Board Games Market

Global Board Games Market by Product Types (Table Top Games, Card and Dice Games, Collectible Card Games, Miniature Games, and RPG Games) By Game Type (Strategy and War Games, Educational Games, Fantasy Games, Sport Games, and Others) By Material (Plastic, Wood and Cardboard, and Others) By Distribution Channel (Online, Offline) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa)

  • Report ID: CG-71
  • Author: Growth Market Reports
  • Rating: 4.7
  • Total Reviews: 10
  • No. Of Pages: 215
  • Format:
  • Pub. Date: 2020-10-20
  • Share:

Market Outlook:

The global board games market was valued at USD 13,281 Million in 2019 and is projected to reach USD 28,446 Million by 2027, expanding at a CAGR of 9.9% during the forecast period. A board games involves counters or pieces that are moved on a pre-marked surface called as board. Board games include tabletop games, card & dice game, collectible card games, miniature games, and RPG Games. These games cannot be played online and generally require two or more members to play. The recreational benefit associated with the board games is significantly increasing worldwide. Children and millennial are the primary consumer demographic using board games. They play these games to improve team building skills, facilitate active learning, and problem-solving skills. Introduction of innovative board games, and increasing awareness regarding recreational benefits of these games is significantly increasing their adoption among other consumer demographics such as baby boomers and generation-z. Re-emergence of tabletop and card games as entertainment and recreational activities in cafes, hotels, and lounges is expected to drive the market growth.

Increasing availability of board games in on-trade channel such as cafes, modern retail channels, and casino is expected to boost market in the near future. Key players of board games are engaged in manufacturing innovative as well as offering customized board games for these on-trade channels. Manufacturers are focusing on producing simple games with elegant mechanics and impressive artwork to attract more consumers.

Market Dynamics
Drivers

Rise in the Number of Board Game Cafes
Cafes and bars which allows customers to play games are increasing in number across the world. Most of these games are board games. The increasing number of such cafes and bars all over the world is boosting the board games market growth. Moreover, rise in the number of board game cafes (Special game-based cafes enable people of all ages to play games at a table) is expected to positively influence the demand of board games in near future. For example, the Waterloo and Hackney branches of Draughts Café in London have approximately 500 and 850 board games respectively. The increasing interests of milliners in visiting such cafes is expected to further boost the sales of board games market during the forecast period Moreover, increasing number of casinos in Asia Pacific region is expected to register growth opportunities for the board games marker in near future.

Rising Influence of Social Media & Celebrity Endorsement
The increasing influence of social media (apps & websites), especially on millennial is expected to drive the demand for board games. The promotion of board games through Instagram, Facebook and other social media network is significantly helping companies to increase their customers. Moreover, celebrity endorsement has become a key factor influencing millennial to purchase board games. For example, popular web series named ‘Tabletop’ launched in 2016, had improved sales of various tabletop games featured on the show. Thus, this type of promotional activities are expected to help companies to grow substantially in the board games market during the forecast period.

Restrains
Availability of Counterfeit Products in the Market
Growing presence of local manufacturers which produce counterfeit products is hampering the growth of the board games market. Rise in the number of local game board manufacturers propelled competition among players, which in turn, reduce the retail price of the product. Introduction of low-cost products by local/regional manufacturers has attracted a significant number of customers towards their purchase. This has lowered the prices of game board, especially in Asia Pacific region thereby increasing competition. Therefore, key manufacturers are witnessing growth challenges due to increasing number of local/regional players across globe.
 

Segmental Outlook

On the basis of product types, the market is segmented into table top games, card and dice games, collectible card games, miniature games, and RPG games. The table top segment accounted for 42.8% share of the market in 2019. The rapid growth of this segment is attributed to factors such as increasing engagement in leisure activities, emphasis on face to face interaction, and the trend of taking a break from digital screens. Introduction of Kickstarter, a global crowdfunding platform, has changed the profit model of the board games. A surge in the demand for board games on Kickstarter is expected to boost demand for tabletop games. This in turn, fuels the growth of the segment.

In terms of game type, the board games market is segregated strategy and war games, educational games, fantasy games, sport games and others. Educational games segment is anticipated to expand at a CAGR of 10.6% during the forecast period. Rising use of educational games in several educational institutes contributes for the growth of the segment.

