Games and Puzzle Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type (Board Games, Card Games, Puzzles), By Licensing (Licensed, Non-licensed), By Distribution Channel (Offline, Online), By Region & Competition, 201

Games and Puzzle Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type (Board Games, Card Games, Puzzles), By Licensing (Licensed, Non-licensed), By Distribution Channel (Offline, Online), By Region & Competition, 2019-2029F


Global games and puzzle market was valued at USD 15.63 billion in 2023 and is to grow USD 40.62 billion by 2029 with a CAGR of 17.29% during the forecast period. The global games and puzzle market has seen substantial growth in recent years, fueled by rising consumer interest and technological advancements. Traditional board games and physical puzzles continue to be popular, especially during family gatherings and social events. However, the market has significantly expanded due to the increasing adoption of digital platforms.

Mobile gaming has revolutionized the industry, making games and puzzles more accessible to a broader audience. The convenience of playing on smartphones and tablets has attracted a diverse demographic, from young children to older adults. This shift has also spurred the development of innovative game designs and interactive puzzles that leverage augmented reality (AR) and virtual reality (VR) technologies. The growth in the gaming industry is largely driven by the increasing inclination of youth toward gaming. Research shows that 91% of Gen Z males and 84% of millennials regularly play video games. Furthermore, the rising popularity of gaming among mobile users is significantly boosting market demand. These trends are key drivers of the games and puzzle market's expansion.

The COVID-19 pandemic played a pivotal role in boosting the market, as lockdowns and social distancing measures led people to seek indoor entertainment options. Consequently, there was a surge in demand for both physical puzzles and digital games, with many companies reporting record sales.

Key Market Drivers

Influence of Social Media

Social media has become a powerful driver in the promotion and popularity of games and puzzles. Platforms like Instagram, TikTok, and YouTube are filled with influencers and content creators who showcase their gaming experiences, often leading to viral trends. This exposure can significantly boost the visibility and sales of certain games and puzzles.

User-generated content also plays a vital role. Many gamers share their gameplay experiences, tips, and tricks online, fostering a community of enthusiasts who engage with and promote various games and puzzles. Social media challenges and competitions can further enhance the appeal of these products, driving consumer interest and engagement.

Rise of E-commerce

The rise of e-commerce has revolutionized the way consumers purchase games and puzzles. Online retail platforms offer a vast selection of products from around the world, making it easier for consumers to find and buy games and puzzles that suit their preferences. The convenience of online shopping, coupled with detailed product reviews and recommendations, has made it a preferred method for many consumers.

Moreover, e-commerce platforms enable smaller, independent game developers to reach a global audience. Crowdfunding platforms like Kickstarter have also become popular avenues for launching new games and puzzles, allowing developers to gauge consumer interest and secure funding before going into full production. This democratization of the market has led to a greater diversity of products and has fostered innovation within the industry.

Technological Advancements

One of the primary drivers of growth in the games and puzzle market is technological advancement. The advent of digital platforms has transformed traditional gaming experiences, making them more accessible and engaging. Mobile technology, in particular, has played a crucial role. Smartphones and tablets have become ubiquitous, allowing consumers to play games and solve puzzles on the go. This convenience has broadened the market’s demographic reach, attracting both young and older audiences. According to the study, the gaming industry has experienced considerable transformations. In 2023, the industry saw an impressive influx of new game releases, reflecting a solid year for the sector. Despite this surge, the average playtime dedicated to new games increased modestly. Specifically, the share of new game playtime rose from 19% in 2022 to 23% in 2023, marking a 4% increase. This indicates that while new releases are capturing more player interest, the overall growth in playtime for these new games is relatively incremental compared to the total gaming time. This trend highlights both the enduring popularity of established titles and the growth of the market.

