Board Games Market by Game Type (Chess, Ludo, Monopoly), Age Group (12-25 Years, 2-5 Years, Above 25 Years), Game Theme, Sales Channel - Global Forecast 2024-2030

Board Games Market by Game Type (Chess, Ludo, Monopoly), Age Group (12-25 Years, 2-5 Years, Above 25 Years), Game Theme, Sales Channel - Global Forecast 2024-2030


The Board Games Market size was estimated at USD 13.12 billion in 2023 and expected to reach USD 14.42 billion in 2024, at a CAGR 10.02% to reach USD 25.62 billion by 2030.

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.

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 Insights

Market Dynamics

The market dynamics represent an ever-changing landscape of the Board Games Market by providing actionable insights into factors, including supply and demand levels. Accounting for these factors helps design strategies, make investments, and formulate developments to capitalize on future opportunities. In addition, these factors assist in avoiding potential pitfalls related to political, geographical, technical, social, and economic conditions, highlighting consumer behaviors and influencing manufacturing costs and purchasing decisions.

Market Drivers
  • Growing parental focus on children’s brain development through board games
  • Rising consumer demand for indoor recreational activities
  • Increasing availability on e-commerce platforms
Market Restraints
  • Rising number of product recalls
Market Opportunities
  • Introduction of board gaming events and competitions
  • Increasing number of innovative board games catering to both adults and children
Market Challenges
  • Concerns related to intellectual property rights of board games
Market Segmentation Analysis
  • Game Type: Rising number of chess competitions and championships across the world
  • Age group: Demand for strategic and innovative games catering to adults above 25 Years
  • Sales Channel: Preference for convenience shopping leading to expansion of online stores
Market Disruption Analysis
  • Porter’s Five Forces Analysis
  • Value Chain & Critical Path Analysis
  • Pricing Analysis
  • Technology Analysis
  • Patent Analysis
  • Trade Analysis
  • Regulatory Framework Analysis
FPNV Positioning Matrix

The FPNV positioning matrix is essential in evaluating the market positioning of the vendors in the Board Games Market. This matrix offers a comprehensive assessment of vendors, examining critical metrics related to business strategy and product satisfaction. This in-depth assessment empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success, namely Forefront (F), Pathfinder (P), Niche (N), or Vital (V).

Market Share Analysis

The market share analysis is a comprehensive tool that provides an insightful and in-depth assessment of the current state of vendors in the Board Games Market. By meticulously comparing and analyzing vendor contributions, companies are offered a greater understanding of their performance and the challenges they face when competing for market share. These contributions include overall revenue, customer base, and other vital metrics. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With these illustrative details, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.

Recent Developments

Nex and Hasbro Launch Family-Centric Titles on Nex Playground

Nex and Hasbro expanded their partnership with the launch of a new series of interactive family games for the Nex Playground console. This collaboration builds on the previous success of the PEPPA PIG: JUMP & GIGGLE game, establishing a deeper connection between the two companies to revitalize classic Hasbro games. This approach enhances the interactive experience and promotes physical activity and social interaction among players of all ages.

Integration of AI in Classic Board Games: A Closer Look at Mattel’s Pictionary Vs. AI

Mattel, Inc. introduced Pictionary Vs. AI, an innovative board game that incorporates AI technology into its classic gameplay. In this game, players take turns drawing while the AI attempts to guess their drawings. Additionally, players can earn points by correctly predicting whether the AI will guess other players' sketches accurately. To add to the excitement, challenge rounds have been introduced, including drawing with eyes closed and drawing without using hands. This modern adaptation of Pictionary combines the beloved quickdraw gameplay that fans have enjoyed for decades, offering a fresh and engaging way to interact with the brand.

A Strategic Partnership Between Hasbro and Xplored

Hasbro joined forces with Italian tech firm Xplored to bring AI integration to board games to offer advanced gaming experiences, including digital expansions of physical games and robust AI-powered game mechanics. This collaboration aims to seamlessly incorporate technology into analog gaming experiences to enhance user experience.

Strategy Analysis & Recommendation

The strategic analysis is essential for organizations seeking a solid foothold in the global marketplace. Companies are better positioned to make informed decisions that align with their long-term aspirations by thoroughly evaluating their current standing in the Board Games Market. This critical assessment involves a thorough analysis of the organization’s resources, capabilities, and overall performance to identify its core strengths and areas for improvement.

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.