In terms of material, the board games market is classified as plastics, wood & cardboards, and others. The plastics segment is anticipated to expand at a CAGR of 10.3% during the forecast period, as the use of plastics in covering the board games has increased, thereby boosting the growth of the segment.

In terms of distribution channel, the board games market is classified as online, and offline. The online segment is anticipated to expand at a CAGR of 10.8% during the forecast period, the rise in the accessibility to the internet and availability of several products and personalized offers, absence of the constraints of a physical presence and interaction makes online shopping desirable to consumers. These are some of the factors, which are boosting the growth of the segment.
 

Regional Outlook

In terms of regions, the global board games market is fragmented into North America, Europe, Asia Pacific, Latin America, and Middle East & Africa. North America constituted more than one third market share in 2019. The market in the Asia Pacific is projected to expand at a CAGR of 10.3% during the forecast period. Increasing disposable income and rising popularity of board games, among the teenagers and rise in presence of several manufacturers, is thereby boosting the growth of the board games market in Asia Pacific.
 

Competitive Landscape

  • Key players in the market include Asmodee North America, Inc. Buffalo Games, Clementoni S.p.a., CMON, Epoch Everlasting Play, Games Workshop Group PLC, Hasbro, Inc, IELLO USA LLC, INILLC.COM, Long Pack Games, Mattel Inc., NECA/WizKids LLC, Melissa and Doug, Ravensburger North America, Inc., The Walt Disney Company, Ultra PRO International LLC, University Games Corporation. These companies are considered manufacturers of board games based on their revenue, research development (R&D) activities, regional presence, and supply chain management system.
  • The players are adopting key strategies such as acquisition, and geographical expansion where potential opportunity for the Board Gamesis added in the company’s capacity.
  • For instance, In October 2020, MATTEL, INC. has launched Mattel Creations, an e-commerce platform. This platform offers all the products and brands offered by the company.
  • In April 2020, Mega partnered with TerraCycle, for the recycling of the used toys.
  • In August 2020, Mattel, Inc. launched the new Hot Wheels Infinite Loop a new racing game that is introduced on the mobile devices.

 

