Board Games Market Size to Grow by USD 2.56 billion | Rapid Improvements in Content and Gameplay to Drive Growth


This report analyzes the board games market by product (tabletop, card and dice, and role-playing), distribution channel (offline and online), and geography (Europe, North America, APAC, MEA, and South America)

NEW YORK, July 5, 2022 /PRNewswire/ — Board games refer to games played on pre-marked board surfaces and involve the use or movement of counters, tokens, cards, and dice. The global board games market size is expected to grow by USD 2.56 bn from 2020 to 2025. Moreover, the growth momentum of the market will accelerate at a CAGR of 7.30% during the forecast period, according to Technavio’s latest market report.

Technavio has announced its latest market research report titled Board Games Market by Product, Distribution Channel, and Geography - Forecast and Analysis 2021-2025

Technavio has announced its latest market research report titled Board Games Market by Product, Distribution Channel, and Geography – Forecast and Analysis 2021-2025

Request a Sample Report to learn about additional highlights related to the board games market

Board Games Market: Major Growth Drivers and Trends

Rapid improvements in content and gameplay are driving the growth of the market. Manufacturers are coming up with story-driven board games to offer immersive experiences. Licensing deals between board game developers and popular movie and TV franchises have also led to the development of story arcs and character updates in board games. Moreover, there have been frequent updates in illustrations and gameplay in classic board games such as Monopoly, Scrabble, Clue, and Life.

The increasing digitization of board games is a trend in the market. Board game publishers are incorporating mobile applications as part of the gaming experience. Popular board games such as The Settlers of Catan (Thames & Kosmos) and Mansion of Madness (Asmodee Holding) have mobile applications that help in various aspects of game setup and gameplay management.

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Board Games Market: Key Vendor Offerings

  • Asmodee Holding – The company and its subsidiaries, such as Fantasy Flight Games and Days of Wonder, offer a range of board games that include Arkham Horror, Civilization Board Game, and Cosmic Storm.

  • Atlas Games – Key products offered by the company include The White Box and Godsforge.

  • Clementoni Spa – Key products offered by the company include El Gran Reto and El Gran Reto – Deportes.

  • CMON Ltd. – Key products offered by the company include Massive Darkness, Rising Sun, Zombicide: Green Horde, and The World of SMOG: Rise of Moloch.

  • Franckh-Kosmos Verlags-GmbH & Co. KG – Key products offered by the company include Lost Cities The Board Game and The Dungeon.

Board Games Market: Vendor Landscape

The global board games market is fragmented, with the presence of several international and local vendors. Competition among vendors is moderate, as product offerings are highly differentiated in nature. Several suppliers provide materials and technology to vendors at competitive prices. Established international vendors enjoy a competitive advantage from product differentiation and strong investment capacities.

Reasons to Buy Board Games Market Report:

  • CAGR of the market during the forecast period 2021-2025

  • Detailed information on factors that will assist board games market growth during the next five years

  • Estimation of the board games market size and its contribution to the parent market

  • Predictions on upcoming trends and changes in consumer behavior

  • The growth of the board games market across Europe, North America, APAC, MEA, and South America

  • Analysis of the market’s competitive landscape and detailed information on vendors

  • Comprehensive details of factors that will challenge the growth of board games market vendors

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Board Games Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 7.30%

Market growth 2021-2025

USD 2.56 billion

Market structure

Fragmented

YoY growth (%)

7.14

Regional analysis

Europe, North America, APAC, MEA, and South America

Performing market contribution

Europe at 34%

Key consumer countries

US, France, Germany, UK, and China

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

Companies profiled

Asmodee Holding, Atlas Games, Clementoni Spa, CMON Ltd., Franckh-Kosmos Verlags-GmbH & Co. KG, Hasbro Inc., Mattel Inc., PD-Verlag GmbH & Co. KG, Ravensburger Group, and The Goliath Games LLC

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Contents

1. Executive Summary               

2. Market Landscape                  

2.1   Market ecosystem

Exhibit 01:  Parent market

Exhibit 02:  Market Characteristics

2.2 Value chain analysis

Exhibit 03:  Value Chain Analysis: Leisure Products

2.2.1  Inputs

2.2.2  Inbound logistics

2.2.3  Operations

2.2.4  Outbound logistics

2.2.5  Marketing and sales

2.2.6  Service

2.2.7  Support activities

2.2.8  Innovations

3. Market Sizing              

3.1 Market definition

Exhibit 04:  Offerings of vendors included in the market definition

3.2 Market segment analysis

Exhibit 05:  Market segments

3.3 Market size 2020

3.4 Market outlook: Forecast for 2020 – 2025

Exhibit 06:  Global – Market size and forecast 2020 – 2025 ($ million)

