Board Games Market Research Report 2033

Board Games Market Research Report 2033

Segments - by Product Type (Tabletop Games, Card Games, Dice Games, Miniature Games, Others), by Age Group (Children, Teenagers, Adults, Family), by Distribution Channel (Online Stores, Specialty Stores, Supermarkets/Hypermarkets, Others), by Theme (Strategy & War Games, Educational Games, Party Games, Others)

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Report Description


Board Games Market Outlook

According to our latest research, the global board games market size reached USD 17.7 billion in 2024, reflecting robust consumer interest and a resurgence in analog entertainment. The market is expected to expand at a CAGR of 8.1% from 2025 to 2033, projecting a value of approximately USD 34.6 billion by 2033. This growth trajectory is driven by increasing demand for social and educational entertainment, the proliferation of innovative game designs, and the rising influence of online and specialty retail channels.

A key growth factor for the board games market is the rising consumer inclination toward social interaction and analog experiences in an increasingly digital world. As digital fatigue becomes more prevalent, families and friend groups are turning to board games as a means to foster face-to-face engagement and strengthen interpersonal relationships. This trend is particularly pronounced among millennials and Gen Z, who seek meaningful, screen-free leisure activities. The ability of board games to bridge generational gaps and provide inclusive entertainment has significantly contributed to their growing popularity, making them a staple in both households and social gatherings.

Another significant driver is the integration of educational and cognitive development elements in modern board games. Parents and educators are increasingly recognizing the value of board games in enhancing critical thinking, problem-solving, and teamwork skills among children and teenagers. Educational board games, which blend learning with fun, have witnessed surging demand in both home and classroom settings. Additionally, the COVID-19 pandemic acted as a catalyst, with lockdowns and social distancing encouraging families to explore new forms of indoor entertainment, leading to a notable spike in board game sales globally. The continued emphasis on STEM and soft skills in education is expected to sustain this momentum.

The rapid evolution of game design and the emergence of crowdfunding platforms have also played a pivotal role in the expansion of the board games market. Independent designers and small studios now have unprecedented access to global audiences through platforms like Kickstarter and Indiegogo, enabling the launch of innovative and niche games that cater to diverse interests. This democratization of game publishing has resulted in a vibrant and dynamic market, characterized by a steady stream of fresh content and unique themes. The growing collector culture and the trend of limited-edition releases further fuel consumer interest, driving repeat purchases and expanding the market base.

From a regional perspective, North America and Europe continue to dominate the board games market, accounting for a combined share of over 60% in 2024. These regions benefit from established gaming cultures, high disposable incomes, and a strong presence of leading publishers and specialty retailers. However, the Asia Pacific region is emerging as a high-growth market, propelled by urbanization, increasing middle-class populations, and rising awareness of the cognitive and social benefits of board gaming. The expansion of e-commerce and the localization of popular international titles are further accelerating market growth in this region, setting the stage for significant opportunities over the forecast period.

Global Board Games Industry Outlook

Product Type Analysis

The product type segment of the board games market is diverse, encompassing tabletop games, card games, dice games, miniature games, and others. Tabletop games, which include classics like Monopoly, Settlers of Catan, and Risk, remain the largest segment, accounting for a significant share of the market in 2024. Their enduring appeal lies in their ability to accommodate multiple players and provide immersive, strategic gameplay experiences. Tabletop games are often seen as the foundation of the board gaming hobby, attracting both casual players and dedicated enthusiasts. The segment continues to evolve, with publishers introducing legacy and campaign-style games that offer extended play value and narrative depth.

Card games are another vital sub-segment, driven by both traditional titles such as Uno and Poker, as well as modern collectible card games like Magic: The Gathering. The portability and accessibility of card games make them particularly popular among younger audiences and those seeking quick, engaging play sessions. The rise of digital adaptations has also contributed to the segment's growth, with online versions expanding reach and fostering global communities. Dice games, while smaller in market share, have carved out a niche among fans of fast-paced, luck-based gameplay. Titles like Yahtzee and Codenames: Duet exemplify the appeal of dice-driven mechanics, which often emphasize replayability and social interaction.

