Global Board Games Market 2024 by Manufacturers, Regions, Type and Application, Forecast to 2030
According to our (Global Info Research) latest study, the global Board Games market size was valued at USD million in 2023 and is forecast to a readjusted size of USD million by 2030 with a CAGR of % during review period.
Playing cards are very popular and common products known by every age of person from child to adults. These are flat, rectangular pieces of layered pasteboard typically used for playing a variety of games of skill or chance. Board games alternatively known as tabletop games are played using a board where pieces or counters are places and moved over the board. They also include cards and dice games.
The Global Info Research report includes an overview of the development of the Board Games industry chain, the market status of Fantasy (RPGs, Card), Warfare (RPGs, Card), and key enterprises in developed and developing market, and analysed the cutting-edge technology, patent, hot applications and market trends of Board Games.
Regionally, the report analyzes the Board Games markets in key regions. North America and Europe are experiencing steady growth, driven by government initiatives and increasing consumer awareness. Asia-Pacific, particularly China, leads the global Board Games market, with robust domestic demand, supportive policies, and a strong manufacturing base.
Key Features:
The report presents comprehensive understanding of the Board Games market. It provides a holistic view of the industry, as well as detailed insights into individual components and stakeholders. The report analysis market dynamics, trends, challenges, and opportunities within the Board Games industry.
The report involves analyzing the market at a macro level:
Market Sizing and Segmentation: Report collect data on the overall market size, including the sales quantity (K Units), revenue generated, and market share of different by Type (e.g., RPGs, Card).
Industry Analysis: Report analyse the broader industry trends, such as government policies and regulations, technological advancements, consumer preferences, and market dynamics. This analysis helps in understanding the key drivers and challenges influencing the Board Games market.
Regional Analysis: The report involves examining the Board Games market at a regional or national level. Report analyses regional factors such as government incentives, infrastructure development, economic conditions, and consumer behaviour to identify variations and opportunities within different markets.
Market Projections: Report covers the gathered data and analysis to make future projections and forecasts for the Board Games market. This may include estimating market growth rates, predicting market demand, and identifying emerging trends.
The report also involves a more granular approach to Board Games:
Company Analysis: Report covers individual Board Games manufacturers, suppliers, and other relevant industry players. This analysis includes studying their financial performance, market positioning, product portfolios, partnerships, and strategies.
Consumer Analysis: Report covers data on consumer behaviour, preferences, and attitudes towards Board Games This may involve surveys, interviews, and analysis of consumer reviews and feedback from different by Application (Fantasy, Warfare).
Technology Analysis: Report covers specific technologies relevant to Board Games. It assesses the current state, advancements, and potential future developments in Board Games areas.
Competitive Landscape: By analyzing individual companies, suppliers, and consumers, the report present insights into the competitive landscape of the Board Games market. This analysis helps understand market share, competitive advantages, and potential areas for differentiation among industry players.
Market Validation: The report involves validating findings and projections through primary research, such as surveys, interviews, and focus groups.
Market Segmentation
Board Games market is split by Type and by Application. For the period 2019-2030, the growth among segments provides accurate calculations and forecasts for consumption value by Type, and by Application in terms of volume and value.
Market segment by Type
RPGs
Card
Dice games
Tabletop board games
Market segment by Application
Fantasy
Warfare
Survival
Adventure
Major players covered
Asmodée Editions
Goliath B.V.
Hasbro
Ravensburger
Market segment by region, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, United Kingdom, Russia, Italy, and Rest of Europe)
Asia-Pacific (China, Japan, Korea, India, Southeast Asia, and Australia)
South America (Brazil, Argentina, Colombia, and Rest of South America)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa, and Rest of Middle East & Africa)
The content of the study subjects, includes a total of 15 chapters:
Chapter 1, to describe Board Games product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top manufacturers of Board Games, with price, sales, revenue and global market share of Board Games from 2019 to 2024.
Chapter 3, the Board Games competitive situation, sales quantity, revenue and global market share of top manufacturers are analyzed emphatically by landscape contrast.
Chapter 4, the Board Games breakdown data are shown at the regional level, to show the sales quantity, consumption value and growth by regions, from 2019 to 2030.
Chapter 5 and 6, to segment the sales by Type and application, with sales market share and growth rate by type, application, from 2019 to 2030.
Chapter 7, 8, 9, 10 and 11, to break the sales data at the country level, with sales quantity, consumption value and market share for key countries in the world, from 2017 to 2023.and Board Games market forecast, by regions, type and application, with sales and revenue, from 2025 to 2030.
Chapter 12, market dynamics, drivers, restraints, trends and Porters Five Forces analysis.
Chapter 13, the key raw materials and key suppliers, and industry chain of Board Games.
Chapter 14 and 15, to describe Board Games sales channel, distributors, customers, research findings and conclusion.