sustainable & eco-friendly practices, strategic product innovations, focus on leisure activities, and digitization of tabletop games are significant trends in the tabletop games market.

Which region dominates the global tabletop games market share?

North America held the largest global tabletop games market share, accounting for over 28% in 2024.

Who are the key players in the global tabletop games market?

Embracer Group (Asmodee Group), Hasbro, Mattel, Ravensburger, and Goliath Games are the key players in the global tabletop games market.

EXHIBIT 1 MARKET SIZE CALCULATION APPROACH (2024)

EXHIBIT 2 VALUE CHAIN ANALYSIS OF GLOBAL TABLETOP GAMES MARKET

EXHIBIT 3 IMPACT OF THE SHIFT TOWARD SUSTAINABLE & ECO-FRIENDLY PRACTICES

EXHIBIT 4 EXAMPLES OF TABLETOP GAME COMPANIES EMBRACING SUSTAINABLE PRACTICES WITH REAL-TIME DATA

EXHIBIT 5 IMPACT OF STRATEGIC PRODUCT INNOVATIONS

EXHIBIT 6 IMPACT OF FOCUS ON LEISURE ACTIVITIES

EXHIBIT 7 IMPACT OF DIGITIZATION OF TABLETOP GAMES

EXHIBIT 8 DIGITIZATION OF TABLETOP GAMES

EXHIBIT 9 IMPACT OF RISE IN DEMAND FOR ANALOG EXPERIENCE

EXHIBIT 10 IMPACT OF INCORPORATION OF LEARNING QUOTIENT

EXHIBIT 11 IMPACT OF INCREASE IN NUMBER OF TABLETOP GAME CAFÉS

EXHIBIT 12 IMPACT OF COMPETITION ON ALTERNATIVE GAMING OPTIONS

EXHIBIT 13 KEY CHALLENGES IN DATA PRIVACY & SECURITY FOR TABLETOP GAMES MARKET

EXHIBIT 14 IMPACT OF HIGH PRODUCTION COST & COMPLEXITY OF LEARNING

EXHIBIT 15 IMPACT OF DISRUPTIONS ON THE SUPPLY CHAIN

EXHIBIT 16 SUPPLY CHAIN DISRUPTIONS

EXHIBIT 17 KEY FACTORS INFLUENCING THE GLOBAL TABLETOP GAMES MARKET

EXHIBIT 18 GLOBAL TABLETOP GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 19 FIVE FORCES ANALYSIS (2023)

EXHIBIT 20 INCREMENTAL GROWTH BY GAME TYPE (2024 & 2030)

EXHIBIT 21 SHARE OF GLOBAL TABLETOP GAMES MARKET BY GAME TYPE (2024)

EXHIBIT 22 GLOBAL BOARD GAMES MARKET BY GAME TYPE 2021–2030 ($ BILLION)

EXHIBIT 23 GLOBAL DEXTERITY GAMES MARKET BY GAME TYPE 2021–2030 ($ BILLION)

EXHIBIT 24 GLOBAL TILE-BASED GAMES MARKET BY GAME TYPE 2021–2030 ($ BILLION)

EXHIBIT 25 GLOBAL PAPER & PENCIL GAMES MARKET BY GAME TYPE 2021–2030 ($ BILLION)

EXHIBIT 26 INCREMENTAL GROWTH BY BOARD GAMES (2024 & 2030)

EXHIBIT 27 SHARE OF GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES (2024)

EXHIBIT 28 GLOBAL TABLETOP BOARD GAMES MARKET BY BOARD GAMES 2021–2030 ($ BILLION)

EXHIBIT 29 GLOBAL COLLECTIBLE CARD GAMES MARKET BY BOARD GAMES 2021–2030 ($ BILLION)

EXHIBIT 30 GLOBAL CARD & DICE GAMES MARKET BY BOARD GAMES 2021–2030 ($ BILLION)

EXHIBIT 31 GLOBAL MINIATURE GAMES MARKET BY BOARD GAMES 2021–2030 ($ BILLION)

EXHIBIT 32 GLOBAL RPG BOARD GAMES MARKET BY BOARD GAMES 2021–2030 ($ BILLION)

EXHIBIT 33 INCREMENTAL GROWTH BY RPG BOARD GAMES (2024 & 2030)

EXHIBIT 34 GLOBAL TRADITIONAL RPG BOARD GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 35 GLOBAL NARRATIVE-DRIVEN RPG BOARD GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 36 GLOBAL HYBRID RPG BOARD GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 37 GLOBAL DIGITAL RPG BOARD GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 38 GLOBAL OTHER RPG BOARD GAMES MARKET 2021–2030 ($ BILLION)

EXHIBIT 39 INCREMENTAL GROWTH BY THEME (2024 & 2030)

EXHIBIT 40 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 41 DRIVING FACTORS FOR STRATEGY & WAR TABLETOP GAMES

EXHIBIT 42 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 43 GLOBAL FANTASY TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 44 GLOBAL SPORTS TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 45 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 46 GLOBAL OTHER TABLETOP GAMES MARKET BY THEME 2021–2030 ($ BILLION)

EXHIBIT 47 INCREMENTAL GROWTH BY USER GROUP (2024 & 2030)

EXHIBIT 48 SHARE OF GLOBAL TABLETOP GAMES MARKET BY USER GROUP (2024)

EXHIBIT 49 GLOBAL ADULTS TABLETOP GAMES MARKET BY USER GROUP 2021–2030 ($ BILLION)

EXHIBIT 50 GLOBAL KIDS TABLETOP GAMES MARKET BY USER GROUP 2021–2030 ($ BILLION)

EXHIBIT 51 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY USER GROUP 2021–2030 ($ BILLION)

EXHIBIT 52 INCREMENTAL GROWTH BY DISTRIBUTION CHANNEL (2024 & 2030)

EXHIBIT 53 GLOBAL OFFLINE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2021–2030 ($ BILLION)

EXHIBIT 54 GLOBAL ONLINE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2021–2030 ($ BILLION)

EXHIBIT 55 INCREMENTAL GROWTH BY OFFLINE DISTRIBUTION CHANNEL (2024 & 2030)

EXHIBIT 56 GLOBAL SPECIALTY STORES TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021–2030 ($ BILLION)

EXHIBIT 57 GLOBAL MASS MARKET PLAYERS TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021–2030 ($ BILLION)

EXHIBIT 58 GLOBAL OTHER OFFLINE CHANNELS TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021–2030 ($ BILLION)

EXHIBIT 59 INCREMENTAL GROWTH BY GEOGRAPHY (2024 & 2030)

