Press release
Board Games and Tabletop Games Market is Booming Worldwide | Hasbro, Mattel, Spin Master
HTF MI just released the Global Board Games and Tabletop Games Market Study, a comprehensive analysis of the market that spans more than 143+ pages and describes the product and industry scope as well as the market prognosis and status for 2025-2032. The marketization process is being accelerated by the market study's segmentation by important regions. The market is currently expanding its reach.Major companies profiled in Board Games and Tabletop Games Market are: Hasbro, Mattel, Ravensburger, Asmodee, CMON Limited, Fantasy Flight Games, Spin Master, Goliath Games, Iello, WizKids, Stonemaier Games.
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HTF Market Intelligence projects that the global Board Games and Tabletop Games market will expand at a compound annual growth rate (CAGR) of 10.5% from 2025 to 2032, from 18.0 Billion in 2025 to 40.0 Billion by 2032.
The following Key Segments Are Covered in Our Report
By Type
Strategy Games, Party Games, Role-Playing Games, Educational Games, Collectible Card Games
By Application
Family Entertainment, Educational Learning, Hobby & Collectibles, E-Sports & Online Gaming, Corporate Team Building
Definition: The market includes traditional and modern board games, tabletop strategy games, role-playing games (RPGs), and collectible card games. Increasing social gaming trends, rising demand for interactive offline entertainment, and the growth of board game cafés and e-sports fuel market expansion.
Market Trends:
• Hybrid board-digital gaming, Crowdfunding for game development, Licensed IP-based games (e.g., Marvel, Star Wars)
Market Drivers:
• Growing interest in offline social gaming, Rise of tabletop gaming cafes, Expansion of digital board game versions
Market Challenges:
• High production costs, Market saturation, Piracy in digital tabletop gaming
Dominating Region:
North America
Fastest-Growing Region:
Asia-Pacific
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The titled segments and sub-section of the market are illuminated below:
In-depth analysis of Board Games and Tabletop Games market segments by Types: Strategy Games, Party Games, Role-Playing Games, Educational Games, Collectible Card Games
Detailed analysis of Board Games and Tabletop Games market segments by Applications: Family Entertainment, Educational Learning, Hobby & Collectibles, E-Sports & Online Gaming, Corporate Team Building
Geographically, the detailed analysis of consumption, revenue, market share, and growth rate of the following regions:
• The Middle East and Africa (South Africa, Saudi Arabia, UAE, Israel, Egypt, etc.)
• North America (United States, Mexico & Canada)
• South America (Brazil, Venezuela, Argentina, Ecuador, Peru, Colombia, etc.)
• Europe (Turkey, Spain, Turkey, Netherlands Denmark, Belgium, Switzerland, Germany, Russia UK, Italy, France, etc.)
• Asia-Pacific (Taiwan, Hong Kong, Singapore, Vietnam, China, Malaysia, Japan, Philippines, Korea, Thailand, India, Indonesia, and Australia).
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Board Games and Tabletop Games Market Research Objectives:
- Focuses on the key manufacturers, to define, pronounce and examine the value, sales volume, market share, market competition landscape, SWOT analysis, and development plans in the next few years.
- To share comprehensive information about the key factors influencing the growth of the market (opportunities, drivers, growth potential, industry-specific challenges and risks).
- To analyze the with respect to individual future prospects, growth trends and their involvement to the total market.
- To analyze reasonable developments such as agreements, expansions new product launches, and acquisitions in the market.
- To deliberately profile the key players and systematically examine their growth strategies.
FIVE FORCES & PESTLE ANALYSIS:
In order to better understand market conditions five forces analysis is conducted that includes the Bargaining power of buyers, Bargaining power of suppliers, Threat of new entrants, Threat of substitutes, and Threat of rivalry.
• Political (Political policy and stability as well as trade, fiscal, and taxation policies)
• Economical (Interest rates, employment or unemployment rates, raw material costs, and foreign exchange rates)
• Social (Changing family demographics, education levels, cultural trends, attitude changes, and changes in lifestyles)
• Technological (Changes in digital or mobile technology, automation, research, and development)
• Legal (Employment legislation, consumer law, health, and safety, international as well as trade regulation and restrictions)
• Environmental (Climate, recycling procedures, carbon footprint, waste disposal, and sustainability)
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Points Covered in Table of Content of Global Board Games and Tabletop Games Market:
Chapter 01 - Board Games and Tabletop Games Executive Summary
Chapter 02 - Market Overview
Chapter 03 - Key Success Factors
Chapter 04 - Global Board Games and Tabletop Games Market - Pricing Analysis
Chapter 05 - Global Board Games and Tabletop Games Market Background or History
Chapter 06 - Global Board Games and Tabletop Games Market Segmentation (e.g. Type, Application)
Chapter 07 - Key and Emerging Countries Analysis Worldwide Board Games and Tabletop Games Market
Chapter 08 - Global Board Games and Tabletop Games Market Structure & worth Analysis
Chapter 09 - Global Board Games and Tabletop Games Market Competitive Analysis & Challenges
Chapter 10 - Assumptions and Acronyms
Chapter 11 - Board Games and Tabletop Games Market Research Methodology
Thanks for reading this article; you can also get individual chapter-wise sections or region-wise report versions like North America, LATAM, Europe, Japan, Australia or Southeast Asia.
Nidhi Bhawsar (PR & Marketing Manager)
HTF Market Intelligence Consulting Private Limited
Phone: +15075562445
sales@htfmarketintelligence.com
About Author:
HTF Market Intelligence Consulting is uniquely positioned to empower and inspire with research and consulting services to empower businesses with growth strategies, by offering services with extraordinary depth and breadth of thought leadership, research, tools, events, and experience that assist in decision-making.
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