Furthermore, the integration of augmented reality (AR) and virtual reality (VR) technologies has created new opportunities for immersive gaming experiences. AR games like Pokémon GO have demonstrated the potential of blending digital and physical worlds, while VR provides an entirely new way to engage with puzzles and games. These technologies not only enhance user experience but also drive continuous innovation in game design.

Shifting Consumer Preferences

Consumer preferences are rapidly evolving, with a growing interest in interactive and social gaming experiences. Traditional board games and puzzles remain popular, but there is a noticeable shift towards digital and hybrid formats. During the COVID-19 pandemic, many people turned to games and puzzles as a means of indoor entertainment, leading to a surge in demand. This trend has persisted even post-pandemic, as consumers have developed a renewed appreciation for these activities.

The increasing popularity of escape room games and cooperative board games reflects a desire for collaborative and social experiences. Consumers are seeking games that offer more than just entertainment; they want opportunities for social interaction and mental stimulation. This shift is encouraging game developers to create products that cater to these preferences, blending traditional gameplay with modern, interactive elements.

Key Market Challenges

Piracy and Intellectual Property Issues

Piracy and intellectual property (IP) theft are significant challenges in the global games and puzzle market. Digital games are particularly vulnerable to piracy, with unauthorized copies easily distributed online. This not only results in lost revenue but also undermines the investment made in developing original content. For physical puzzles and board games, counterfeit products can flood the market, often sold at lower prices and with inferior quality. These counterfeit goods can harm the reputation of original brands and deter consumers from purchasing legitimate products.

Protecting IP requires robust legal measures and enforcement, which can be costly and complex, especially in international markets. Companies must navigate different legal systems and enforcement practices, making it difficult to ensure consistent protection worldwide. Additionally, educating consumers about the importance of purchasing legitimate products and the risks associated with pirated or counterfeit goods is an ongoing challenge.

Rapid Pace of Technological Change

The rapid pace of technological change is both a driver and a challenge for the games and puzzle market. While new technologies like augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) create exciting opportunities for innovation, they also require continuous adaptation and investment. Companies must stay abreast of the latest technological trends to remain relevant, which can be resource-intensive and risky.

For many companies, especially smaller ones, the costs associated with adopting and integrating new technologies can be prohibitive. Additionally, the fast-paced nature of technological advancements means that products can quickly become outdated. This necessitates a constant cycle of development and updates, which can strain resources and impact profitability. Furthermore, there is always a risk that investments in new technologies may not yield the expected returns if consumer adoption does not meet projections.

Varying Consumer Preferences Across Different Regions

The global nature of the games and puzzle market means that consumer preferences can vary widely across different regions. Cultural differences, economic conditions, and local trends all influence what types of games and puzzles are popular in different parts of the world. For instance, while certain board games may be hugely popular in North America, they might not resonate as well with consumers in Asia or Europe.

Understanding and catering to these diverse preferences require extensive market research and localization efforts. Companies must tailor their products and marketing strategies to suit different regional tastes, which can be complex and costly. Additionally, economic disparities mean that pricing strategies need to be adjusted to match the purchasing power of consumers in different markets. Striking the right balance between global reach and local relevance is a constant challenge for companies operating in this space.

Key Market Trends

Rise of Digital Gaming Platforms

One of the most significant trends in the global games and puzzle market is the increasing popularity of digital gaming platforms. With the widespread adoption of smartphones, tablets, and other mobile devices, digital games have become more accessible than ever. Mobile gaming, in particular, has seen explosive growth, driven by the convenience of playing anytime and anywhere. App stores are filled with a vast array of games and puzzles, catering to all age groups and interests. According to the report, the video game industry stands as a giant in the entertainment and media (E&M) sector, currently experiencing an unprecedented surge in popularity and profitability. Total revenue for the industry is projected to increase from USD 262 billion in 2023, with continued growth anticipated in the forecast period. This expansion is driven by the industry's success in engaging a broad audience, especially young adults, a demographic that attracts premium advertising rates. These factors are significantly boosting market demand.