EXHIBIT 60 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY

EXHIBIT 61 MARKET GROWTH IN NORTH AMERICA

EXHIBIT 62 TABLETOP GAMES MARKET IN NORTH AMERICA 2021–2030 ($ BILLION)

EXHIBIT 63 INCREMENTAL GROWTH IN NORTH AMERICA (2024 & 2030)

EXHIBIT 64 TABLETOP GAMES MARKET IN US 2021–2030 ($ BILLION)

EXHIBIT 65 TABLETOP GAMES MARKET IN CANADA 2021–2030 ($ BILLION)

EXHIBIT 66 TABLETOP GAMES MARKET IN APAC 2021–2030 ($ BILLION)

EXHIBIT 67 INCREMENTAL GROWTH IN APAC (2024 & 2030)

EXHIBIT 68 TABLETOP GAMES MARKET IN CHINA 2021–2030 ($ BILLION)

EXHIBIT 69 POPULAR BOARD GAME CAFES IN INDIA 2024

EXHIBIT 70 TABLETOP GAMES MARKET IN INDIA 2021–2030 ($ BILLION)

EXHIBIT 71 TABLETOP GAMES MARKET IN JAPAN 2021–2030 ($ BILLION)

EXHIBIT 72 TABLETOP GAMES MARKET IN INDONESIA 2021–2030 ($ MILLION)

EXHIBIT 73 TABLETOP GAMES MARKET IN SOUTH KOREA 2021–2030 ($ BILLION)

EXHIBIT 74 TABLETOP GAMES MARKET IN AUSTRALIA 2021–2030 ($ BILLION)

EXHIBIT 75 TABLETOP GAMES MARKET IN MALAYSIA 2021–2030 ($ MILLION)

EXHIBIT 76 TABLETOP GAMES MARKET IN EUROPE 2021–2030 ($ BILLION)

EXHIBIT 77 INCREMENTAL GROWTH IN EUROPE (2023 & 2029)

EXHIBIT 78 POPULAR BOARD GAME CAFES IN UK

EXHIBIT 79 TABLETOP GAMES MARKET IN UK 2021–2030 ($ BILLION)

EXHIBIT 80 TABLETOP GAMES MARKET IN FRANCE 2021–2030 ($ BILLION)

EXHIBIT 81 TABLETOP GAMES MARKET IN GERMANY 2021–2030 ($ BILLION)

EXHIBIT 82 CULTURAL FOUNDATIONS & EMERGING TRENDS INFLUENCING THE MARKET

EXHIBIT 83 TABLETOP GAMES MARKET IN RUSSIA 2021–2030 ($ BILLION)

EXHIBIT 84 OVERVIEW OF TABLETOP GAMES MARKET IN ITALY

EXHIBIT 85 TABLETOP GAMES MARKET IN ITALY 2021–2030 ($ BILLION)

EXHIBIT 86 TABLETOP GAMES MARKET IN SWEDEN 2021–2030 ($ BILLION)

EXHIBIT 87 TABLETOP GAMES MARKET IN NORWAY 2021–2030 ($ BILLION)

EXHIBIT 88 TABLETOP GAMES MARKET IN LATIN AMERICA 2021–2030 ($ BILLION)

EXHIBIT 89 INCREMENTAL GROWTH IN LATIN AMERICA (2023 & 2029)

EXHIBIT 90 RECENT TRENDS SHAPING BRAZILIAN TABLETOP GAMES MARKET

EXHIBIT 91 TABLETOP GAMES MARKET IN BRAZIL 2021–2030 ($ BILLION)

EXHIBIT 92 TABLETOP GAMES MARKET IN MEXICO 2021–2030 ($ BILLION)

EXHIBIT 93 TABLETOP GAMES MARKET IN ARGENTINA 2021–2030 ($ BILLION)

EXHIBIT 94 TABLETOP GAMES MARKET IN COLOMBIA 2021–2030 ($ BILLION)

EXHIBIT 95 TABLETOP GAMES MARKET IN MIDDLE EAST & AFRICA 2021–2030 ($ BILLION)

EXHIBIT 96 INCREMENTAL GROWTH IN MIDDLE EAST & AFRICA (2024 & 2030)

EXHIBIT 97 TABLETOP GAMES MARKET IN TURKEY 2021–2030 ($ BILLION)

EXHIBIT 98 TABLETOP GAMES MARKET IN SAUDI ARABIA 2021–2030 ($ BILLION)

EXHIBIT 99 TABLETOP GAMES MARKET IN SOUTH AFRICA 2021–2030 ($ BILLION)

EXHIBIT 100 TABLETOP GAMES MARKET IN UAE 2021–2030 ($ BILLION)

EXHIBIT 101 GROWTH STRATEGIES IN GLOBAL TABLETOP GAME INDUSTRY

EXHIBIT 102 KEY CAVEATS


LIST OF TABLES


TABLE 1 COMPARISON ANALYSIS: TABLETOP GAMES VS BOARD GAMES

TABLE 2 EXAMPLES OF TABLETOP GAME COMPANIES EMBRACING SUSTAINABILITY

TABLE 3 HYBRID INNOVATIONS IN TABLETOP GAMING

TABLE 4 IMPACT OF EDUCATIONAL TABLETOP GAMES ON SCHOOLS & GOVERNMENT ORGANIZATIONS

TABLE 5 NEW CAFÉ PROJECTS CONTRIBUTING TO MARKET GROWTH

TABLE 6 COUNTRY-SPECIFIC DATA & CAMPAIGN INSIGHTS

TABLE 7 COUNTRY-SPECIFIC INSIGHTS

TABLE 8 ADVANTAGES & DISADVANTAGES OF BOARD GAMES

TABLE 9 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 10 ADVANTAGES & DISADVANTAGES OF DEXTERITY GAMES

TABLE 11 GLOBAL DEXTERITY GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 12 GLOBAL TILE-BASED GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 13 ADVANTAGES & DISADVANTAGES OF PAPER & PENCIL GAMES

TABLE 14 GLOBAL PAPER & PENCIL GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 15 ADVANTAGES & DISADVANTAGES OF TABLETOP BOARD GAMES

TABLE 16 GLOBAL TABLETOP BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 17 GLOBAL COLLECTIBLE CARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 18 GLOBAL CARD & DICE GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 19 GLOBAL MINIATURE GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 20 GLOBAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 21 GLOBAL TRADITIONAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 22 GLOBAL NARRATIVE-DRIVEN RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 23 GLOBAL HYBRID RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 24 GLOBAL DIGITAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 25 GLOBAL OTHER RPG BOARD GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 26 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 27 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 28 GLOBAL FANTASY TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 29 GLOBAL SPORTS TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 30 ADVANTAGES & DISADVANTAGES OF HISTORICAL TABLETOP GAMES

