Global Card and Board Games Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Card and Board Games Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Card and Board Games is a collective term for board games and card games. Card and Board Games games are a common entertainment and leisure activity, which can be mainly divided into Card and Dice Games, Collectible Card Games, Miniature Games and so on.

Market Overview:

The latest research study on the global Card and Board Games market finds that the global Card and Board Games market reached a value of USD 16264.49 million in 2022. It’s expected that the market will achieve USD 23032.35 million by 2028, exhibiting a CAGR of 5.97% during the forecast period.

From a production perspective, for the Card and Board Games industry, the outbreak has had an impact on the production plans of companies in the Card and Board Games industry. Due to the outbreak of COVID-19, the production and operation of raw materials have been affected, such as the production of various paper, plastic, wood and other raw materials is restricted. This could lead to disruptions in the supply of raw materials for the Card and Board Games industry, affecting the company's production plans. On the other hand, affected by the new crown pneumonia epidemic, in order to prevent the further spread of the epidemic, the government issued travel restrictions and related isolation policies, which reduced the management efficiency of enterprises in the industry and also affected the company's production plan.

In terms of sales channels, generally speaking, Card and Board Games products are mainly sold in two ways: online and offline. Online sales mainly refer to the sale of Card and Board Games products through various e-commerce platforms. Online sales of Card and Board Games products will increase due to the convenience of e-commerce platforms during the pandemic. But because many countries have put in place controls on domestic transport and movement of people, and restrictions on goods. This has resulted in varying degrees of logistical disruption, inventory and shipping delays for Card and Board Games product sales. As a result, online sales of Card and Board Games products have slowed. From the perspective of offline sales channels, due to the epidemic, various specialty stores and retail stores have suffered a huge blow in order to avoid the spread of the epidemic. Most stores are closed. There are three main reasons for its closure. First of all, closing most of the stores is a unified requirement of local government departments. Second, although some enterprises were not required to close by the local government, the safety of employees could not be guaranteed due to insufficient protective materials. The third is that the passenger flow has dropped sharply, and the income is lower than the rent and labor costs of the store, and the business must be closed. As a result, the offline sales channels of Card and Board Games products were impacted, which adversely affected the development of the industry.

The popularity of board game social

Board game socialization, as the name suggests, is a social activity that involves getting to know each other while playing board games. Different from sports or video games, board games pay more attention to the test of multiple ways of thinking, language expression and emotional intelligence, so they are more suitable for young people's social pursuit of fun and competitiveness. With the change of social methods, the reason why board game social is popular among young people is very popular. First of all, because of the fun of the game itself, most board games require a certain strategy and logic, which arouses everyone's interest and makes most people willing to participate in this social mode, which relieves the embarrassment caused by social ice breaking to a certain extent. Secondly, this kind of board game itself is designed for social interaction. The winning or losing of the game itself can be moderately downplayed in the social-oriented scene. Knowing each other and improving understanding is the purpose. Common board game social games include Monopoly, Ludo and so on. In general, with the popularity of board game social networking, the market demand for various card products and chess and card products has increased. This will be one of the important driving factors for the development of the industry.

Facing the threat of alternative games

With the development of the Internet and mobile devices, there are more and more game software. The growing popularity of mobile phones has seen the development of countless mobile-based games. According to Statista, the global smartphone penetration rate is expected to reach more than 78% by 2020. Mobile games will be one of the important alternatives to Card and Board Games. Compared with Card and Board Games, the gameplay of mobile games is always more complex, rich, and more explorable. In addition, many mobile games will be updated to add new content and new gameplay to meet consumer needs. Overall, the growing threat from alternative gaming platforms is expected to hinder the growth of the board games market in the coming years.

Region Overview:

In global comparison, a significant portion of the revenue was generated in United States (35.26% in 2022).

Company Overview

Hasbro is one of the major players operating in the Card and Board Games market, holding a share of 12.43% in 2022.

Hasbro

Hasbro is an American multinational toy and board game company. Hasbro also teamed up with Discovery Communications to launch a TV show to promote its products. The company is headquartered in Pawtucket, Rhode Island. Most of its products are manufactured in East Asia. Its famous products include Real Estate Tycoon, Dungeons and Dragons, Battleship, Candy Land, The Game of Life, etc.

Asmodeea

Asmodee is a French publisher of board games, card games and role-playing games. They were founded in 1995 to develop their own games and to publish and distribute games for other small game developers, and have since acquired many other board game publishers.

Segmentation Overview:

As for product types, the Collectible Card Games segment held the largest market share in 2022.

Card and Dice Games

Card and Dice Games usually use cards or dice as game props. Can be divided into card games and dice games. Card games usually have formal standardized rules and regional rules, which are characterized by the fact that each player usually only knows the cards held by himself and not the cards held by others, so card games are often referred to as games of chance. Dice games usually use one or more dice as key game props, and such games are often highly random.

Collectible Card Games

Collectible Card Games, also known as exchange card games, refers to card games played by using special exchange cards for sale, mostly in the form of one-on-one two-player battles.

Miniature Games

Miniature Games are a form of board game that feature the use of miniature models or characters. One of the oldest and most popular genres of microgames is wargames, in which characters are arranged as competing armies.

RPGs

RPGs are games in which each participant plays a character, usually in a fantasy or science fiction setting, who interacts in the game's imagined world. For example, Gloomhaven may be included.

Application Overview:

The market's largest segment by application is the segment Offline Retail, with a market share of 51.58% in 2022.

Key Companies in the global Card and Board Games market covered in Chapter 3:

Goliath BV
Alderac Entertainment Group (AEG)
Games Workshop
Hasbro
Gamelyn Games
G3
Mattel
Asmodee
Blue Orange Games Application
Arcane Wonders
Ravensburger

In Chapter 4 and Chapter 14.2, on the basis of types, the Card and Board Games market from 2018 to 2029 is primarily split into:

Tabletop
Card and Dice Games
Collectible Card Games
Miniature Games
RPGs

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Card and Board Games market from 2018 to 2029 covers:

Offline Retail
Online Retail

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Card and Board Games Market Segmented by Type
Chapter 5 Global Card and Board Games Market Segmented by Downstream Industry
Chapter 6 Card and Board Games Industry Chain Analysis
Chapter 7 The Development and Dynamics of Card and Board Games Market
Chapter 8 Global Card and Board Games Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Card and Board Games Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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