Miniature games represent a specialized but rapidly growing segment, catering to hobbyists who enjoy tactical wargaming and model painting. Games such as Warhammer and Star Wars: X-Wing have cultivated dedicated fan bases, driving demand for high-quality miniatures and accessories. This segment benefits from a strong collector culture and frequent product expansions, which encourage repeat purchases and long-term engagement. The "other" category includes innovative hybrids and party games that blend elements from multiple genres, reflecting the ongoing experimentation and creativity within the industry. These games often target broader audiences, including families and casual gamers, further expanding the market's reach.

The competitive dynamics within each product type are shaped by factors such as game complexity, playtime, and thematic appeal. Publishers are increasingly leveraging consumer insights to develop games that balance accessibility with depth, catering to both newcomers and seasoned players. The proliferation of expansion packs and customizable game components has also become a key strategy, enabling publishers to extend product lifecycles and enhance player engagement. As consumer preferences continue to evolve, the product type segment will remain a focal point for innovation and differentiation in the board games market.

Report Scope

Attributes Details
Report Title Board Games Market Research Report 2033
By Product Type Tabletop Games, Card Games, Dice Games, Miniature Games, Others
By Age Group Children, Teenagers, Adults, Family
By Distribution Channel Online Stores, Specialty Stores, Supermarkets/Hypermarkets, Others
By Theme Strategy & War Games, Educational Games, Party Games, Others
Regions Covered North America, Europe, APAC, Latin America, MEA
Base Year 2024
Historic Data 2018-2023
Forecast Period 2025-2033
Number of Pages 283
Number of Tables & Figures 263
Customization Available Yes, the report can be customized as per your need.

Age Group Analysis

The age group segmentation of the board games market reveals distinct patterns of demand and consumption. The children's segment, encompassing games designed for ages 3-12, is characterized by a strong emphasis on educational value, safety, and ease of play. Parents and educators are primary purchasers, seeking games that promote foundational skills such as numeracy, literacy, and social interaction. The proliferation of STEM-focused and cooperative games in this segment reflects a broader trend toward experiential learning. Licensing agreements with popular children’s franchises also play a significant role, driving brand loyalty and repeat purchases.

Teenagers represent a dynamic and rapidly evolving segment, with preferences that span strategy, party, and collectible games. This demographic is highly influenced by peer recommendations, social media trends, and the popularity of competitive gaming. Board games that offer deep strategy, narrative complexity, and replayability tend to resonate strongly with teenage audiences. Titles such as Catan, Pandemic, and Betrayal at House on the Hill are particularly popular, as they provide opportunities for both casual play and competitive tournaments. The integration of digital components, such as companion apps and augmented reality, is also gaining traction in this segment, enhancing engagement and interactivity.

Adults constitute a substantial portion of the board games market, driving demand for complex, thematic, and strategy-oriented games. This segment is characterized by a willingness to invest in premium titles and collector’s editions, reflecting a strong appreciation for high-quality components and innovative mechanics. Adult gamers often participate in organized play events, conventions, and online communities, fostering a vibrant ecosystem of enthusiasts and influencers. The rise of "game nights" and social gatherings centered around board gaming has further cemented the segment's importance, with many adults viewing board games as a preferred alternative to traditional entertainment options.

The family segment, which overlaps with other age groups, remains a cornerstone of the market. Family-oriented games are designed to be accessible, inclusive, and engaging for players of all ages, making them ideal for multigenerational play. These games often emphasize cooperative or semi-cooperative mechanics, promoting teamwork and shared experiences. The enduring popularity of titles like Ticket to Ride and Carcassonne underscores the appeal of family-friendly gameplay. Publishers are increasingly focusing on this segment, developing games that balance simplicity with strategic depth to ensure broad appeal and replay value.