TABLE 31 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 32 GLOBAL OTHER TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 33 GLOBAL ADULTS TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 34 GLOBAL KIDS TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 35 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 36 GLOBAL OFFLINE TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 37 GLOBAL ONLINE TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 38 GLOBAL SPECIALTY STORES TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 39 GLOBAL MASS MARKET PLAYERS TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 40 GLOBAL OTHER OFFLINE CHANNELS TABLETOP GAMES MARKET BY GEOGRAPHY 2024–2030 ($ BILLION)

TABLE 41 EXAMPLES OF LUCK-BASED VS. STRATEGIC GAMES IN NORTH AMERICA (2024)

TABLE 42 DEMOGRAPHIC BREAKDOWN (2024)

TABLE 43 EXAMPLES OF TOP TABLETOP GAME CAFÉS IN NORTH AMERICA (2024)

TABLE 44 NORTH AMERICA TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 45 NORTH AMERICA TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 46 NORTH AMERICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 47 NORTH AMERICA TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 48 NORTH AMERICA TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 49 NORTH AMERICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 50 NORTH AMERICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 51 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE UNITED STATES

TABLE 52 MAJOR VENDORS AND THEIR RECENT PRODUCT LAUNCHES

TABLE 53 PROMINENT TABLETOP CAFÉS IN US (2024)

TABLE 54 DISTRIBUTION AND PRICING BREAKDOWN (2024)

TABLE 55 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE CANADA

TABLE 56 EXAMPLES OF CUSTOM GAMES (2024)

TABLE 57 RETAIL CHANNEL BREAKDOWN (2024)

TABLE 58 DEMOGRAPHIC INSIGHTS (2024)

TABLE 59 EXAMPLES OF POPULAR TITLES

TABLE 60 APAC TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 61 APAC TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 62 APAC TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 63 APAC TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 64 APAC TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 65 APAC TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 66 APAC TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 67 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE CHINA

TABLE 68 CULTURAL SIGNIFICANCE AND POPULARITY OF TRADITIONAL GAMES

TABLE 69 BOARD GAMES FOR KIDS AND ADULTS

TABLE 70 THRIVING HUBS FOR GAMING EVENTS AND COMMUNITY ENGAGEMENT

TABLE 71 ECONOMIC GROWTH AND CONSUMER SPENDING

TABLE 72 : KEY MANUFACTURERS DRIVING COST-EFFECTIVE PRODUCTION

TABLE 73 DEMAND DRIVERS FOR PLAYING CARDS AND BOARD GAMES

TABLE 74 ROLE OF GAME BARS AND CAFES IN 2024

TABLE 75 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE INDIA

TABLE 76 CULTURAL ROOTS AND HISTORICAL SIGNIFICANCE

TABLE 77 KEY CONVENTIONS FOR GAME DESIGNERS IN THE TABLETOP INDUSTRY

TABLE 78 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE JAPAN

TABLE 79 JAPAN’S CONTRIBUTION TO GLOBAL SALES IN THE TABLETOP GAMES MARKET

TABLE 80 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE INDONESIA

TABLE 81 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SOUTH KOREA'S

TABLE 82 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE AUSTRALIA

TABLE 83 EXAMPLES OF POPULAR TITLES IN PRICING CATEGORIES

TABLE 84 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE MALAYSIA

TABLE 85 THE RISE OF BOARD GAME CAFÉS AS SOCIAL DESTINATIONS

TABLE 86 MARKET CONTRIBUTION AND POPULARITY BY COUNTRY (2024)

TABLE 87 DIGITAL PLATFORMS FOR TABLETOP GAMES (2024)

TABLE 88 EUROPE TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 89 EUROPE TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 90 EUROPE TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 91 EUROPE TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 92 EUROPE TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 93 EUROPE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 94 EUROPE TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 95 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE UNITED KINGDOM

TABLE 96 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE GERMANY

TABLE 97 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE RUSSIA

TABLE 98 OVERVIEW OF THE TABLETOP GAMES MARKET IN ITALY

TABLE 99 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SWEDEN

TABLE 100 TYPES OF TABLETOP GAMES POPULAR IN SWEDEN (2024)

TABLE 101 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE NORWAY

TABLE 102 LATIN AMERICA TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 103 LATIN AMERICA TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 104 LATIN AMERICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 105 LATIN AMERICA TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 106 LATIN AMERICA TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 107 LATIN AMERICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 108 LATIN AMERICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 109 POPULAR TABLETOP GAMES IN BRAZIL

TABLE 110 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE COLOMBIA

TABLE 111 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 112 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 113 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 114 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 115 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 116 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 117 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 118 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE TURKEY

