Board Games Market - By Product Type (Monopoly, Scrabble, Chess, Puzzles, Card & Dice, Collectible Card, Miniature, Others), By Game Theme (Strategy & War, Sci-Fi Games, Fantasy Games, Sports, Others), By Age Group, By Distribution Channel, Forecast, 2024

Board Games Market - By Product Type (Monopoly, Scrabble, Chess, Puzzles, Card & Dice, Collectible Card, Miniature, Others), By Game Theme (Strategy & War, Sci-Fi Games, Fantasy Games, Sports, Others), By Age Group, By Distribution Channel, Forecast, 2024 - 2032


Global Board Games Market will grow at 4.5% CAGR during 2024-2032, driven by rising disposable income, growing preference for offline social interactions, and a surge in popularity of tabletop gaming among millennials and Generation Z.

According to Our World In Data, over 4 billion people, over half the world's population, reside in urban areas. As more people migrate to urban areas, there is an increasing demand for recreational activities and social interactions within these densely populated regions. Board games offer an accessible and engaging form of entertainment that can be enjoyed by individuals, families, and communities alike, fostering social connections and bonding experiences. Moreover, urbanization often leads to smaller living spaces, encouraging people to seek indoor leisure activities such as board gaming, thereby inducing industry growth.

The Board Games Market is classified based on product type, game theme, age group distribution channel, and region.

The chess segment will grow substantially over 2024-2032, owing to its strategic depth and intellectual stimulation. The enduring appeal of chess transcends generations and cultures, making it a staple in households, schools, and competitive arenas globally. With the rise of online platforms and digital adaptations, chess has experienced a revitalization, attracting a new wave of players eager to master its complexities, further adding to its market appeal.

The Board Games Market Share from the sports-themed board games segment will register noticeable expansion by 2032, owing to the widespread passion for athletics across diverse demographics. Whether simulating the thrill of football, basketball, or cricket, these games offer players the opportunity to experience the excitement of their favorite sports in a tabletop format. With innovative mechanics and immersive gameplay experiences, sports-themed board games appeal to both sports enthusiasts and casual players alike, contributing significantly to the market's growth trajectory.

Asia Pacific Board Games Industry will record a sizeable valuation by 2032, owing to its vast population, rising disposable income levels, and burgeoning gaming culture. Countries such as China, Japan, and South Korea have emerged as key contributors to the industry's growth, driven by a strong appetite for diverse gaming experiences and a thriving board game community. Moreover, the increasing adoption of e-commerce platforms and digital gaming solutions has further propelled the market's growth in the region.


Chapter 1 Methodology & Scope
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast calculations
1.4 Data sources
1.4.1 Primary
1.4.2 Secondary
1.4.2.1 Paid sources
1.4.2.2 Public sources
Chapter 2 Executive Summary
2.1 Board games industry 360 degree synopsis, 2018 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Raw material analysis
3.3 Key news and initiatives
3.3.1 Partnership/Collaboration
3.3.2 Merger/Acquisition
3.3.3 Investment
3.3.4 Product launch & innovation
3.4 Regulatory landscape
3.5 Impact forces
3.5.1 Growth drivers
3.5.2 Industry pitfalls & challenges
3.6 Consumer buying behavior analysis
3.7 Growth potential analysis
3.8 Porter's analysis
3.9 PESTEL analysis
3.10 Trade analysis
3.10.1 Export data
3.10.2 Import data
Chapter 4 Competitive Landscape, 2023
4.1 Introduction
4.2 Company market share, 2023
4.3 Competitive analysis of major market players, 2023
4.4 Competitive positioning matrix, 2023
4.5 Strategic outlook matrix, 2023
Chapter 5 Market Estimates & Forecast, By Product Type, 2018 - 2032, (USD Billion; Million Units)
5.1 Key trends
5.2 Monopoly
5.3 Scrabble
5.4 Chess
5.5 Puzzles
5.6 Card & dice
5.7 Collectible card
5.8 Miniature
5.9 Others
Chapter 6 Market Estimates & Forecast, By Game Theme, 2018 - 2032, (USD Billion; Million Units)
6.1 Key trends
6.2 Strategy & war
6.3 Sci-Fi games
6.4 Fantasy games
6.5 Sports
6.6 Others
Chapter 7 Market Estimates & Forecast, By Age Group, 2018 - 2032, (USD Billion; Million Units)
7.1 Key trends
7.2 2 - 5 years
7.3 5 - 12 years
7.4 12 - 25 years
7.5 Above 25 years
Chapter 8 Market Estimates & Forecast, By Distribution Channel, 2018 - 2032, (USD Billion; Million Units)
8.1 Key trends
8.2 Online
8.3 Offline
Chapter 9 Market Estimates & Forecast, By Region, 2018 - 2032, (USD Billion; Million Units)
9.1 Key trends
9.2 North America
9.2.1 U.S.
9.2.2 Canada
9.2.3 Rest of North America
9.3 Europe
9.3.1 UK
9.3.2 Germany
9.3.3 France
9.3.4 Italy
9.3.5 Spain
9.3.6 Rest of Europe
9.4 Asia Pacific
9.4.1 China
9.4.2 India
9.4.3 Japan
9.4.4 South Korea
9.4.5 Australia
9.4.6 Malaysia
9.4.7 Indonesia
9.4.8 Rest of Asia Pacific
9.5 Latin America
9.5.1 Brazil
9.5.2 Mexico
9.5.3 Rest of Latin America
9.6 MEA
9.6.1 Saudi Arabia
9.6.2 UAE
9.6.3 South Africa
9.6.4 Rest of MEA
Chapter 10 Company Profiles
10.1 Asmodee Group
10.2 CMON Limited
10.3 Czech Games Edition
10.4 Days of Wonder
10.5 Fantasy Flight Games
10.6 Goliath Games LLC
10.7 HABA - Habermaass GmbH
10.8 Hasbro Inc.
10.9 IELLO
10.10 Indie Boards and Cards
10.11 Kosmos Verlags-GmbH & Co. KG
10.12 Mattel Inc.
10.13 North Star Games
10.14 PlayMonster LLC
10.15 Ravensburger AG
10.16 Schmidt Spiele GmbH
10.17 Spin Master Corp.
10.18 University Games Corp.
10.19 USAopoly Inc.
10.20 Z-Man Games LLC

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