Global Board Games Market Analysis 2023-2028| Industry Growth, Trends & Outlook

According to the latest report by IMARC Group, titled “Board Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028,” offers a comprehensive analysis of the industry, which comprises insights on the global board games market analysis.The report also includes competitor and regional analysis, and contemporary advancements in the market.

The global board games market size reached US$ 15.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach a value of US$ 29.7 Billion by 2028, exhibiting a growth rate (CAGR) of 11.2% during 2023-2028.

Board games refer to tabletop games that are played with counters or pieces by adding to, subtracting from, or moving across a board. They include chess, weiqi, xiangqi, shogi, oware, scrabble, trivial pursuit, settlers of catan, clue, a ticket to ride, uno, etc. 

Board games offer markings and designated spaces with tokens, dice, stones, cards, or other pieces that are used in particular ways throughout the game. They aid children in counting spaces, identifying colors, enhancing hand-eye coordination and dexterity in moving cards and pieces around the board, etc. In line with this, these games assist in sharpening the focus of individuals while promoting structured opportunities for interaction and entertainment.

Market Trends

The inflating need for improving team-building skills and facilitating active learning and problem-solving skills among children is primarily augmenting the board games market. Furthermore, they are widely available via online and offline distribution channels, which is positively influencing the global market. Apart from this, the expanding e-commerce sector is acting as another significant growth-inducing factor.

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Moreover, the increasing number of game bars and cafes across countries and the widespread adoption of strategy and war-based games by teenagers and adults are further catalyzing the global market. Besides this, the emerging trend of playschool activities in educational institutions is also bolstering the market growth. Additionally, the rising investments in R&D activities by key market players for introducing variants with Virtual Reality (VR) to enhance the experience of players are expected to fuel the board games market in the coming years.

Who Are The Key Players/Companies In The Global Board Games Market?

Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG and The Walt Disney Co.

Report Segmentation:

The report has been segmented the market into following categories:

Breakup by Product Type:

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Breakup by Game Type:

  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Breakup by Age Group:

  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years

Breakup by Distribution Channel:

  • Supermarkets and Hypermarkets
  • Specialty Stores
  • Online Stores
  • Others

Regional Insights:

  • Asia Pacific
  • North America
  • Europe
  • Middle East and Africa
  • Latin America

On the geographical front, Asia Pacific enjoys the leading position in the market. This can be attributed to the rising establishment of international companies in the region, on account of low manufacturing costs and cheap labor.

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