Distribution Channel Analysis

Distribution channels play a crucial role in shaping the accessibility and visibility of products within the board games market. Online stores have emerged as the fastest-growing channel, driven by the convenience of home delivery, expansive product selection, and the ability to reach global audiences. E-commerce platforms such as Amazon, Walmart, and dedicated board game retailers have revolutionized the purchasing process, enabling consumers to discover and purchase games with ease. The integration of user reviews, detailed product descriptions, and social media marketing has further enhanced the online shopping experience, contributing to robust sales growth in this segment.

Specialty stores, including dedicated board game shops and hobby retailers, continue to play a vital role in the market ecosystem. These outlets offer curated selections, expert recommendations, and opportunities for in-store play and community events. Specialty stores are particularly important for the sale of niche and premium titles, as well as for fostering local gaming communities. The personalized service and immersive retail environments provided by these stores are valued by both novice and experienced gamers. Despite the growth of online channels, specialty stores have demonstrated resilience by adapting their business models to include online sales and event hosting.

Supermarkets and hypermarkets represent another significant distribution channel, particularly for mainstream and family-oriented games. These outlets benefit from high foot traffic and the ability to offer competitive pricing, making them an attractive option for impulse purchases and holiday shopping. The prominence of established brands and licensed games in this channel reflects the importance of mass-market appeal. However, the limited shelf space and focus on high-volume sales can pose challenges for smaller publishers and independent titles, which may struggle to achieve visibility in these settings.

The "other" distribution channel includes bookstores, toy stores, and department stores, each of which contributes to the overall diversity of the market. Bookstores, in particular, have become increasingly important for the sale of educational and narrative-driven games, leveraging their existing customer base and expertise in storytelling. Toy stores remain a key channel for children's games, while department stores offer a broad assortment of titles across age groups and themes. The ongoing convergence of retail and digital channels, through initiatives such as click-and-collect and omnichannel marketing, is further reshaping the distribution landscape, enhancing accessibility and driving incremental sales.

Theme Analysis

Thematic diversity is a defining characteristic of the board games market, with themes serving as a primary driver of consumer interest and engagement. Strategy and war games represent a significant segment, appealing to players who enjoy deep tactical gameplay and long-term planning. These games often feature intricate mechanics, variable player powers, and immersive narratives, catering to enthusiasts seeking challenging and rewarding experiences. The enduring popularity of titles like Risk, Axis & Allies, and Twilight Struggle underscores the appeal of strategic depth and historical themes. Publishers continue to innovate within this segment, introducing new mechanics and settings to attract both seasoned and new players.

Educational games are another key theme, reflecting growing demand for products that combine entertainment with learning. These games are designed to develop cognitive skills, promote teamwork, and reinforce academic concepts in subjects such as mathematics, language, and science. Educational board games are widely used in both home and classroom settings, with parents and teachers recognizing their value as supplementary learning tools. The integration of digital components, such as interactive apps and online resources, is enhancing the educational potential of these games, making them more engaging and accessible for diverse audiences.

Party games have experienced a surge in popularity, driven by their accessibility, quick playtimes, and emphasis on social interaction. These games are designed to accommodate larger groups and often feature humorous, lighthearted themes that encourage laughter and conversation. Titles like Codenames, Cards Against Humanity, and Pictionary exemplify the appeal of party games, which are frequently chosen for gatherings, celebrations, and team-building events. The rise of "icebreaker" and "get-to-know-you" games reflects the growing importance of social connection in contemporary leisure activities.

The "other" theme category encompasses a wide range of hybrid and niche games, including cooperative, adventure, and storytelling games. Cooperative games, in which players work together to achieve common objectives, have gained traction among families and groups seeking collaborative experiences. Adventure and storytelling games, characterized by rich narratives and immersive worlds, appeal to players who value creativity and exploration. The ongoing experimentation with new themes and mechanics is a testament to the creativity and dynamism of the board games industry, ensuring that there is a game to suit every preference and occasion.