Digital platforms offer several advantages, including instant access to new games, frequent updates, and the ability to connect with other players online. This connectivity has led to the rise of multiplayer and social games, where players can compete or collaborate with friends and strangers worldwide. The digital format also allows for innovative gameplay mechanics and interactive experiences that are not possible with traditional physical games.

Resurgence of Traditional Board Games and Puzzles

Despite the growth of digital gaming, traditional board games and puzzles have experienced a resurgence in popularity. This trend is partly driven by a desire for more tangible and social gaming experiences. Board games and puzzles provide opportunities for face-to-face interaction, making them a popular choice for family gatherings, parties, and social events.

The board game market has expanded with a wide variety of themes and mechanics, appealing to different interests and skill levels. From strategy games to cooperative and storytelling games, there is something for everyone. Puzzle games, including jigsaw puzzles and brain teasers, have also seen a revival, particularly during the COVID-19 pandemic when people sought engaging indoor activities.

Integration of Advanced Technologies

Advanced technologies are transforming the games and puzzle market, creating new possibilities for innovation and immersive experiences. Augmented reality (AR) and virtual reality (VR) are at the forefront of this trend, offering unique ways to interact with games and puzzles. AR games like Pokémon GO blend digital elements with the physical world, providing an engaging and interactive experience. VR, on the other hand, offers fully immersive environments where players can explore and interact in ways that were previously unimaginable.

Artificial intelligence (AI) is another technology making significant inroads into the market. AI can enhance gameplay by creating more intelligent and adaptive opponents, offering personalized experiences, and generating content procedurally. For example, AI can be used to design puzzles that adjust in difficulty based on the player's skill level, ensuring a challenging yet enjoyable experience.

Growing Focus on Educational Games

Educational games and puzzles are gaining traction as parents and educators recognize their potential for learning and development. These games combine entertainment with educational content, making learning fun and engaging for children and adults alike. The market for educational games spans various subjects, including mathematics, language arts, science, and history, catering to different age groups and learning levels.

Gamification of education leverages game design elements such as points, levels, and rewards to motivate and engage learners. This approach has been shown to improve retention and understanding of educational material. Additionally, educational games often promote critical thinking, problem-solving, and collaboration skills, making them valuable tools in both formal and informal educational settings.

Segmental Insights

Type Insights

Board games have emerged as the dominant segment in the global games and puzzle market, driven by their enduring appeal and versatile gameplay options. Unlike digital games, board games offer tangible, face-to-face interactions that enhance social bonding and provide a shared experience among players. This tactile, social aspect continues to attract a wide range of consumers, from families to avid gamers.

The resurgence of board games has been fueled by a growing interest in nostalgia and the desire for unplugged entertainment. Modern board games offer innovative mechanics and themes that cater to diverse interests, including strategy, cooperative play, and immersive storytelling. Popular titles often become cultural phenomena, spurring renewed interest and sales in the segment.

The rise of game cafes and board game conventions has further boosted the segment's visibility and appeal. These venues provide social spaces for gamers to explore new titles and participate in organized play. The board games segment's dominance is also supported by its adaptability to various consumer preferences and market trends, ensuring its continued prominence in the global games and puzzle market.

Regional Insights

The Asia Pacific region is the dominant force in the global games and puzzle market, driven by its large and diverse consumer base, rapid technological advancements, and increasing disposable incomes. Countries like China, Japan, South Korea, and India are major contributors, with their robust gaming cultures and growing digital infrastructure significantly impacting the market.

China, in particular, has emerged as a global leader, with its expansive gaming industry and a substantial number of gamers. The country's technological innovation and high smartphone penetration have bolstered mobile gaming, which is a key segment of the market. Japan and South Korea are renowned for their strong gaming traditions and technological expertise, continually producing popular games and advanced gaming hardware.