Key Benefits for Industry Participants & Stakeholders

  • In-depth Analysis of the Global Board GamesMarket
  • Historical, Current and Projected Market Size in terms of Value
  • Potential & Niche Segments and Regions Exhibiting Promising Growth Covered
  • Industry Drivers, Restraints and Opportunities Covered in the Study
  • Recent Industry Trends and Developments
  • Competitive Landscape & Strategies of Key Players
  • Neutral Perspective on Global Board Games Market Performance
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Board Games Market Overview
   4.1 Introduction
      4.1.1 Market Taxonomy
      4.1.2 Market Definition
      4.1.3 Macro-Economic Factors Impacting the Market Growth
   4.2 Board Games Market Dynamics
      4.2.1 Market Drivers
      4.2.2 Market Restraints
      4.2.3 Market Opportunity
   4.3 Board Games Market - Supply Chain Analysis
      4.3.1 List of Key Suppliers
      4.3.2 List of Key Distributors
      4.3.3 List of Key Consumers
   4.4 Key Forces Shaping the Board Games Market
      4.4.1 Bargaining Power of Suppliers
      4.4.2 Bargaining Power of Buyers
      4.4.3 Threat of Substitution
      4.4.4 Threat of New Entrants
      4.4.5 Competitive Rivalry
   4.5 Global Board Games Market Size & Forecast, 2017-2027
      4.5.1 Board Games Market Size and Y-o-Y Growth
      4.5.2 Board Games Market Absolute $ Opportunity
   4.6 Technology Outlook
Chapter 5 Global Board Games Market Analysis and Forecast By Product Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities By Product Type
      5.1.2 Basis Point Share (BPS) Analysis By Product Type
      5.1.3 Absolute $ Opportunity Assessment By Product Type
   5.2 Board Games Market Size Forecast By Product Type
      5.2.1 Tabletop Games
      5.2.2 Card & Dice Games
      5.2.3 Collectible Card Games
      5.2.4 Miniature Games
      5.2.5 RPG Games
   5.3 Market Attractiveness Analysis By Product Type
Chapter 6 Global Board Games Market Analysis and Forecast By Game Type
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities By Game Type
      6.1.2 Basis Point Share (BPS) Analysis By Game Type
      6.1.3 Absolute $ Opportunity Assessment By Game Type
   6.2 Board Games Market Size Forecast By Game Type
      6.2.1 Strategy & War Games
      6.2.2 Educational Games
      6.2.3 Fantasy Games
      6.2.4 Sport Games
      6.2.5 Others (Creativity/Luck/etc.)
   6.3 Market Attractiveness Analysis By Game Type
Chapter 7 Global Board Games Market Analysis and Forecast By Material
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities By Material
      7.1.2 Basis Point Share (BPS) Analysis By Material
      7.1.3 Absolute $ Opportunity Assessment By Material
   7.2 Board Games Market Size Forecast By Material
      7.2.1 Plastic
      7.2.2 Wood & Cardboard
      7.2.3 Others (Rubber/Metal/etc)
   7.3 Market Attractiveness Analysis By Material
Chapter 8 Global Board Games Market Analysis and Forecast By Distribution Channel
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities By Distribution Channel
      8.1.2 Basis Point Share (BPS) Analysis By Distribution Channel
      8.1.3 Absolute $ Opportunity Assessment By Distribution Channel
   8.2 Board Games Market Size Forecast By Distribution Channel
      8.2.1 Online
      8.2.2 Offline
         8.2.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         8.2.2.2 Specialty Stores
         8.2.2.3 Small Retail Stores
   8.3 Market Attractiveness Analysis By Distribution Channel
Chapter 9 Global Board Games Market Analysis and Forecast by Region
   9.1 Introduction
      9.1.1 Key Market Trends & Growth Opportunities by Region
      9.1.2 Basis Point Share (BPS) Analysis by Region
      9.1.3 Absolute $ Opportunity Assessment by Region
   9.2 Board Games Market Size Forecast by Region
      9.2.1 North America
      9.2.2 Europe
      9.2.3 Asia Pacific
      9.2.4 Latin America
      9.2.5 Middle East & Africa (MEA)
   9.3 Market Attractiveness Analysis by Region
Chapter 10 Coronavirus Disease (COVID-19) Impact
   10.1 Introduction
   10.2 Current & Future Impact Analysis
   10.3 Economic Impact Analysis
   10.4 Government Policies
   10.5 Investment Scenario
Chapter 11 North America Board Games Analysis and Forecast
   11.1 Introduction
   11.2 North America Board Games Market Size Forecast by Country
      11.2.1 U.S.
      11.2.2 Canada
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 North America Board Games Market Size Forecast By Product Type
      11.6.1 Tabletop Games
      11.6.2 Card & Dice Games
      11.6.3 Collectible Card Games
      11.6.4 Miniature Games
      11.6.5 RPG Games
   11.7 Basis Point Share (BPS) Analysis By Product Type
   11.8 Absolute $ Opportunity Assessment By Product Type
   11.9 Market Attractiveness Analysis By Product Type
   11.10 North America Board Games Market Size Forecast By Game Type
      11.10.1 Strategy & War Games
      11.10.2 Educational Games
      11.10.3 Fantasy Games
      11.10.4 Sport Games
      11.10.5 Others (Creativity/Luck/etc.)
   11.11 Basis Point Share (BPS) Analysis By Game Type
   11.12 Absolute $ Opportunity Assessment By Game Type