Opportunities & Threats

The board games market is poised for significant opportunities over the forecast period, driven by ongoing innovation in game design and the expansion of digital integration. The rise of hybrid games that combine physical components with digital apps is creating new avenues for engagement and personalization. These innovations enable real-time rule updates, dynamic storytelling, and enhanced interactivity, appealing to tech-savvy consumers and broadening the market’s appeal. Additionally, the growing popularity of board game cafes, conventions, and organized play events provides opportunities for community building and experiential marketing, further driving brand loyalty and repeat purchases.

Another major opportunity lies in the expansion into emerging markets, particularly in Asia Pacific and Latin America. Rising disposable incomes, urbanization, and increasing awareness of the social and cognitive benefits of board gaming are fueling demand in these regions. Localization of popular titles, partnerships with regional distributors, and targeted marketing campaigns are critical strategies for capturing market share. The proliferation of e-commerce and mobile payment solutions is also making it easier for consumers in these regions to access a wide range of games, driving incremental growth and diversifying revenue streams for publishers and retailers.

Despite these opportunities, the board games market faces several restraining factors. Chief among these is the increasing competition from digital entertainment, including video games, streaming services, and mobile apps. The convenience and instant gratification offered by digital platforms can make it challenging for traditional board games to maintain consumer attention, particularly among younger demographics. Additionally, supply chain disruptions, rising production costs, and intellectual property concerns pose ongoing challenges for publishers and retailers. Navigating these threats will require continued innovation, strategic partnerships, and a focus on delivering unique, high-quality experiences that differentiate board games from other forms of entertainment.

Regional Outlook

North America remains the largest regional market for board games, accounting for USD 6.8 billion in 2024, driven by a mature gaming culture, high consumer spending, and a strong presence of leading publishers and specialty retailers. The region benefits from a well-established distribution network, widespread participation in organized play events, and a vibrant community of enthusiasts and influencers. The United States, in particular, is home to major conventions such as Gen Con and PAX Unplugged, which serve as key platforms for product launches and community engagement. Canada also contributes significantly to regional growth, with increasing interest in educational and family-oriented games.

Europe is the second-largest market, with a value of USD 4.9 billion in 2024 and a projected CAGR of 7.9% through 2033. The region is characterized by a rich tradition of tabletop gaming, particularly in countries such as Germany, France, and the United Kingdom. European publishers are renowned for their emphasis on innovative mechanics, high-quality components, and thematic diversity. The popularity of "Eurogames" and the strong presence of specialty stores and board game cafes contribute to a dynamic and competitive market landscape. The region's cultural diversity and openness to new experiences make it a fertile ground for experimentation and niche titles.

The Asia Pacific region is emerging as a high-growth market, with a value of USD 3.2 billion in 2024 and strong potential for expansion over the forecast period. Urbanization, rising middle-class populations, and increasing awareness of the cognitive and social benefits of board gaming are key drivers of demand. Countries such as China, Japan, and South Korea are witnessing a surge in board game cafes, conventions, and online communities, reflecting growing consumer interest. Localization of popular international titles and the development of culturally relevant games are critical strategies for success in this region. While Latin America and the Middle East & Africa currently represent smaller shares of the market, they offer untapped potential for growth, particularly as e-commerce and mobile payment solutions become more widespread.

Board Games Market Statistics

Competitor Outlook

The board games market is characterized by a highly competitive and fragmented landscape, featuring a mix of established publishers, independent studios, and emerging startups. Leading companies are leveraging their extensive portfolios, global distribution networks, and strong brand recognition to maintain market leadership. At the same time, the democratization of game publishing through crowdfunding platforms and digital marketing has enabled smaller players to gain visibility and compete effectively. The competitive dynamics are further shaped by the increasing importance of intellectual property, with publishers seeking to secure exclusive licenses and partnerships to differentiate their offerings.