In addition, the increasing middle-class population and higher disposable incomes in India are fueling demand for both digital and physical games and puzzles. The region's young, tech-savvy population is driving growth in mobile and online gaming, while traditional board games and puzzles remain popular for family entertainment. The Asia Pacific region's combination of technological progress, cultural enthusiasm, and economic growth makes it the leading market in the global games and puzzle industry.

Key Market Players
  • Buffalo Games, LLC
  • Hasbro, Inc.
  • Asmodee Holding
  • Blue Orange Games, Inc.
  • Mattel, Inc.
  • Ravensburger AG
  • Schmidt Spiele GmbH
  • Revoba LLC (Cubicfun)
  • Spin Master Ltd
  • PlayMonster LLC
Report Scope:

In this report, the Global Games and Puzzle Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:
  • Games and Puzzle Market, By Type:
  • Board Games
  • Card Games
  • Puzzles
  • Games and Puzzle Market, By Licensing:
  • Licensed
  • Non-licensed
  • Games and Puzzle Market, By Distribution Channel:
  • Offline
  • Online
  • Games and Puzzle Market, By Region:
  • North America
  • United States
  • Canada
  • Mexico
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Indonesia
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • South America
  • Argentina
  • Colombia
  • Brazil
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Turkey
Competitive Landscape

Company Profiles: Detailed analysis of the major companies presents in the Global Games and Puzzle Market.

Company Information
  • Detailed analysis and profiling of additional market players (up to five).
Please Note: Report will be updated with the latest data and delivered to you within 3-5 working days of order. Single User license will be delivered in PDF format without printing rights