   11.13 Market Attractiveness Analysis By Game Type
   11.14 North America Board Games Market Size Forecast By Material
      11.14.1 Plastic
      11.14.2 Wood & Cardboard
      11.14.3 Others (Rubber/Metal/etc)
   11.15 Basis Point Share (BPS) Analysis By Material
   11.16 Absolute $ Opportunity Assessment By Material
   11.17 Market Attractiveness Analysis By Material
   11.18 North America Board Games Market Size Forecast By Distribution Channel
      11.18.1 Online
      11.18.2 Offline
         11.18.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         11.18.2.2 Specialty Stores
         11.18.2.3 Small Retail Stores
   11.19 Basis Point Share (BPS) Analysis By Distribution Channel
   11.20 Absolute $ Opportunity Assessment By Distribution Channel
   11.21 Market Attractiveness Analysis By Distribution Channel
Chapter 12 Europe Board Games Analysis and Forecast
   12.1 Introduction
   12.2 Europe Board Games Market Size Forecast by Country
      12.2.1 Germany
      12.2.2 France
      12.2.3 Italy
      12.2.4 U.K.
      12.2.5 Spain
      12.2.6 Russia
      12.2.7 Rest of Europe
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Europe Board Games Market Size Forecast By Product Type
      12.6.1 Tabletop Games
      12.6.2 Card & Dice Games
      12.6.3 Collectible Card Games
      12.6.4 Miniature Games
      12.6.5 RPG Games
   12.7 Basis Point Share (BPS) Analysis By Product Type
   12.8 Absolute $ Opportunity Assessment By Product Type
   12.9 Market Attractiveness Analysis By Product Type
   12.10 Europe Board Games Market Size Forecast By Game Type
      12.10.1 Strategy & War Games
      12.10.2 Educational Games
      12.10.3 Fantasy Games
      12.10.4 Sport Games
      12.10.5 Others (Creativity/Luck/etc.)
   12.11 Basis Point Share (BPS) Analysis By Game Type
   12.12 Absolute $ Opportunity Assessment By Game Type
   12.13 Market Attractiveness Analysis By Game Type
   12.14 Europe Board Games Market Size Forecast By Material
      12.14.1 Plastic
      12.14.2 Wood & Cardboard
      12.14.3 Others (Rubber/Metal/etc)
   12.15 Basis Point Share (BPS) Analysis By Material
   12.16 Absolute $ Opportunity Assessment By Material
   12.17 Market Attractiveness Analysis By Material
   12.18 Europe Board Games Market Size Forecast By Distribution Channel
      12.18.1 Online
      12.18.2 Offline
         12.18.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         12.18.2.2 Specialty Stores
         12.18.2.3 Small Retail Stores
   12.19 Basis Point Share (BPS) Analysis By Distribution Channel
   12.20 Absolute $ Opportunity Assessment By Distribution Channel
   12.21 Market Attractiveness Analysis By Distribution Channel
Chapter 13 Asia Pacific Board Games Analysis and Forecast
   13.1 Introduction
   13.2 Asia Pacific Board Games Market Size Forecast by Country
      13.2.1 China
      13.2.2 Japan
      13.2.3 South Korea
      13.2.4 India
      13.2.5 Australia
      13.2.6 South East Asia (SEA)
      13.2.7 Rest of Asia Pacific (APAC)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Asia Pacific Board Games Market Size Forecast By Product Type
      13.6.1 Tabletop Games
      13.6.2 Card & Dice Games
      13.6.3 Collectible Card Games
      13.6.4 Miniature Games
      13.6.5 RPG Games
   13.7 Basis Point Share (BPS) Analysis By Product Type
   13.8 Absolute $ Opportunity Assessment By Product Type
   13.9 Market Attractiveness Analysis By Product Type
   13.10 Asia Pacific Board Games Market Size Forecast By Game Type
      13.10.1 Strategy & War Games
      13.10.2 Educational Games
      13.10.3 Fantasy Games
      13.10.4 Sport Games
      13.10.5 Others (Creativity/Luck/etc.)
   13.11 Basis Point Share (BPS) Analysis By Game Type
   13.12 Absolute $ Opportunity Assessment By Game Type
   13.13 Market Attractiveness Analysis By Game Type
   13.14 Asia Pacific Board Games Market Size Forecast By Material
      13.14.1 Plastic
      13.14.2 Wood & Cardboard
      13.14.3 Others (Rubber/Metal/etc)
   13.15 Basis Point Share (BPS) Analysis By Material
   13.16 Absolute $ Opportunity Assessment By Material
   13.17 Market Attractiveness Analysis By Material
   13.18 Asia Pacific Board Games Market Size Forecast By Distribution Channel
      13.18.1 Online
      13.18.2 Offline
         13.18.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         13.18.2.2 Specialty Stores
         13.18.2.3 Small Retail Stores
   13.19 Basis Point Share (BPS) Analysis By Distribution Channel
   13.20 Absolute $ Opportunity Assessment By Distribution Channel
   13.21 Market Attractiveness Analysis By Distribution Channel
Chapter 14 Latin America Board Games Analysis and Forecast
   14.1 Introduction
   14.2 Latin America Board Games Market Size Forecast by Country
      14.2.1 Brazil
      14.2.2 Mexico
      14.2.3 Rest of Latin America (LATAM)
   14.3 Basis Point Share (BPS) Analysis by Country
   14.4 Absolute $ Opportunity Assessment by Country
   14.5 Market Attractiveness Analysis by Country
   14.6 Latin America Board Games Market Size Forecast By Product Type
      14.6.1 Tabletop Games