Innovation remains a critical success factor in the board games industry, with companies investing heavily in research and development to create unique mechanics, themes, and components. The trend toward limited-edition releases, deluxe components, and collector’s editions is particularly pronounced among adult and enthusiast segments, driving premium pricing and brand loyalty. Strategic partnerships with entertainment franchises, educational institutions, and technology companies are also becoming increasingly common, enabling publishers to expand their reach and tap into new customer segments. The ability to adapt to changing consumer preferences, such as the growing demand for cooperative and hybrid games, is essential for sustaining long-term growth.

Major companies in the board games market include Hasbro, Ravensburger, Asmodee, Mattel, and Spin Master, each of which commands significant market share and influence. Hasbro is renowned for its extensive catalog of classic and modern titles, including Monopoly, Clue, and Risk. The company’s global distribution capabilities and strong brand recognition make it a dominant force in both mass-market and specialty channels. Ravensburger, a leading European publisher, is known for its emphasis on high-quality components and innovative mechanics, with popular titles such as Labyrinth and The Castles of Burgundy. Asmodee, a French publisher, has rapidly expanded its portfolio through strategic acquisitions, becoming a major player in both the hobby and family segments.

Mattel and Spin Master are also key competitors, leveraging their expertise in toy manufacturing and licensing to develop successful board game lines. Mattel’s Uno and Pictionary remain perennial favorites, while Spin Master has achieved success with games such as Hedbanz and Otrio. In addition to these major players, the market features a vibrant ecosystem of independent studios and designers, many of whom have achieved commercial success through crowdfunding and direct-to-consumer sales. The ongoing influx of new talent and ideas ensures that the board games market remains dynamic, innovative, and responsive to evolving consumer trends.

Key Players

  • Hasbro
  • Mattel
  • Ravensburger
  • Asmodee
  • Spin Master
  • Goliath Games
  • Clementoni
  • Buffalo Games
  • Winning Moves
  • University Games
  • CMON Limited
  • IELLO
  • Fantasy Flight Games
  • Days of Wonder
  • Z-Man Games
  • Blue Orange Games
  • HABA
  • Pressman Toy Corporation
  • Pegasus Spiele
  • Kosmos
Board Games Market Overview

Segments

The Board Games market has been segmented on the basis of

Product Type

  • Tabletop Games
  • Card Games
  • Dice Games
  • Miniature Games
  • Others

Age Group

  • Children
  • Teenagers
  • Adults
  • Family

Distribution Channel

  • Online Stores
  • Specialty Stores
  • Supermarkets/Hypermarkets
  • Others

Theme

  • Strategy & War Games
  • Educational Games
  • Party Games
  • Others

Competitive Landscape

Key players in the board games market share 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.
Board Games Market Key Players

Video Summary for Board Games Market

Frequently Asked Questions

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

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.

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

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

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.

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.

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

Additional company profiles can be provided on request.

Table Of Content

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, 2023-2032
      4.5.1 Board Games Market Size and Y-o-Y Growth
      4.5.2 Board Games Market Absolute $ Opportunity

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 Games
      5.2.3 Dice Games
      5.2.4 Miniature Games
      5.2.5 Others
   5.3 Market Attractiveness Analysis By Product Type

Chapter 6 Global Board Games Market Analysis and Forecast By Age Group
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities By Age Group
      6.1.2 Basis Point Share (BPS) Analysis By Age Group
      6.1.3 Absolute $ Opportunity Assessment By Age Group
   6.2 Board Games Market Size Forecast By Age Group
      6.2.1 Children
      6.2.2 Teenagers
      6.2.3 Adults
      6.2.4 Family
   6.3 Market Attractiveness Analysis By Age Group