TABLE 119 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SAUDI ARABIA

TABLE 120 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SOUTH AFRICA

TABLE 121 TOP COMPANIES IN THE TABLETOP GAME INDUSTRY

TABLE 122 RECENT M&A

TABLE 123 EMBRACER GROUP (ASMODEE GROUP): MAJOR PRODUCT OFFERINGS

TABLE 124 HASBRO: MAJOR PRODUCT OFFERINGS

TABLE 125 MATTEL: MAJOR PRODUCT OFFERINGS

TABLE 126 RAVENSBURGER: MAJOR PRODUCT OFFERINGS

TABLE 127 GOLIATH GAMES: MAJOR PRODUCT OFFERINGS

TABLE 128 ASMADI GAMES: MAJOR PRODUCT OFFERINGS

TABLE 129 BEZIER GAMES: MAJOR PRODUCT OFFERINGS

TABLE 130 BOARDGAMEDESIGN.COM: MAJOR PRODUCT OFFERINGS

TABLE 131 BUFFALO GAMES: MAJOR PRODUCT OFFERINGS

TABLE 132 CLEMENTONI: MAJOR PRODUCT OFFERINGS

TABLE 133 CMON: MAJOR PRODUCT OFFERINGS

TABLE 134 DISNEY: MAJOR PRODUCT OFFERINGS

TABLE 135 FUNKO: MAJOR PRODUCT OFFERINGS

TABLE 136 GAMES WORKSHOP: MAJOR PRODUCT OFFERINGS

TABLE 137 GIBSONS GAMES: MAJOR PRODUCT OFFERINGS

TABLE 138 GREY FOX GAMES: MAJOR PRODUCT OFFERINGS

TABLE 139 IELLO GAMES: MAJOR PRODUCT OFFERINGS

TABLE 140 INDIE BOARDS AND CARDS: MAJOR PRODUCT OFFERINGS

TABLE 141 INI: MAJOR PRODUCT OFFERINGS

TABLE 142 EPOCH EVERLASTING PLAY: MAJOR PRODUCT OFFERINGS

TABLE 143 IMAGO GROUP: MAJOR PRODUCT OFFERINGS

TABLE 144 KAMINGS TRADE CO: MAJOR PRODUCT OFFERINGS

TABLE 145 LEARNING RESOURCES: MAJOR PRODUCT OFFERINGS

TABLE 146 LIFESTYLE BOARDGAMES: MAJOR PRODUCT OFFERINGS

TABLE 147 LOONY LABS: MAJOR PRODUCT OFFERINGS

TABLE 148 LUDO FACT: MAJOR PRODUCT OFFERINGS

TABLE 149 MELISSA & DOUG: MAJOR PRODUCT OFFERINGS

TABLE 150 MINDWARE: MAJOR PRODUCT OFFERINGS

TABLE 151 NORTH STAR GAMES: MAJOR PRODUCT OFFERINGS

TABLE 152 ORCHARD TOYS: MAJOR PRODUCT OFFERINGS

TABLE 153 PANDA GAME MANUFACTURING: MAJOR PRODUCT OFFERINGS

TABLE 154 PEGASUS SPIELE: MAJOR PRODUCT OFFERINGS

TABLE 155 PIATNIK: MAJOR PRODUCT OFFERINGS

TABLE 156 REAPER MINIATURES: MAJOR PRODUCT OFFERINGS

TABLE 157 RIO GRANDE GAMES: MAJOR PRODUCT OFFERINGS

TABLE 158 SCHMIDT SPIELE: MAJOR PRODUCT OFFERINGS

TABLE 159 SPIN MASTER: MAJOR PRODUCT OFFERINGS

TABLE 160 SPONTANEOUS GAMES: MAJOR PRODUCT OFFERINGS

TABLE 161 SURPRISED STARE GAMES: MAJOR PRODUCT OFFERINGS

TABLE 162 SUNSOUT: MAJOR PRODUCT OFFERINGS

TABLE 163 TALICOR: MAJOR PRODUCT OFFERINGS

TABLE 164 TREND ENTERPRISES, INC: MAJOR PRODUCT OFFERINGS

TABLE 165 ULTRA PRO INTERNATIONAL: MAJOR PRODUCT OFFERINGS

TABLE 166 UNIVERSITY GAMES: MAJOR PRODUCT OFFERINGS

TABLE 167 USAOPOLY: MAJOR PRODUCT OFFERINGS

TABLE 168 WINNING MOVES GAMES: MAJOR PRODUCT OFFERINGS

TABLE 169 WIZKIDS: MAJOR PRODUCT OFFERINGS

TABLE 170 ZOBMONDO: MAJOR PRODUCT OFFERINGS

TABLE 171 STRONGHOLD GAMES: MAJOR PRODUCT OFFERINGS

TABLE 172 YELLOW GAMES: MAJOR PRODUCT OFFERINGS

TABLE 173 BLUE ORANGE GAMES: MAJOR PRODUCT OFFERINGS

TABLE 174 FIRESIDE GAMES: MAJOR PRODUCT OFFERINGS

TABLE 175 SMARTPLAY GAMES: MAJOR PRODUCT OFFERINGS

TABLE 176 ELZRA GAMES: MAJOR PRODUCT OFFERINGS

TABLE 177 LUDONAUTE: MAJOR PRODUCT OFFERINGS

TABLE 178 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY 2023–2029 ($ BILLION)

TABLE 179 GLOBAL TABLETOP GAMES MARKET BY GAME TYPE 2024–2030 ($ BILLION)

TABLE 180 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES2024–2030 ($ BILLION)

TABLE 181 GLOBAL TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024–2030 ($ BILLION)

TABLE 182 GLOBAL TABLETOP GAMES MARKET BY THEME 2024–2030 ($ BILLION)

TABLE 183 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2024–2030 ($ BILLION)

TABLE 184 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 185 GLOBAL TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024–2030 ($ BILLION)

TABLE 186 CURRENCY CONVERSION (2017–2023)

