Press release
Board Games Market worth $25.62 billion by 2030, growing at a CAGR of 10.02% - Exclusive Report by 360iResearch
The "Board Games Market by Game Type (Chess, Ludo, Monopoly), Age Group (12-25 Years, 2-5 Years, Above 25 Years), Sales Channel - Global Forecast 2024-2030" report has been added to 360iResearch.com's offering.The Global Board Games Market to grow from USD 13.12 billion in 2023 to USD 25.62 billion by 2030, at a CAGR of 10.02%.
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Board games refer to indoor games that are typically multi-player tabletop games utilizing counters or tokens positioned on a pre-marked surface. The application of board games stretches across various spectrums, particularly leisure and entertainment activities. Their end-use is predominantly found amongst a wide demographic from children, teenagers, and adults to the geriatric population. They are utilized in homes and educational institutions for learning purposes and by professionals in corporate setups for team building and social interaction. The prevalence of online retail, the growth of e-commerce, and a resurgence of interest in social and group-oriented gaming are all robust driving measures contributing to board game escalation. Notable growth factors for board games include increased public interest in social gameplay, a cultural shift towards experiential and educational gaming, and the demand for strategic and war simulation games. However, the growing incidences of product recall of board games due to choking hazards and the presence of toxic chemicals impede widespread adoption among consumers. Furthermore, complications related to the intellectual property rights of board games present challenges for new entrants in the industry. However, major manufacturers are constantly investing efforts to develop novel, innovative games without infringing on the patents or copyrights of existing games. The emergence of crowdfunded games, the surge in board games in cafes, and the increased adoption of board games in learning and development activities are presenting promising opportunities for growth in this space.
Age group: Demand for strategic and innovative games catering to adults above 25 Years
The 12-25 age group typically gravitates towards board games that challenge their strategic thinking and include a social interaction element. This demographic also shows a keen interest in games with themes related to pop culture, history, and science. Children in the age bracket between 2 and 5 prefer interactive and visually stimulating board games that focus more on fun and learning. Games are mainly designed to promote motor skills, color recognition, and basic math or language abilities. The above 25 years age category typically consists of active board game hobbyists, collectors, and enthusiasts. High-quality components, detailed artwork, and immersive storytelling are key elements desired by this group. Adults above 25 often enjoy board games that incorporate themes of strategy, trivia, and adventure. The preference for the age group of 5 to 12-year consumers leans toward engaging, exciting, and imaginative board games. The products here are wide-ranging, from simple quests to intricate puzzles, offering an array of themes that cater to diverse interests.
Game Type: Rising number of chess competitions and championships across the world
Chess is played on a square board made of 64 smaller squares arranged in eight vertical rows called files and eight horizontal rows called ranks. It consists of six chess pieces: pawn, bishop, knight, rook, queen, and king, and is played between two players. Ludo refers to a board game in which players advance counters by throwing dice and moving the disc pieces accordingly. As a luck-based family game, it primarily attracts customers seeking a light-hearted, entertainment-filled interaction. Monopoly is a unique real-estate board game played between two to eight players. Every player's primary aim is to remain financially solvent while forcing opponent players into bankruptcy by buying and developing pieces of property. Scrabble is a board-and-tile game in which two to four players compete by forming words with lettered tiles on a square board. Scrabble provides an enriching linguistic experience for consumers. Its appeal lies in its ability to cater to the language and vocabulary enhancement needs, attracting both educational institutions and households.
Sales Channel: Preference for convenience shopping leading to expansion of online stores
Hypermarkets and supermarkets play a crucial role in the sales of board games as they display a wide array of physical game products, catering to consumers who prefer to inspect physically before purchase. These spacious commercial venues showcase a broad assortment of board games covering various themes and age groups. Online shopping platforms provide global accessibility, convenience, and an extensive selection from various manufacturers. The digital space allows stores to stock virtually unlimited games without the constraint of physical space, making them attractive to customers seeking niche or less-known games. Additionally, due to the increasing internet penetration and preference for online shopping, the growth of online stores in the board games market shows significant promise. Specialty Stores are particularly vital in the context of board games as they cater to the specific needs of seasoned board game enthusiasts and collectors. These niche retail outlets focus entirely on board games, offering a wide array of games ranging from popular mainstream choices to obscure collector editions. Store staff often have deep knowledge about the games and can provide expert advice to customers.
Regional Insights:
In the Americas, particularly in the United States and Canada, the demand for board games remains robust due to constant product innovation. A rejuvenated interest in nostalgic board games and ongoing initiatives to digitize classics for modern players contribute to the board games's growth. Furthermore, due to the increased spending power of millennial consumers, the demand for creative and complex games is on the rise. The board games industry in the EU is categorized by high buyer power and intense competition, driven by a diversified supplier landscape. Notably, many European countries are spearheading the trend of analog game nights,' fostering a community around traditional gaming. Research indicates a growing preference for eco-friendly board games, which has prompted industry players to invest in sustainable production methods. In the Asia-Pacific region, economies such as Japan, China, and India offer a mixture of local and global board games that uniquely cater to their culture and gameplay preferences. Government initiatives to promote board games such as chess through competitions and championships have also stimulated interest among consumers.