Chapter 7 Global Board Games Market Analysis and Forecast By Distribution Channel
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities By Distribution Channel
      7.1.2 Basis Point Share (BPS) Analysis By Distribution Channel
      7.1.3 Absolute $ Opportunity Assessment By Distribution Channel
   7.2 Board Games Market Size Forecast By Distribution Channel
      7.2.1 Online Stores
      7.2.2 Specialty Stores
      7.2.3 Supermarkets/Hypermarkets
      7.2.4 Others
   7.3 Market Attractiveness Analysis By Distribution Channel

Chapter 8 Global Board Games Market Analysis and Forecast By Theme
   8.1 Introduction
      8.1.1 Key Market Trends & Growth Opportunities By Theme
      8.1.2 Basis Point Share (BPS) Analysis By Theme
      8.1.3 Absolute $ Opportunity Assessment By Theme
   8.2 Board Games Market Size Forecast By Theme
      8.2.1 Strategy & War Games
      8.2.2 Educational Games
      8.2.3 Party Games
      8.2.4 Others
   8.3 Market Attractiveness Analysis By Theme

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 Games
      11.6.3 Dice Games
      11.6.4 Miniature Games
      11.6.5 Others
   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 Age Group
      11.10.1 Children
      11.10.2 Teenagers
      11.10.3 Adults
      11.10.4 Family
   11.11 Basis Point Share (BPS) Analysis By Age Group 
   11.12 Absolute $ Opportunity Assessment By Age Group 
   11.13 Market Attractiveness Analysis By Age Group
   11.14 North America Board Games Market Size Forecast By Distribution Channel
      11.14.1 Online Stores
      11.14.2 Specialty Stores
      11.14.3 Supermarkets/Hypermarkets
      11.14.4 Others
   11.15 Basis Point Share (BPS) Analysis By Distribution Channel 
   11.16 Absolute $ Opportunity Assessment By Distribution Channel 
   11.17 Market Attractiveness Analysis By Distribution Channel
   11.18 North America Board Games Market Size Forecast By Theme
      11.18.1 Strategy & War Games
      11.18.2 Educational Games
      11.18.3 Party Games
      11.18.4 Others
   11.19 Basis Point Share (BPS) Analysis By Theme 
   11.20 Absolute $ Opportunity Assessment By Theme 
   11.21 Market Attractiveness Analysis By Theme

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 Games
      12.6.3 Dice Games
      12.6.4 Miniature Games
      12.6.5 Others
   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 Age Group
      12.10.1 Children
      12.10.2 Teenagers
      12.10.3 Adults
      12.10.4 Family
   12.11 Basis Point Share (BPS) Analysis By Age Group 
   12.12 Absolute $ Opportunity Assessment By Age Group 
   12.13 Market Attractiveness Analysis By Age Group
   12.14 Europe Board Games Market Size Forecast By Distribution Channel
      12.14.1 Online Stores
      12.14.2 Specialty Stores
      12.14.3 Supermarkets/Hypermarkets
      12.14.4 Others
   12.15 Basis Point Share (BPS) Analysis By Distribution Channel 
   12.16 Absolute $ Opportunity Assessment By Distribution Channel 
   12.17 Market Attractiveness Analysis By Distribution Channel
   12.18 Europe Board Games Market Size Forecast By Theme
      12.18.1 Strategy & War Games
      12.18.2 Educational Games
      12.18.3 Party Games
      12.18.4 Others
   12.19 Basis Point Share (BPS) Analysis By Theme 
   12.20 Absolute $ Opportunity Assessment By Theme 
   12.21 Market Attractiveness Analysis By Theme