1. Introduction
1.1. Product Overview
1.2. Key Highlights of the Report
1.3. Market Coverage
1.4. Market Segments Covered
1.5. Research Tenure Considered
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Market Overview
3.2. Market Forecast
3.3. Key Regions
3.4. Key Segments
4. Voice of Customer
4.1. Brand Awareness
4.2. Brand Preference
4.3. Factor Influencing Purchase Decision
5. Global Games and Puzzle Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Type Market Share Analysis (Board Games, Card Games, Puzzles)
5.2.2. By Licensing Market Share Analysis (Licensed, Non-licensed)
5.2.3. By Distribution Channel Market Share Analysis (Offline, Online)
5.2.4. By Regional Market Share Analysis
5.2.4.1. North America Market Share Analysis
5.2.4.2. Europe Market Share Analysis
5.2.4.3. Asia Pacific Market Share Analysis
5.2.4.4. Middle East & Africa Market Share Analysis
5.2.4.5. South America Market Share Analysis
5.2.5. By Top 5 Companies Market Share Analysis, Others (2023)
5.3. Global Games and Puzzle Market Mapping & Opportunity Assessment
5.3.1. By Type Market Mapping & Opportunity Assessment
5.3.2. By Licensing Market Mapping & Opportunity Assessment
5.3.3. By Distribution Channel Market Mapping & Opportunity Assessment
5.3.4. By Regional Market Mapping & Opportunity Assessment
6. North America Games and Puzzle Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Type Market Share Analysis
6.2.2. By Licensing Market Share Analysis
6.2.3. By Distribution Channel Market Share Analysis
6.2.4. By Country Market Share Analysis
6.3. North America: Country Analysis
6.3.1. United States Games and Puzzle Market Outlook
6.3.1.1. Market Size & Forecast
6.3.1.1.1. By Value
6.3.1.2. Market Share & Forecast
6.3.1.2.1. By Type Market Share Analysis
6.3.1.2.2. By Licensing Market Share Analysis
6.3.1.2.3. By Distribution Channel Market Share Analysis
6.3.2. Canada Games and Puzzle Market Outlook
6.3.2.1. Market Size & Forecast
6.3.2.1.1. By Value
6.3.2.2. Market Share & Forecast
6.3.2.2.1. By Type Market Share Analysis
6.3.2.2.2. By Licensing Market Share Analysis
6.3.2.2.3. By Distribution Channel Market Share Analysis
6.3.3. Mexico Games and Puzzle Market Outlook
6.3.3.1. Market Size & Forecast
6.3.3.1.1. By Value
6.3.3.2. Market Share & Forecast
6.3.3.2.1. By Type Market Share Analysis
6.3.3.2.2. By Licensing Market Share Analysis
6.3.3.2.3. By Distribution Channel Market Share Analysis
7. Asia Pacific Games and Puzzle Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Type Market Share Analysis
7.2.2. By Licensing Market Share Analysis
7.2.3. By Distribution Channel Market Share Analysis
7.2.4. By Country Market Share Analysis
7.3. Asia Pacific: Country Analysis
7.3.1. China Games and Puzzle Market Outlook
7.3.1.1. Market Size & Forecast
7.3.1.1.1. By Value
7.3.1.2. Market Share & Forecast
7.3.1.2.1. By Type Market Share Analysis
7.3.1.2.2. By Licensing Market Share Analysis
7.3.1.2.3. By Distribution Channel Market Share Analysis
7.3.2. Japan Games and Puzzle Market Outlook
7.3.2.1. Market Size & Forecast
7.3.2.1.1. By Value
7.3.2.2. Market Share & Forecast
7.3.2.2.1. By Type Market Share Analysis
7.3.2.2.2. By Licensing Market Share Analysis
7.3.2.2.3. By Distribution Channel Market Share Analysis
7.3.3. India Games and Puzzle Market Outlook
7.3.3.1. Market Size & Forecast
7.3.3.1.1. By Value
7.3.3.2. Market Share & Forecast
7.3.3.2.1. By Type Market Share Analysis
7.3.3.2.2. By Licensing Market Share Analysis
7.3.3.2.3. By Distribution Channel Market Share Analysis
7.3.4. Australia Games and Puzzle Market Outlook
7.3.4.1. Market Size & Forecast
7.3.4.1.1. By Value
7.3.4.2. Market Share & Forecast
7.3.4.2.1. By Type Market Share Analysis
7.3.4.2.2. By Licensing Market Share Analysis
7.3.4.2.3. By Distribution Channel Market Share Analysis