Market Segmentation & Coverage

This research report categorizes the Board Games Market to forecast the revenues and analyze trends in each of the following sub-markets:
  • Game Type
  • Chess
  • Ludo
  • Monopoly
  • Scrabble
  • Age Group
  • 12-25 Years
  • 2-5 Years
  • Above 25 Years
  • Between 5 & 12 Years
  • Game Theme
  • Educational
  • Fun & Entertainment
  • Strategy & War
  • Sales Channel
  • Hypermarkets & Supermarket
  • Online Stores
  • Specialty Stores
Region
  • Americas
  • Argentina
  • Brazil
  • Canada
  • Mexico
  • United States
  • California
  • Florida
  • Illinois
  • New York
  • Ohio
  • Pennsylvania
  • Texas
  • Asia-Pacific
  • Australia
  • China
  • India
  • Indonesia
  • Japan
  • Malaysia
  • Philippines
  • Singapore
  • South Korea
  • Taiwan
  • Thailand
  • Vietnam
  • Europe, Middle East & Africa
  • Denmark
  • Egypt
  • Finland
  • France
  • Germany
  • Israel
  • Italy
  • Netherlands
  • Nigeria
  • Norway
  • Poland
  • Qatar
  • Russia
  • Saudi Arabia
  • South Africa
  • Spain
  • Sweden
  • Switzerland
  • Turkey
  • United Arab Emirates
  • United Kingdom


Please Note: PDF & Excel + Online Access - 1 Year


1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
2.1. Define: Research Objective
2.2. Determine: Research Design
2.3. Prepare: Research Instrument
2.4. Collect: Data Source
2.5. Analyze: Data Interpretation
2.6. Formulate: Data Verification
2.7. Publish: Research Report
2.8. Repeat: Report Update
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Market Dynamics
5.1.1. Drivers
5.1.1.1. Growing parental focus on children’s brain development through board games
5.1.1.2. Rising consumer demand for indoor recreational activities
5.1.1.3. Increasing availability on e-commerce platforms
5.1.2. Restraints
5.1.2.1. Rising number of product recalls
5.1.3. Opportunities
5.1.3.1. Introduction of board gaming events and competitions
5.1.3.2. Increasing number of innovative board games catering to both adults and children
5.1.4. Challenges
5.1.4.1. Concerns related to intellectual property rights of board games
5.2. Market Segmentation Analysis
5.2.1. Game Type: Rising number of chess competitions and championships across the world
5.2.2. Age group: Demand for strategic and innovative games catering to adults above 25 Years
5.2.3. Sales Channel: Preference for convenience shopping leading to expansion of online stores
5.3. Market Disruption Analysis
5.4. Porter’s Five Forces Analysis
5.4.1. Threat of New Entrants
5.4.2. Threat of Substitutes
5.4.3. Bargaining Power of Customers
5.4.4. Bargaining Power of Suppliers
5.4.5. Industry Rivalry
5.5. Value Chain & Critical Path Analysis
5.6. Pricing Analysis
5.7. Technology Analysis
5.8. Patent Analysis
5.9. Trade Analysis
5.10. Regulatory Framework Analysis
6. Board Games Market, by Game Type
6.1. Introduction
6.2. Chess
6.3. Ludo
6.4. Monopoly
6.5. Scrabble
7. Board Games Market, by Age Group
7.1. Introduction
7.2. 12-25 Years
7.3. 2-5 Years
7.4. Above 25 Years
7.5. Between 5 & 12 Years
8. Board Games Market, by Game Theme
8.1. Introduction
8.2. Educational
8.3. Fun & Entertainment
8.4. Strategy & War
9. Board Games Market, by Sales Channel
9.1. Introduction
9.2. Hypermarkets & Supermarket
9.3. Online Stores
9.4. Specialty Stores
10. Americas Board Games Market
10.1. Introduction
10.2. Argentina
10.3. Brazil
10.4. Canada
10.5. Mexico
10.6. United States
11. Asia-Pacific Board Games Market
11.1. Introduction
11.2. Australia
11.3. China
11.4. India
11.5. Indonesia
11.6. Japan
11.7. Malaysia
11.8. Philippines
11.9. Singapore
11.10. South Korea
11.11. Taiwan
11.12. Thailand
11.13. Vietnam
12. Europe, Middle East & Africa Board Games Market
12.1. Introduction
12.2. Denmark
12.3. Egypt
12.4. Finland
12.5. France
12.6. Germany
12.7. Israel
12.8. Italy
12.9. Netherlands
12.10. Nigeria
12.11. Norway
12.12. Poland
12.13. Qatar
12.14. Russia
12.15. Saudi Arabia
12.16. South Africa
12.17. Spain
12.18. Sweden
12.19. Switzerland
12.20. Turkey
12.21. United Arab Emirates
12.22. United Kingdom
13. Competitive Landscape
13.1. Market Share Analysis, 2023
13.2. FPNV Positioning Matrix, 2023
13.3. Competitive Scenario Analysis
13.3.1. Nex and Hasbro Launch Family-Centric Titles on Nex Playground
13.3.2. Integration of AI in Classic Board Games: A Closer Look at Mattel’s Pictionary Vs. AI
13.3.3. A Strategic Partnership Between Hasbro and Xplored
13.4. Strategy Analysis & Recommendation
14. Competitive Portfolio
14.1. Key Company Profiles
14.2. Key Product Portfolio

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