1 SCOPE & COVERAGE

1.1 MARKET DEFINITION

1.1.1 INCLUSIONS

1.1.2 EXCLUSIONS

1.1.3 MARKET ESTIMATION CAVEATS

1.2 SEGMENTS COVERED & DEFINITION

1.2.1 MARKET SEGMENTATION BY GAME TYPE

1.2.2 MARKET SEGMENTATION BY BOARD GAMES SUB-TYPE

1.2.3 MARKET SEGMENTATION BY RPG BOARD GAMES

1.2.4 MARKET SEGMENTATION BY THEME

1.2.5 MARKET SEGMENTATION BY USER GROUP

1.2.6 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL

1.2.7 MARKET SEGMENTATION BY OFFLINE DISTRIBUTION CHANNEL

1.2.8 REGIONAL & COUNTRIES COVERED

1.3 MARKET DERIVATION

1.3.1 HISTORIC, BASE & FORECAST YEARS

2 PREMIUM INSIGHTS

2.1 OPPORTUNITY POCKETS

2.1.1 MARKET MATURITY INDICATOR

2.1.2 REGIONAL INSIGHTS

2.2 MARKET OVERVIEW

2.3 MARKET DYNAMICS

2.3.1 MARKET TRENDS

2.3.2 MARKET ENABLERS

2.4 SEGMENT ANALYSIS

2.4.1 INSIGHTS BY GAME TYPE

2.4.2 INSIGHTS BY BOARD GAMES

2.4.3 INSIGHTS BY RPG BOARD GAMES

2.4.4 INSIGHTS BY THEME

2.4.5 INSIGHTS BY USER GROUP

2.4.6 INSIGHTS BY DISTRIBUTION CHANNEL

2.4.7 INSIGHTS BY OFFLINE DISTRIBUTION CHANNEL

2.5 COMPETITIVE LANDSCAPE

2.6 GEOGRAPHICAL ANALYSIS

2.6.1 REGIONS & COUNTRIES

3 MARKET AT A GLANCE

4 INTRODUCTION

4.1 OVERVIEW

4.1.1 NEW EDITIONS AND INTELLECTUAL PROPERTIES (IP) ADAPTATIONS IN RPG BOARD GAMES

4.1.2 INTEGRATION OF DIGITAL TOOLS IN RPG BOARD GAMES

4.1.3 SURGING SOLO ROLE-PLAYING EXPERIENCES

4.1.4 EMPHASIS ON NARRATIVE-DRIVEN AND THEMATIC GAMES

4.1.5 TABLETOP GAMES MARKET OUTLOOK

4.1.6 OVERVIEW OF COMPARISON ANALYSIS: TABLETOP GAMES VS BOARD GAMES

4.1.7 KEY FINDINGS

4.1.8 KEY DEVELOPMENTS

4.2 VALUE CHAIN ANALYSIS

4.2.1 MATERIAL SOURCING & SUSTAINABILITY

4.2.2 GAME DESIGN & DEVELOPMENT

4.2.3 MANUFACTURING & PRODUCTION

4.2.4 DISTRIBUTION & SALES CHANNELS

4.2.5 MARKETING, ENGAGEMENT & FEEDBACK

5 MARKET OPPORTUNITIES & TRENDS

5.1 SHIFT TOWARD SUSTAINABLE & ECO-FRIENDLY PRACTICES

5.2 STRATEGIC PRODUCT INNOVATIONS

5.2.1 KEY EXAMPLES OF HYBRID INNOVATIONS

5.3 FOCUS ON LEISURE ACTIVITIES

5.3.1 NOSTALGIA: RESTORATION OF CHILDHOOD MEMORIES

5.3.2 SOCIAL INTERACTION: STRENGTHENING BONDS

5.3.3 DIVERSION: A CATALYST FOR TABLETOP GAMES MARKET GROWTH

5.3.4 MENTAL STIMULATION & ITS ROLE IN MARKET EXPANSION

5.3.5 CONVENIENCE & ACCESSIBILITY DRIVING ADOPTION

5.4 DIGITIZATION OF TABLETOP GAMES

5.4.1 DIGITIZATION OF TABLETOP GAMES

5.4.2 ACCESSIBILITY & CONVENIENCE

5.4.3 HYBRID GAMES & TECHNOLOGY INTEGRATION

5.4.4 BENEFITS OF DIGITIZATION

5.4.5 EMERGING DIGITAL PLATFORMS

6 MARKET GROWTH ENABLERS

6.1 RISE IN DEMAND FOR ANALOG EXPERIENCE

6.1.1 NOSTALGIA & TRADITION: CONNECTING GENERATIONS

6.1.2 NOSTALGIC REVIVAL

6.1.3 SOCIAL INTERACTION & FAMILY BONDING

6.1.4 BUILDING RELATIONSHIPS THROUGH GAMEPLAY

6.1.5 MULTI-GENERATIONAL APPEAL

6.2 INCORPORATION OF LEARNING QUOTIENT

6.3 INCREASE IN NUMBER OF TABLETOP GAME CAFÉS

6.3.1 POPULAR EXAMPLES OF TABLETOP GAME CAFÉS

7 MARKET RESTRAINTS

7.1 COMPETITION FROM ALTERNATIVE GAMING OPTIONS

7.2 HIGH PRODUCTION COST & COMPLEXITY OF LEARNING

7.2.1 PREMIUM COMPONENTS & MANUFACTURING COSTS

7.3 DISRUPTIONS IN THE SUPPLY CHAIN

7.3.1 MATERIAL SHORTAGES & PRODUCTION DELAYS

7.3.2 INCREASED SHIPPING COSTS & FREIGHT DELAYS

7.3.3 STOCK SHORTAGES AT RETAIL LOCATIONS

7.3.4 HIGHER RETAIL PRICES & CUSTOMER DETERRENCE

8 MARKET LANDSCAPE

8.1 MARKET OVERVIEW

8.1.1 RISING POPULARITY OF EUROPEAN-STYLE TABLETOP GAMES

8.1.2 STRATEGY GAMES AS MARKET LEADERS

8.1.3 EMERGENCE OF NEW MARKETS

8.2 MARKET SIZE & FORECAST

8.3 FIVE FORCES ANALYSIS

8.3.1 THREAT OF NEW ENTRANTS

8.3.2 BARGAINING POWER OF SUPPLIERS

8.3.3 BARGAINING POWER OF BUYERS

8.3.4 THREAT OF SUBSTITUTES

8.3.5 COMPETITIVE RIVALRY

9 GAME TYPE

9.1 MARKET SNAPSHOT & GROWTH ENGINE

9.2 MARKET OVERVIEW

9.3 BOARD GAMES

9.3.1 MARKET OVERVIEW

9.3.2 MARKET SIZE & FORECAST

9.3.3 MARKET BY GEOGRAPHY

9.4 DEXTERITY GAMES

9.4.1 MARKET OVERVIEW

9.4.2 MARKET SIZE & FORECAST

9.4.3 MARKET BY GEOGRAPHY

9.5 TILE-BASED GAMES

9.5.1 MARKET OVERVIEW

9.5.2 MARKET SIZE & FORECAST

9.5.3 MARKET BY GEOGRAPHY

9.6 PAPER & PENCIL GAMES

9.6.1 MARKET OVERVIEW

9.6.2 MARKET SIZE & FORECAST

9.6.3 MARKET BY GEOGRAPHY

10 BOARD GAMES

10.1 MARKET SNAPSHOT & GROWTH ENGINE

10.2 MARKET OVERVIEW