Exhibit 07:  Global market: Year-over-year growth 2020 – 2025 (%)

4. Five Forces Analysis               

4.1 Five Forces Summary

Exhibit 08: Five forces analysis 2020 & 2025

4.2 Bargaining power of buyers

Exhibit 09: Bargaining power of buyers

4.3 Bargaining power of suppliers

Exhibit 10: Bargaining power of suppliers

4.4 Threat of new entrants

Exhibit 11: Threat of new entrants

4.5 Threat of substitutes

Exhibit 12: Threat of substitutes

4.6 Threat of rivalry

Exhibit 13: Threat of rivalry

4.7 Market condition

Exhibit 14:  Market condition – Five forces 2020

5. Market Segmentation by Product                

5.1 Market segments

The segments covered in this chapter are:

  • Tabletop

  • Card and dice

  • Role-playing

Exhibit 15:  Product – Market share 2020-2025 (%)

5.2 Comparison by Product

Exhibit 16:  Comparison by Product

5.3   Tabletop – Market size and forecast 2020-2025

Exhibit 17:  Tabletop – Market size and forecast 2020-2025 ($ million)

Exhibit 18:  Tabletop – Year-over-year growth 2020-2025 (%)

5.4   Card and dice – Market size and forecast 2020-2025

Exhibit 19:  Card and dice – Market size and forecast 2020-2025 ($ million)

Exhibit 20:  Card and dice – Year-over-year growth 2020-2025 (%)

5.5   Role-playing – Market size and forecast 2020-2025

Exhibit 21:  Role-playing – Market size and forecast 2020-2025 ($ million)

Exhibit 22:  Role-playing – Year-over-year growth 2020-2025 (%)

5.6   Market opportunity by Product

Exhibit 23:  Market opportunity by Product

6. Market Segmentation by Distribution channel                  

6.1   Market segments

The segments covered in this chapter are:

Exhibit 24:  Distribution channel – Market share 2020-2025 (%)

6.2   Comparison by Distribution channel

Exhibit 25:  Comparison by Distribution channel

6.3   Offline – Market size and forecast 2020-2025

Exhibit 26:  Offline – Market size and forecast 2020-2025 ($ million)

Exhibit 27:  Offline – Year-over-year growth 2020-2025 (%)

6.4   Online – Market size and forecast 2020-2025

Exhibit 28:  Online – Market size and forecast 2020-2025 ($ million)

Exhibit 29:  Online – Year-over-year growth 2020-2025 (%)

6.5   Market opportunity by Distribution channel

Exhibit 30:  Market opportunity by Distribution channel

7. Customer landscape              

Exhibit 31:  Customer landscape

8. Geographic Landscape                       

8.1 Geographic segmentation

The regions covered in the report are:

  • Europe

  • North America

  • APAC

  • MEA

  • South America

Exhibit 32:  Market share by geography 2020-2025 (%)

8.2 Geographic comparison

Exhibit 33:  Geographic comparison

8.3   Europe – Market size and forecast 2020-2025

Exhibit 34:  Europe – Market size and forecast 2020-2025 ($ million)

Exhibit 35:  Europe – Year-over-year growth 2020-2025 (%)

8.4   North America – Market size and forecast 2020-2025

Exhibit 36:  North America – Market size and forecast 2020-2025 ($ million)

Exhibit 37:  North America – Year-over-year growth 2020-2025 (%)

8.5   APAC – Market size and forecast 2020-2025

Exhibit 38:  APAC – Market size and forecast 2020-2025 ($ million)

Exhibit 39:  APAC – Year-over-year growth 2020-2025 (%)

8.6   MEA – Market size and forecast 2020-2025

Exhibit 40:  MEA – Market size and forecast 2020-2025 ($ million)

Exhibit 41:  MEA – Year-over-year growth 2020-2025 (%)

8.7   South America – Market size and forecast 2020-2025

Exhibit 42:  South America – Market size and forecast 2020-2025 ($ million)

Exhibit 43:  South America – Year-over-year growth 2020-2025 (%)

8.8   Key leading countries

Exhibit 44:  Key leading countries

8.9   Market opportunity by geography

Exhibit 45:  Market opportunity by geography ($ million)

9. Drivers, Challenges, and Trends                   

9.1 Market drivers

9.1.1  Rapid improvements in content and gameplay

9.1.2  Growing support through crowdfunding platforms

9.1.3  Rising popularity of strategy-based games

9.2 Market challenges

9.2.1  Threat from alternate gaming platforms

9.2.2  Constraints in player participation and gaming format

9.2.3  Threat of counterfeit products

Exhibit 46:  Impact of drivers and challenges

9.3 Market trends

9.3.1 …



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2022-07-06 00:44:11

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