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 Games
      13.6.3 Dice Games
      13.6.4 Miniature Games
      13.6.5 Others
   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 Age Group
      13.10.1 Children
      13.10.2 Teenagers
      13.10.3 Adults
      13.10.4 Family
   13.11 Basis Point Share (BPS) Analysis By Age Group 
   13.12 Absolute $ Opportunity Assessment By Age Group 
   13.13 Market Attractiveness Analysis By Age Group
   13.14 Asia Pacific Board Games Market Size Forecast By Distribution Channel
      13.14.1 Online Stores
      13.14.2 Specialty Stores
      13.14.3 Supermarkets/Hypermarkets
      13.14.4 Others
   13.15 Basis Point Share (BPS) Analysis By Distribution Channel 
   13.16 Absolute $ Opportunity Assessment By Distribution Channel 
   13.17 Market Attractiveness Analysis By Distribution Channel
   13.18 Asia Pacific Board Games Market Size Forecast By Theme
      13.18.1 Strategy & War Games
      13.18.2 Educational Games
      13.18.3 Party Games
      13.18.4 Others
   13.19 Basis Point Share (BPS) Analysis By Theme 
   13.20 Absolute $ Opportunity Assessment By Theme 
   13.21 Market Attractiveness Analysis By Theme

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 Games
      14.6.3 Dice Games
      14.6.4 Miniature Games
      14.6.5 Others
   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 Age Group
      14.10.1 Children
      14.10.2 Teenagers
      14.10.3 Adults
      14.10.4 Family
   14.11 Basis Point Share (BPS) Analysis By Age Group 
   14.12 Absolute $ Opportunity Assessment By Age Group 
   14.13 Market Attractiveness Analysis By Age Group
   14.14 Latin America Board Games Market Size Forecast By Distribution Channel
      14.14.1 Online Stores
      14.14.2 Specialty Stores
      14.14.3 Supermarkets/Hypermarkets
      14.14.4 Others
   14.15 Basis Point Share (BPS) Analysis By Distribution Channel 
   14.16 Absolute $ Opportunity Assessment By Distribution Channel 
   14.17 Market Attractiveness Analysis By Distribution Channel
   14.18 Latin America Board Games Market Size Forecast By Theme
      14.18.1 Strategy & War Games
      14.18.2 Educational Games
      14.18.3 Party Games
      14.18.4 Others
   14.19 Basis Point Share (BPS) Analysis By Theme 
   14.20 Absolute $ Opportunity Assessment By Theme 
   14.21 Market Attractiveness Analysis By Theme

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 Saudi Arabia
      15.2.2 South Africa
      15.2.3 UAE
      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 Games
      15.6.3 Dice Games
      15.6.4 Miniature Games
      15.6.5 Others
   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 Age Group
      15.10.1 Children
      15.10.2 Teenagers
      15.10.3 Adults
      15.10.4 Family
   15.11 Basis Point Share (BPS) Analysis By Age Group 
   15.12 Absolute $ Opportunity Assessment By Age Group 
   15.13 Market Attractiveness Analysis By Age Group
   15.14 Middle East & Africa (MEA) Board Games Market Size Forecast By Distribution Channel
      15.14.1 Online Stores
      15.14.2 Specialty Stores
      15.14.3 Supermarkets/Hypermarkets
      15.14.4 Others
   15.15 Basis Point Share (BPS) Analysis By Distribution Channel 
   15.16 Absolute $ Opportunity Assessment By Distribution Channel 
   15.17 Market Attractiveness Analysis By Distribution Channel
   15.18 Middle East & Africa (MEA) Board Games Market Size Forecast By Theme
      15.18.1 Strategy & War Games
      15.18.2 Educational Games
      15.18.3 Party Games
      15.18.4 Others
   15.19 Basis Point Share (BPS) Analysis By Theme 
   15.20 Absolute $ Opportunity Assessment By Theme 
   15.21 Market Attractiveness Analysis By Theme

Chapter 16 Competition Landscape 
   16.1 Board Games Market: Competitive Dashboard
   16.2 Global Board Games Market: Market Share Analysis, 2023
   16.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 
      16.3.1 Hasbro
Mattel
Ravensburger
Asmodee
Spin Master
Goliath Games
Clementoni
Buffalo Games
Winning Moves
University Games
CMON Limited
IELLO
Fantasy Flight Games
Days of Wonder
Z-Man Games
Blue Orange Games
HABA
Pressman Toy Corporation
Pegasus Spiele
Kosmos

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