10.3 TABLETOP BOARD GAMES

10.3.1 MARKET OVERVIEW

10.3.2 MARKET SIZE & FORECAST

10.3.3 MARKET BY GEOGRAPHY

10.4 COLLECTIBLE CARD GAMES

10.4.1 MARKET OVERVIEW

10.4.2 MARKET SIZE & FORECAST

10.4.3 MARKET BY GEOGRAPHY

10.5 CARD & DICE GAMES

10.5.1 MARKET OVERVIEW

10.5.2 MARKET SIZE & FORECAST

10.5.3 MARKET BY GEOGRAPHY

10.6 MINIATURE GAMES

10.6.1 MARKET OVERVIEW

10.6.2 MARKET SIZE & FORECAST

10.6.3 MARKET BY GEOGRAPHY

10.7 RPG BOARD GAMES

10.7.1 MARKET OVERVIEW

10.7.2 MARKET SIZE & FORECAST

10.7.3 MARKET BY GEOGRAPHY

11 RPG BOARD GAMES

11.1 MARKET SNAPSHOT & GROWTH ENGINE

11.2 MARKET OVERVIEW

11.3 TRADITIONAL

11.3.1 MARKET OVERVIEW

11.3.2 MARKET SIZE & FORECAST

11.3.3 MARKET BY GEOGRAPHY

11.4 NARRATIVE-DRIVEN

11.4.1 MARKET OVERVIEW

11.4.2 MARKET SIZE & FORECAST

11.4.3 MARKET BY GEOGRAPHY

11.5 HYBRID

11.5.1 MARKET OVERVIEW

11.5.2 MARKET SIZE & FORECAST

11.5.3 MARKET BY GEOGRAPHY

11.6 DIGITAL

11.6.1 MARKET OVERVIEW

11.6.2 MARKET SIZE & FORECAST

11.6.3 MARKET BY GEOGRAPHY

11.7 OTHER RPG BOARD GAMES

11.7.1 MARKET OVERVIEW

11.7.2 MARKET SIZE & FORECAST

11.7.3 MARKET BY GEOGRAPHY

12 THEME

12.1 MARKET SNAPSHOT & GROWTH ENGINE

12.2 MARKET OVERVIEW

12.3 EDUCATIONAL TABLETOP GAMES

12.3.1 MARKET OVERVIEW

12.3.2 MARKET SIZE & FORECAST

12.3.3 MARKET BY GEOGRAPHY

12.4 STRATEGY & WAR TABLETOP GAMES

12.4.1 MARKET OVERVIEW

12.4.2 MARKET SIZE & FORECAST

12.4.3 MARKET BY GEOGRAPHY

12.5 FANTASY TABLETOP GAMES

12.5.1 MARKET OVERVIEW

12.5.2 MARKET SIZE & FORECAST

12.5.3 MARKET BY GEOGRAPHY

12.6 SPORTS TABLETOP GAMES

12.6.1 MARKET OVERVIEW

12.6.2 MARKET SIZE & FORECAST

12.6.3 MARKET BY GEOGRAPHY

12.7 HISTORICAL TABLETOP GAMES

12.7.1 MARKET OVERVIEW

12.7.2 MARKET SIZE & FORECAST

12.7.3 MARKET BY GEOGRAPHY

12.8 OTHER TABLETOP GAMES

12.8.1 MARKET OVERVIEW

12.8.2 MARKET SIZE & FORECAST

12.8.3 MARKET BY GEOGRAPHY

13 USER GROUP

13.1 MARKET SNAPSHOT & GROWTH ENGINE

13.2 MARKET OVERVIEW

13.3 ADULTS

13.3.1 MARKET OVERVIEW

13.3.2 MARKET SIZE & FORECAST

13.3.3 MARKET BY GEOGRAPHY

13.4 KIDS

13.4.1 MARKET OVERVIEW

13.4.2 MARKET SIZE & FORECAST

13.4.3 MARKET BY GEOGRAPHY

13.5 FAMILY & PARTY

13.5.1 MARKET OVERVIEW

13.5.2 MARKET SIZE & FORECAST

13.5.3 MARKET BY GEOGRAPHY

14 DISTRIBUTION CHANNEL

14.1 MARKET SNAPSHOT & GROWTH ENGINE

14.2 MARKET OVERVIEW

14.3 OFFLINE

14.3.1 MARKET OVERVIEW

14.3.2 MARKET SIZE & FORECAST

14.3.3 MARKET BY GEOGRAPHY

14.4 ONLINE

14.4.1 MARKET OVERVIEW

14.4.2 MARKET SIZE & FORECAST

14.4.3 MARKET BY GEOGRAPHY

15 OFFLINE DISTRIBUTION CHANNEL

15.1 MARKET SNAPSHOT & GROWTH ENGINE

15.2 MARKET OVERVIEW

15.3 SPECIALTY STORES

15.3.1 MARKET OVERVIEW

15.3.2 MARKET SIZE & FORECAST

15.3.3 MARKET BY GEOGRAPHY

15.4 MASS MARKET PLAYERS

15.4.1 MARKET OVERVIEW

15.4.2 MARKET SIZE & FORECAST

15.4.3 MARKET BY GEOGRAPHY

15.5 OTHER OFFLINE CHANNELS

15.5.1 MARKET OVERVIEW

15.5.2 MARKET SIZE & FORECAST

15.5.3 MARKET BY GEOGRAPHY

16 GEOGRAPHY

16.1 MARKET SNAPSHOT & GROWTH ENGINE

16.2 GEOGRAPHIC OVERVIEW

17 NORTH AMERICA

17.1 MARKET OVERVIEW

17.2 MARKET SIZE & FORECAST

17.3 GAME TYPE

17.3.1 MARKET SIZE & FORECAST

17.4 BOARD GAMES

17.4.1 MARKET SIZE & FORECAST

17.5 RPG BOARD GAMES

17.5.1 MARKET SIZE & FORECAST

17.6 THEME

17.6.1 MARKET SIZE & FORECAST

17.7 USER GROUP

17.7.1 MARKET SIZE & FORECAST

17.8 DISTRIBUTION CHANNEL

17.8.1 MARKET SIZE & FORECAST

17.9 OFFLINE DISTRIBUTION CHANNEL

17.9.1 MARKET SIZE & FORECAST

17.10 KEY COUNTRIES

17.11 US: MARKET SIZE & FORECAST

17.12 CANADA: MARKET SIZE & FORECAST

18 APAC

18.1 MARKET OVERVIEW

18.2 MARKET SIZE & FORECAST

18.3 GAME TYPE

18.3.1 MARKET SIZE & FORECAST

18.4 BOARD GAMES

18.4.1 MARKET SIZE & FORECAST

18.5 RPG BOARD GAMES

18.5.1 MARKET SIZE & FORECAST

18.6 THEME

18.6.1 MARKET SIZE & FORECAST

18.7 USER GROUP

18.7.1 MARKET SIZE & FORECAST

18.8 DISTRIBUTION CHANNEL

18.8.1 MARKET SIZE & FORECAST

18.9 OFFLINE DISTRIBUTION CHANNEL

18.9.1 MARKET SIZE & FORECAST

18.10 KEY COUNTRIES

18.11 CHINA: MARKET SIZE & FORECAST

18.12 INDIA: MARKET SIZE & FORECAST

18.13 JAPAN: MARKET SIZE & FORECAST

18.14 INDONESIA: MARKET SIZE & FORECAST