Market Segmentation & Coverage:
This research report categorizes the Board Games Market in order to forecast the revenues and analyze trends in each of following sub-markets:
Based on Game Type, market is studied across Chess, Ludo, Monopoly, and Scrabble. The Chess is projected to witness significant market share during forecast period.
Based on Age Group, market is studied across 12-25 Years, 2-5 Years, Above 25 Years, and Between 5 & 12 Years. The Between 5 & 12 Years is projected to witness significant market share during forecast period.
Based on Sales Channel, market is studied across Hypermarkets & Supermarket, Online Stores, and Specialty Stores. The Hypermarkets & Supermarket is projected to witness significant market share during forecast period.
Based on Region, market is studied across Americas, Asia-Pacific, and Europe, Middle East & Africa. The Americas is further studied across Argentina, Brazil, Canada, Mexico, and United States. The United States is further studied across California, Florida, Illinois, New York, Ohio, Pennsylvania, and Texas. The Asia-Pacific is further studied across Australia, China, India, Indonesia, Japan, Malaysia, Philippines, Singapore, South Korea, Taiwan, Thailand, and Vietnam. The Europe, Middle East & Africa is further studied across Denmark, Egypt, Finland, France, Germany, Israel, Italy, Netherlands, Nigeria, Norway, Poland, Qatar, Russia, Saudi Arabia, South Africa, Spain, Sweden, Switzerland, Turkey, United Arab Emirates, and United Kingdom. The Europe, Middle East & Africa commanded largest market share of 37.43% in 2023, followed by Asia-Pacific.
FPNV Positioning Matrix:
The FPNV Positioning Matrix is essential for assessing the Board Games Market. It provides a comprehensive evaluation of vendors by examining key metrics within Business Strategy and Product Satisfaction, allowing users to make informed decisions based on their specific needs. This advanced analysis then organizes these vendors into four distinct quadrants, which represent varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital(V).
Market Share Analysis:
The Market Share Analysis offers an insightful look at the current state of vendors in the Board Games Market. By comparing vendor contributions to overall revenue, customer base, and other key metrics, we can give companies a greater understanding of their performance and what they are up against when competing for market share. The analysis also sheds light on just how competitive any given sector is about accumulation, fragmentation dominance, and amalgamation traits over the base year period studied.
Key Company Profiles:
The report delves into recent significant developments in the Board Games Market, highlighting leading vendors and their innovative profiles. These include Alderac Entertainment Group (AEG), AMIGO Games Inc., Arcane Wonders, Asmodée Group by Embracer Group, Atlas Games, Bezier Games Inc., Blue Orange Sarl, Buffalo Game LLC, Facade Games LLC, Gamelyn Games, Games Workshop Group PLC, Grey Gnome Games, HABA USA, Hasbro Inc., Mattel Inc., Mindware Inc., National Entertainment Collectibles Association Inc., Noris Spiele by Simba Dickie Group, Paizo Inc., Queen Games by XSET, R & R Games Inc., Ravensburger North America, Inc., Rio Grande Games, Schmidt Spiele GmbH, Spin Master Ltd, Steamforged Games Ltd., Tasty Minstrel Games, Thames & Kosmos., ThinkFun, Inc., and Wiener Spielkartenfabrik Ferd. Piatnik & Söhne.
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Key Topics Covered:
1. Preface
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
6. Board Games Market, by Game Type
7. Board Games Market, by Age Group
8. Board Games Market, by Sales Channel
9. Americas Board Games Market
10. Asia-Pacific Board Games Market
11. Europe, Middle East & Africa Board Games Market
12. Competitive Landscape
13. Competitive Portfolio
14. Appendix
The report provides insights on the following pointers:
1. Market Penetration: Provides comprehensive information on the market offered by the key players
2. Market Development: Provides in-depth information about lucrative emerging markets and analyzes penetration across mature segments of the markets
3. Market Diversification: Provides detailed information about new product launches, untapped geographies, recent developments, and investments
4. Competitive Assessment & Intelligence: Provides an exhaustive assessment of market shares, strategies, products, certification, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players
5. Product Development & Innovation: Provides intelligent insights on future technologies, R&D activities, and breakthrough product developments
The report answers questions such as:
1. What is the market size and forecast of the Board Games Market?
2. Which are the products/segments/applications/areas to invest in over the forecast period in the Board Games Market?
3. What is the competitive strategic window for opportunities in the Board Games Market?
4. What are the technology trends and regulatory frameworks in the Board Games Market?
5. What is the market share of the leading vendors in the Board Games Market?
6. What modes and strategic moves are considered suitable for entering the Board Games Market?
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About 360iResearch
360iResearch is a market research and business consulting company headquartered in India, with clients and focus markets spanning the globe.
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