7.3.5. South Korea Games and Puzzle Market Outlook
7.3.5.1. Market Size & Forecast
7.3.5.1.1. By Value
7.3.5.2. Market Share & Forecast
7.3.5.2.1. By Type Market Share Analysis
7.3.5.2.2. By Licensing Market Share Analysis
7.3.5.2.3. By Distribution Channel Market Share Analysis
7.3.6. Indonesia Games and Puzzle Market Outlook
7.3.6.1. Market Size & Forecast
7.3.6.1.1. By Value
7.3.6.2. Market Share & Forecast
7.3.6.2.1. By Type Market Share Analysis
7.3.6.2.2. By Licensing Market Share Analysis
7.3.6.2.3. By Distribution Channel Market Share Analysis
8. Europe Games and Puzzle Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Type Market Share Analysis
8.2.2. By Licensing Market Share Analysis
8.2.3. By Distribution Channel Market Share Analysis
8.2.4. By Country Market Share Analysis
8.3. Europe: Country Analysis
8.3.1. France Games and Puzzle Market Outlook
8.3.1.1. Market Size & Forecast
8.3.1.1.1. By Value
8.3.1.2. Market Share & Forecast
8.3.1.2.1. By Type Market Share Analysis
8.3.1.2.2. By Licensing Market Share Analysis
8.3.1.2.3. By Distribution Channel Market Share Analysis
8.3.2. United Kingdom Games and Puzzle Market Outlook
8.3.2.1. Market Size & Forecast
8.3.2.1.1. By Value
8.3.2.2. Market Share & Forecast
8.3.2.2.1. By Type Market Share Analysis
8.3.2.2.2. By Licensing Market Share Analysis
8.3.2.2.3. By Distribution Channel Market Share Analysis
8.3.3. Italy Games and Puzzle Market Outlook
8.3.3.1. Market Size & Forecast
8.3.3.1.1. By Value
8.3.3.2. Market Share & Forecast
8.3.3.2.1. By Type Market Share Analysis
8.3.3.2.2. By Licensing Market Share Analysis
8.3.3.2.3. By Distribution Channel Market Share Analysis
8.3.4. Germany Games and Puzzle Market Outlook
8.3.4.1. Market Size & Forecast
8.3.4.1.1. By Value
8.3.4.2. Market Share & Forecast
8.3.4.2.1. By Type Market Share Analysis
8.3.4.2.2. By Licensing Market Share Analysis
8.3.4.2.3. By Distribution Channel Market Share Analysis
8.3.5. Spain Games and Puzzle Market Outlook
8.3.5.1. Market Size & Forecast
8.3.5.1.1. By Value
8.3.5.2. Market Share & Forecast
8.3.5.2.1. By Type Market Share Analysis
8.3.5.2.2. By Licensing Market Share Analysis
8.3.5.2.3. By Distribution Channel Market Share Analysis
9. South America Games and Puzzle Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Type Market Share Analysis
9.2.2. By Licensing Market Share Analysis
9.2.3. By Distribution Channel Market Share Analysis
9.2.4. By Country Market Share Analysis
9.3. South America: Country Analysis
9.3.1. Argentina Games and Puzzle Market Outlook
9.3.1.1. Market Size & Forecast
9.3.1.1.1. By Value
9.3.1.2. Market Share & Forecast
9.3.1.2.1. By Type Market Share Analysis
9.3.1.2.2. By Licensing Market Share Analysis
9.3.1.2.3. By Distribution Channel Market Share Analysis
9.3.2. Colombia Games and Puzzle Market Outlook
9.3.2.1. Market Size & Forecast
9.3.2.1.1. By Value
9.3.2.2. Market Share & Forecast
9.3.2.2.1. By Type Market Share Analysis
9.3.2.2.2. By Licensing Market Share Analysis
9.3.2.2.3. By Distribution Channel Market Share Analysis
9.3.3. Brazil Games and Puzzle Market Outlook
9.3.3.1. Market Size & Forecast
9.3.3.1.1. By Value
9.3.3.2. Market Share & Forecast
9.3.3.2.1. By Type Market Share Analysis
9.3.3.2.2. By Licensing Market Share Analysis
9.3.3.2.3. By Distribution Channel Market Share Analysis
10. Middle East & Africa Games and Puzzle Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Type Market Share Analysis
10.2.2. By Licensing Market Share Analysis
10.2.3. By Distribution Channel Market Share Analysis
10.2.4. By Country Market Share Analysis
10.3. Middle East & Africa: Country Analysis
10.3.1. South Africa Games and Puzzle Market Outlook
10.3.1.1. Market Size & Forecast
10.3.1.1.1. By Value
10.3.1.2. Market Share & Forecast