18.15 SOUTH KOREA: MARKET SIZE & FORECAST

18.16 AUSTRALIA: MARKET SIZE & FORECAST

18.17 MALAYSIA: MARKET SIZE & FORECAST

19 EUROPE

19.1 MARKET OVERVIEW

19.2 MARKET SIZE & FORECAST

19.3 GAME TYPE

19.3.1 MARKET SIZE & FORECAST

19.4 BOARD GAMES

19.4.1 MARKET SIZE & FORECAST

19.5 RPG BOARD GAMES

19.5.1 MARKET SIZE & FORECAST

19.6 THEME

19.6.1 MARKET SIZE & FORECAST

19.7 USER GROUP

19.7.1 MARKET SIZE & FORECAST

19.8 DISTRIBUTION CHANNEL

19.8.1 MARKET SIZE & FORECAST

19.9 OFFLINE DISTRIBUTION CHANNEL

19.9.1 MARKET SIZE & FORECAST

19.10 KEY COUNTRIES

19.11 UK: MARKET SIZE & FORECAST

19.12 FRANCE: MARKET SIZE & FORECAST

19.13 GERMANY: MARKET SIZE & FORECAST

19.14 RUSSIA: MARKET SIZE & FORECAST

19.15 ITALY: MARKET SIZE & FORECAST

19.16 SWEDEN: MARKET SIZE & FORECAST

19.17 NORWAY: MARKET SIZE & FORECAST

20 LATIN AMERICA

20.1 MARKET OVERVIEW

20.2 MARKET SIZE & FORECAST

20.3 GAME TYPE

20.3.1 MARKET SIZE & FORECAST

20.4 BOARD GAMES

20.4.1 MARKET SIZE & FORECAST

20.5 RPG BOARD GAMES

20.5.1 MARKET SIZE & FORECAST

20.6 THEME

20.6.1 MARKET SIZE & FORECAST

20.7 USER GROUP

20.7.1 MARKET SIZE & FORECAST

20.8 DISTRIBUTION CHANNEL

20.8.1 MARKET SIZE & FORECAST

20.9 OFFLINE DISTRIBUTION CHANNEL

20.9.1 MARKET SIZE & FORECAST

20.10 KEY COUNTRIES

20.11 BRAZIL: MARKET SIZE & FORECAST

20.12 MEXICO: MARKET SIZE & FORECAST

20.13 ARGENTINA: MARKET SIZE & FORECAST

20.14 COLOMBIA: MARKET SIZE & FORECAST

21 MIDDLE EAST & AFRICA

21.1 MARKET OVERVIEW

21.2 MARKET SIZE & FORECAST

21.3 GAME TYPE

21.3.1 MARKET SIZE & FORECAST

21.4 BOARD GAMES

21.4.1 MARKET SIZE & FORECAST

21.5 RPG BOARD GAMES

21.5.1 MARKET SIZE & FORECAST

21.6 THEME

21.6.1 MARKET SIZE & FORECAST

21.7 USER GROUP

21.7.1 MARKET SIZE & FORECAST

21.8 DISTRIBUTION CHANNEL

21.8.1 MARKET SIZE & FORECAST

21.9 OFFLINE DISTRIBUTION CHANNEL

21.9.1 MARKET SIZE & FORECAST

21.10 KEY COUNTRIES

21.11 TURKEY: MARKET SIZE & FORECAST

21.12 SAUDI ARABIA: MARKET SIZE & FORECAST

21.13 SOUTH AFRICA: MARKET SIZE & FORECAST

21.14 UAE: MARKET SIZE & FORECAST

22 COMPETITIVE LANDSCAPE

22.1 COMPETITION OVERVIEW

22.1.1 RECENT M&A: INDICATORS OF GROWTH

23 KEY COMPANY PROFILES

23.1 EMBRACER GROUP (ASMODEE GROUP)

23.1.1 BUSINESS OVERVIEW

23.1.2 PRODUCT OFFERINGS

23.1.3 KEY STRATEGIES

23.1.4 KEY STRENGTHS

23.1.5 KEY OPPORTUNITIES

23.2 HASBRO

23.2.1 BUSINESS OVERVIEW

23.2.2 PRODUCT OFFERINGS

23.2.3 KEY STRATEGIES

23.2.4 KEY STRENGTHS

23.2.5 KEY OPPORTUNITIES

23.3 MATTEL

23.3.1 BUSINESS OVERVIEW

23.3.2 PRODUCT OFFERINGS

23.3.3 KEY STRATEGIES

23.3.4 KEY STRENGTHS

23.3.5 KEY OPPORTUNITIES

23.4 RAVENSBURGER

23.4.1 BUSINESS OVERVIEW

23.4.2 PRODUCT OFFERINGS

23.4.3 KEY STRATEGIES

23.4.4 KEY STRENGTHS

23.4.5 KEY OPPORTUNITIES

23.5 GOLIATH GAMES

23.5.1 BUSINESS OVERVIEW

23.5.2 PRODUCT OFFERINGS

23.5.3 KEY STRATEGIES

23.5.4 KEY STRENGTHS

23.5.5 KEY OPPORTUNITIES

24 OTHER PROMINENT VENDORS

24.1 ASMADI GAMES

24.1.1 BUSINESS OVERVIEW

24.1.2 PRODUCT OFFERINGS

24.2 BEZIER GAMES

24.2.1 BUSINESS OVERVIEW

24.2.2 PRODUCT OFFERINGS

24.3 BOARDGAMEDESIGN.COM

24.3.1 BUSINESS OVERVIEW

24.3.2 PRODUCT OFFERINGS

24.4 BUFFALO GAMES

24.4.1 BUSINESS OVERVIEW

24.4.2 PRODUCT OFFERINGS

24.5 CLEMENTONI

24.5.1 BUSINESS OVERVIEW

24.5.2 PRODUCT OFFERINGS

24.6 CMON

24.6.1 BUSINESS OVERVIEW

24.6.2 PRODUCT OFFERINGS

24.7 DISNEY

24.7.1 BUSINESS OVERVIEW

24.7.2 PRODUCT OFFERINGS

24.8 FUNKO

24.8.1 BUSINESS OVERVIEW

24.8.2 PRODUCT OFFERINGS

24.9 GAMES WORKSHOP

24.9.1 BUSINESS OVERVIEW

24.9.2 PRODUCT OFFERINGS

24.10 GIBSONS GAMES

24.10.1 BUSINESS OVERVIEW

24.10.2 PRODUCT OFFERINGS

24.11 GREY FOX GAMES

24.11.1 BUSINESS OVERVIEW

24.11.2 PRODUCT OFFERINGS

24.12 IELLO GAMES

24.12.1 BUSINESS OVERVIEW

24.12.2 PRODUCT OFFERINGS

24.13 INDIE BOARDS AND CARDS

24.13.1 BUSINESS OVERVIEW

24.13.2 PRODUCT OFFERINGS

24.14 INI

24.14.1 BUSINESS OVERVIEW

24.14.2 PRODUCT OFFERINGS

24.15 EPOCH EVERLASTING PLAY

24.15.1 BUSINESS OVERVIEW

24.15.2 PRODUCT OFFERINGS

24.16 IMAGO GROUP

24.16.1 BUSINESS OVERVIEW

24.16.2 PRODUCT OFFERINGS

24.17 KAMINGS TRADE CO

24.17.1 BUSINESS OVERVIEW

24.17.2 PRODUCT OFFERINGS

24.18 LEARNING RESOURCES