      14.6.2 Card & Dice Games
      14.6.3 Collectible Card Games
      14.6.4 Miniature Games
      14.6.5 RPG Games
   14.7 Basis Point Share (BPS) Analysis By Product Type
   14.8 Absolute $ Opportunity Assessment By Product Type
   14.9 Market Attractiveness Analysis By Product Type
   14.10 Latin America Board Games Market Size Forecast By Game Type
      14.10.1 Strategy & War Games
      14.10.2 Educational Games
      14.10.3 Fantasy Games
      14.10.4 Sport Games
      14.10.5 Others (Creativity/Luck/etc.)
   14.11 Basis Point Share (BPS) Analysis By Game Type
   14.12 Absolute $ Opportunity Assessment By Game Type
   14.13 Market Attractiveness Analysis By Game Type
   14.14 Latin America Board Games Market Size Forecast By Material
      14.14.1 Plastic
      14.14.2 Wood & Cardboard
      14.14.3 Others (Rubber/Metal/etc)
   14.15 Basis Point Share (BPS) Analysis By Material
   14.16 Absolute $ Opportunity Assessment By Material
   14.17 Market Attractiveness Analysis By Material
   14.18 Latin America Board Games Market Size Forecast By Distribution Channel
      14.18.1 Online
      14.18.2 Offline
         14.18.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         14.18.2.2 Specialty Stores
         14.18.2.3 Small Retail Stores
   14.19 Basis Point Share (BPS) Analysis By Distribution Channel
   14.20 Absolute $ Opportunity Assessment By Distribution Channel
   14.21 Market Attractiveness Analysis By Distribution Channel
Chapter 15 Middle East & Africa (MEA) Board Games Analysis and Forecast
   15.1 Introduction
   15.2 Middle East & Africa (MEA) Board Games Market Size Forecast by Country
      15.2.1 GCC
      15.2.2 Turkey
      15.2.3 Rest of Middle East & Africa
      15.2.4 Rest of Middle East & Africa (MEA)
   15.3 Basis Point Share (BPS) Analysis by Country
   15.4 Absolute $ Opportunity Assessment by Country
   15.5 Market Attractiveness Analysis by Country
   15.6 Middle East & Africa (MEA) Board Games Market Size Forecast By Product Type
      15.6.1 Tabletop Games
      15.6.2 Card & Dice Games
      15.6.3 Collectible Card Games
      15.6.4 Miniature Games
      15.6.5 RPG Games
   15.7 Basis Point Share (BPS) Analysis By Product Type
   15.8 Absolute $ Opportunity Assessment By Product Type
   15.9 Market Attractiveness Analysis By Product Type
   15.10 Middle East & Africa (MEA) Board Games Market Size Forecast By Game Type
      15.10.1 Strategy & War Games
      15.10.2 Educational Games
      15.10.3 Fantasy Games
      15.10.4 Sport Games
      15.10.5 Others (Creativity/Luck/etc.)
   15.11 Basis Point Share (BPS) Analysis By Game Type
   15.12 Absolute $ Opportunity Assessment By Game Type
   15.13 Market Attractiveness Analysis By Game Type
   15.14 Middle East & Africa (MEA) Board Games Market Size Forecast By Material
      15.14.1 Plastic
      15.14.2 Wood & Cardboard
      15.14.3 Others (Rubber/Metal/etc)
   15.15 Basis Point Share (BPS) Analysis By Material
   15.16 Absolute $ Opportunity Assessment By Material
   15.17 Market Attractiveness Analysis By Material
   15.18 Middle East & Africa (MEA) Board Games Market Size Forecast By Distribution Channel
      15.18.1 Online
      15.18.2 Offline
         15.18.2.1 Large Format Stores (Hypermarkets/Supermarkets and Departmental Stores)
         15.18.2.2 Specialty Stores
         15.18.2.3 Small Retail Stores
   15.19 Basis Point Share (BPS) Analysis By Distribution Channel
   15.20 Absolute $ Opportunity Assessment By Distribution Channel
   15.21 Market Attractiveness Analysis By Distribution Channel
Chapter 16 Competition Landscape
   16.1 Board Games Market: Competitive Dashboard
   16.2 Global Board Games Market: Market Share Analysis, 2019
   16.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
      16.3.1 Asmodee North America, Inc.
      16.3.2 Buffalo Games
      16.3.3 Clementoni S.p.a.
      16.3.4 CMON
      16.3.5 Games Workshop Group PLC
      16.3.6 Hasbro, Inc.
      16.3.7 IELLO USA LLC
      16.3.8 INILLC.COM
      16.3.9 LongPack Games
      16.3.10 Mattel, Inc.
      16.3.11 Melissa and Doug
      16.3.12 NECA/Wizkids LLC
      16.3.13 Ravensburger North America,Inc.
      16.3.14 The Walt Disney Company
      16.3.15 Ultra PRO International LLC
         16.3.16 University Games Corporation
Key Segments Covered
By Product Type
  • Table Top Games
  • Card & Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games
By Game Type
  • Strategy & War Games
  • Educational Games
  • Fantasy Games
  • Sports Games
  • Others
By Material
  • Plastic
  • Wood and Cardboard
  • Others
By Distribution Channel
  • Online
  • Offline
    • Large Format Stores
    • Specialty Format Stores
    • Small Retail Stores
By Region
  • North America
    • U.S.
    • Canada
  • Latin America
    • Brazil
    • Mexico
    • Rest of Latin America
  • Europe
    • U.K.
    • France
    • Germany
    • Italy
    • Spain
    • Russia
    • Rest of the Europe
  • Asia Pacific
    • China
    • Japan
    • South Korea
    • India
    • Australia
    • Rest of Asia Pacific
  • Middle East & Africa (MEA)
    • GCC
    • Tukey
    • Rest of MEA