10.3.1.2.1. By Type Market Share Analysis
10.3.1.2.2. By Licensing Market Share Analysis
10.3.1.2.3. By Distribution Channel Market Share Analysis
10.3.2. Saudi Arabia Games and Puzzle Market Outlook
10.3.2.1. Market Size & Forecast
10.3.2.1.1. By Value
10.3.2.2. Market Share & Forecast
10.3.2.2.1. By Type Market Share Analysis
10.3.2.2.2. By Licensing Market Share Analysis
10.3.2.2.3. By Distribution Channel Market Share Analysis
10.3.3. UAE Games and Puzzle Market Outlook
10.3.3.1. Market Size & Forecast
10.3.3.1.1. By Value
10.3.3.2. Market Share & Forecast
10.3.3.2.1. By Type Market Share Analysis
10.3.3.2.2. By Licensing Market Share Analysis
10.3.3.2.3. By Distribution Channel Market Share Analysis
10.3.4. Turkey Games and Puzzle Market Outlook
10.3.4.1. Market Size & Forecast
10.3.4.1.1. By Value
10.3.4.2. Market Share & Forecast
10.3.4.2.1. By Type Market Share Analysis
10.3.4.2.2. By Licensing Market Share Analysis
10.3.4.2.3. By Distribution Channel Market Share Analysis
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Impact of COVID-19 on Global Games and Puzzle Market
12.1. Impact Assessment Model
12.1.1. Key Segments Impacted
12.1.2. Key Region Impacted
12.1.3. Key Countries Impacted
13. Market Trends & Developments
14. Competitive Landscape
14.1. Company Profiles
14.1.1. Buffalo Games, LLC
14.1.1.1. Company Details
14.1.1.2. Products
14.1.1.3. Financials (As Per Availability)
14.1.1.4. Key Market Focus & Geographical Presence
14.1.1.5. Recent Developments
14.1.1.6. Key Management Personnel
14.1.2. Hasbro, Inc.
14.1.2.1. Company Details
14.1.2.2. Products
14.1.2.3. Financials (As Per Availability)
14.1.2.4. Key Market Focus & Geographical Presence
14.1.2.5. Recent Developments
14.1.2.6. Key Management Personnel
14.1.3. Asmodee Holding
14.1.3.1. Company Details
14.1.3.2. Products
14.1.3.3. Financials (As Per Availability)
14.1.3.4. Key Market Focus & Geographical Presence
14.1.3.5. Recent Developments
14.1.3.6. Key Management Personnel
14.1.4. Blue Orange Games, Inc.
14.1.4.1. Company Details
14.1.4.2. Products
14.1.4.3. Financials (As Per Availability)
14.1.4.4. Key Market Focus & Geographical Presence
14.1.4.5. Recent Developments
14.1.4.6. Key Management Personnel
14.1.5. Mattel, Inc.
14.1.5.1. Company Details
14.1.5.2. Products
14.1.5.3. Financials (As Per Availability)
14.1.5.4. Key Market Focus & Geographical Presence
14.1.5.5. Recent Developments
14.1.5.6. Key Management Personnel
14.1.6. Ravensburger AG
14.1.6.1. Company Details
14.1.6.2. Products
14.1.6.3. Financials (As Per Availability)
14.1.6.4. Key Market Focus & Geographical Presence
14.1.6.5. Recent Developments
14.1.6.6. Key Management Personnel
14.1.7. Schmidt Spiele GmbH
14.1.7.1. Products
14.1.7.2. Financials (As Per Availability)
14.1.7.3. Key Market Focus & Geographical Presence
14.1.7.4. Recent Developments
14.1.7.5. Key Management Personnel
14.1.8. Revoba LLC (Cubicfun)
14.1.8.1. Company Details
14.1.8.2. Products
14.1.8.3. Financials (As Per Availability)
14.1.8.4. Key Market Focus & Geographical Presence
14.1.8.5. Recent Developments
14.1.8.6. Key Management Personnel
14.1.9. Spin Master Ltd
14.1.9.1. Company Details
14.1.9.2. Products
14.1.9.3. Financials (As Per Availability)
14.1.9.4. Key Market Focus & Geographical Presence
14.1.9.5. Recent Developments
14.1.9.6. Key Management Personnel
14.1.10. PlayMonster LLC
14.1.10.1. Company Details
14.1.10.2. Products
14.1.10.3. Financials (As Per Availability)
14.1.10.4. Key Market Focus & Geographical Presence
14.1.10.5. Recent Developments
14.1.10.6. Key Management Personnel
15. Strategic Recommendations/Action Plan
15.1. Key Focus Areas
15.2. Target By Type
15.3. Target By Distribution Channel
16. About Us & Disclaimer

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