24.18.1 BUSINESS OVERVIEW

24.18.2 PRODUCT OFFERINGS

24.19 LIFESTYLE BOARDGAMES

24.19.1 BUSINESS OVERVIEW

24.19.2 PRODUCT OFFERINGS

24.20 LOONY LABS

24.20.1 BUSINESS OVERVIEW

24.20.2 PRODUCT OFFERINGS

24.21 LUDO FACT

24.21.1 BUSINESS OVERVIEW

24.21.2 PRODUCT OFFERINGS

24.22 MELISSA & DOUG

24.22.1 BUSINESS OVERVIEW

24.22.2 PRODUCT OFFERINGS

24.23 MINDWARE

24.23.1 BUSINESS OVERVIEW

24.23.2 PRODUCT OFFERINGS

24.24 NORTH STAR GAMES

24.24.1 BUSINESS OVERVIEW

24.24.2 PRODUCT OFFERINGS

24.25 ORCHARD TOYS

24.25.1 BUSINESS OVERVIEW

24.25.2 PRODUCT OFFERINGS

24.26 PANDA GAME MANUFACTURING

24.26.1 BUSINESS OVERVIEW

24.26.2 PRODUCT OFFERINGS

24.27 PEGASUS SPIELE

24.27.1 BUSINESS OVERVIEW

24.27.2 PRODUCT OFFERINGS

24.28 PIATNIK

24.28.1 BUSINESS OVERVIEW

24.28.2 PRODUCT OFFERINGS

24.29 REAPER MINIATURES

24.29.1 BUSINESS OVERVIEW

24.29.2 PRODUCT OFFERINGS

24.30 RIO GRANDE GAMES

24.30.1 BUSINESS OVERVIEW

24.30.2 PRODUCT OFFERINGS

24.31 SCHMIDT SPIELE

24.31.1 BUSINESS OVERVIEW

24.31.2 PRODUCT OFFERINGS

24.32 SPIN MASTER

24.32.1 BUSINESS OVERVIEW

24.32.2 PRODUCT OFFERINGS

24.33 SPONTANEOUS GAMES

24.33.1 BUSINESS OVERVIEW

24.33.2 PRODUCT OFFERINGS

24.34 SURPRISED STARE GAMES

24.34.1 BUSINESS OVERVIEW

24.34.2 PRODUCT OFFERINGS

24.35 SUNSOUT

24.35.1 BUSINESS OVERVIEW

24.35.2 PRODUCT OFFERINGS

24.36 TALICOR

24.36.1 BUSINESS OVERVIEW

24.36.2 PRODUCT OFFERINGS

24.37 TREND ENTERPRISES, INC

24.37.1 BUSINESS OVERVIEW

24.37.2 PRODUCT OFFERINGS

24.38 ULTRA PRO INTERNATIONAL

24.38.1 BUSINESS OVERVIEW

24.38.2 PRODUCT OFFERINGS

24.39 UNIVERSITY GAMES

24.39.1 BUSINESS OVERVIEW

24.39.2 PRODUCT OFFERINGS

24.40 USAOPOLY

24.40.1 BUSINESS OVERVIEW

24.40.2 PRODUCT OFFERINGS

24.41 WINNING MOVES GAMES

24.41.1 BUSINESS OVERVIEW

24.41.2 PRODUCT OFFERINGS

24.42 WIZKIDS

24.42.1 BUSINESS OVERVIEW

24.42.2 PRODUCT OFFERINGS

24.43 ZOBMONDO

24.43.1 BUSINESS OVERVIEW

24.43.2 PRODUCT OFFERINGS

24.44 STRONGHOLD GAMES

24.44.1 BUSINESS OVERVIEW

24.44.2 PRODUCT OFFERINGS

24.45 YELLOW GAMES

24.45.1 BUSINESS OVERVIEW

24.45.2 PRODUCT OFFERINGS

24.46 BLUE ORANGE GAMES

24.46.1 BUSINESS OVERVIEW

24.46.2 PRODUCT OFFERINGS

24.47 FIRESIDE GAMES

24.47.1 BUSINESS OVERVIEW

24.47.2 PRODUCT OFFERINGS

24.48 SMARTPLAY GAMES

24.48.1 BUSINESS OVERVIEW

24.48.2 PRODUCT OFFERINGS

24.49 ELZRA GAMES

24.49.1 BUSINESS OVERVIEW

24.49.2 PRODUCT OFFERINGS

24.50 LUDONAUTE

24.50.1 BUSINESS OVERVIEW

24.50.2 PRODUCT OFFERINGS

25 REPORT SUMMARY

25.1 KEY TAKEAWAYS

25.2 STRATEGIC RECOMMENDATIONS

26 QUANTITATIVE SUMMARY

26.1 MARKET BY GEOGRAPHY

26.2 GAME TYPE

26.2.1 MARKET SIZE & FORECAST

26.3 BOARD GAMES

26.3.1 MARKET SIZE & FORECAST

26.4 RPG BOARD GAMES

26.4.1 MARKET SIZE & FORECAST

26.5 THEME

26.5.1 MARKET SIZE & FORECAST

26.6 USER GROUP

26.6.1 MARKET SIZE & FORECAST

26.7 DISTRIBUTION CHANNEL

26.7.1 MARKET SIZE & FORECAST

26.8 OFFLINE DISTRIBUTION CHANNEL

26.8.1 MARKET SIZE & FORECAST

27 APPENDIX

27.1 RESEARCH METHODOLOGY

27.2 RESEARCH PROCESS

27.3 REPORT ASSUMPTIONS & CAVEATS

27.3.1 KEY CAVEATS

27.3.2 CURRENCY CONVERSION

27.4 ABBREVIATIONS

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Frequently Asked Questions

How big is the global tabletop games market?

The global tabletop games market size was valued at USD 19.50 billion in 2024 and is expected to reach USD 34.10 billion by 2030.

What is the growth rate of the global tabletop games market?

The global tabletop games market is expected to grow at a CAGR of 9.76% from 2024 to 2030.

What are the significant trends in the tabletop games market?

Shift toward sustainable & eco-friendly practices, strategic product innovations, focus on leisure activities, and digitization of tabletop games are significant trends in the tabletop games market.

Which region dominates the global tabletop games market share?

North America held the largest global tabletop games market share, accounting for over 28% in 2024.

Who are the key players in the global tabletop games market?

Embracer Group (Asmodee Group), Hasbro, Mattel, Ravensburger, and Goliath Games are the key players in the global tabletop games market.