Key Market Players Profiled in the Report
  • Asmodee North America, Inc.
  • Buffalo Games
  • Clementoni S.p.a.
  • CMON
  • Epoch Waterlasting Play
  • Games Workshop Group PLC
  • Hasbro, Inc.
  • IELLO USA LLC
  • INILLC.COM
  • LongPack Games
  • Mattel, Inc.
  • Melissa and Doug
  • NECA/WizKids LLC
  • Ravensburger North America, Inc.
  • The Walt Disney Company
  • Ultra PRO International LLC
  • University Games Corporation

Buy Report

FAQ Section

Some frequently asked quetions about this report!

Additional company profiles can be provided on request.

Yes, the report covers product specific information such as table top games, card and dice games, collectible card games, miniature games, RPG games etc.

According to this Growth Market Reports report, the market from board games market shall probably to register a CAGR of 9.9% during forecast period 2020-2027, with an anticipated valuation of USD 28,446.0 million by the end of the 2027.

The rising number of board games, rising influence of social media and celebrity endorsement, and rising e-commerce penetration, are expected to drive the market growth during forecast period.

Factors such as competitive strength and market positioning are key areas considered while selecting top companies to be profiled.

Manufacturers/distributors and service providers are the key sales channel that are driving the board games market.

The market is expected to increase with growth of over 10.5% between 2019 and 2020 owing to the impact of COVID-19 pandemic on the board games market. Rise in the number of board game cafes around the world has led to the rise in the adoption of board games, thereby boosting the growth of the market.

The base year considered for the global board games market report is 2019. The complete analysis period is 2017 to 2027, wherein, 2017 & 2018 are the historic years and the forecast is provided from 2020 to 2027.

MATTEL Inc. and Hasbro Inc., are the key players operating in the market.