Board Games and Tabletop Games

Global Board Games and Tabletop Games Market Roadmap to 2030

Global Board Games and Tabletop Games is segmented by Application (Entertainment, Family Activities, Social Events, Education), Type (Strategy Games, Family Games, Collectible Card Games, Dice Games) and Geography(North America, LATAM, West Europe, Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA)

Pricing
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Industry Overview

The Board Games and Tabletop Games Market is expected to reach 14.0Billion by 2030 and is growing at a CAGR of 8.0% between 2019 to 2030. 

Board Games and Tabletop Games Market Size in (USD Billion) CAGR Growth Rate 8.0%

Study Period 2024-2030
Market Size (2019): 10.0Billion
Market Size (2030): 14.0Billion
CAGR (2019 - 2030): 8.0%
Fastest Growing Region North America
Dominating Region Asia-Pacific
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Board games and tabletop games are physical or virtual games that involve players interacting with a gameboard or components. These games are popular among families, friends, and communities for social gatherings, education, and entertainment. The market has seen a revival due to nostalgia and new innovative games.
The consumer goods market consists of various components, including product categories (durable and non-durable goods), distribution channels (retail stores, e-commerce, and wholesalers), and market segmentation based on demographics and consumer behavior. Marketing strategies, such as advertising and branding, play a crucial role in attracting consumers, while trends like sustainability and health consciousness influence purchasing decisions. Additionally, the regulatory environment impacts product development, and effective supply chain management ensures timely delivery. Pricing strategies must consider competition and consumer demand to optimize sales. Together, these elements shape the dynamics of the consumer goods market.

Market Segmentation

Selecting segmentation criteria in Hasbro, Mattel, Asmodee, Ravensburger, Spin Master, Goliath Games, Games Workshop, CMON, Iello, Thames & Kosmos, Repos Production, Czech Games Edition, Blue Orange, Indie Boards & Cards involves several key steps. Researchers begin by defining their objectives, such as understanding consumer behavior or identifying market opportunities. They then gather relevant data on demographics, psychographics, and buying behavior. Next, they identify segmentation variables like age, location, lifestyle, and purchase patterns. Using analytical tools, they analyze the data to find distinct market segments and evaluate their attractiveness based on size, growth potential, and alignment with business goals. Detailed profiles are created for each segment, and the most promising ones are selected for targeting. Finally, tailored marketing strategies are developed, and the performance of these strategies is monitored and adjusted as needed. This process ensures that segmentation effectively identifies valuable market opportunities and aligns with strategic goals.
The Asia-Pacific Region holds a dominant market share, primarily driven by growing consumption patterns, a rising population, and robust economic activity that fuels market demand. Meanwhile, the North America Region is experiencing the fastest growth, propelled by increasing infrastructure developments, expanding industrial activities, and a surge in consumer demand, positioning it as a key driver for future market expansion.
Segmentation by Type
  • Strategy Games
  • Family Games
  • Collectible Card Games


Board Games and Tabletop Games Market Segmentation by Type

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Segmentation by Application


  • Entertainment
  • Family Activities
  • Social Events
  • Education


Board Games and Tabletop Games Market Segmentation by Application

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Regional Insight

The Board Games and Tabletop Games varies widely by region, reflecting diverse economic conditions and consumer preferences. In North America, the focus is on convenience and premium products, driven by high disposable incomes and a strong e-commerce sector. Europe’s market is fragmented, with Western countries emphasizing luxury and organic goods, while Eastern Europe sees rapid growth. Asia-Pacific is a fast-growing region with high demand for both high-tech and affordable products, driven by urbanization and rising middle-class incomes. Latin America prioritizes affordability amidst economic fluctuations, with Brazil and Mexico leading in market growth. In the Middle East and Africa, market trends are influenced by cultural preferences, with luxury goods prominent in the Gulf States and gradual growth in sub-Saharan Africa. Global trends like sustainability and digital transformation are impacting all regions.
The Asia-Pacific dominant region currently dominates the market share, fueled by increasing consumption, population growth, and sustained economic progress that collectively enhance market demand. Conversely, the North America is the fastest-growing that is rapidly becoming the fastest-growing region, driven by significant infrastructure investments, industrial expansion, and rising consumer demand.
Regions
  • North America
  • LATAM
  • West Europe
  • Central & Eastern Europe
  • Northern Europe
  • Southern Europe
  • East Asia
  • Southeast Asia
  • South Asia
  • Central Asia
  • Oceania
  • MEA
Fastest Growing Region
North America
North America region hold dominating market share in Board Games and Tabletop Games Market
Dominating Region
Asia-Pacific
Asia-Pacific region hold dominating market share in Board Games and Tabletop Games Market


Key Players
The companies highlighted in this profile were selected based on insights from primary experts and an evaluation of their market penetration, product offerings, and geographical reach:
  • Hasbro
  • Mattel
  • Asmodee
  • Ravensburger
  • Spin Master
  • Goliath Games
  • Games Workshop
  • CMON
  • Iello
  • Thames & Kosmos
  • Repos Production
  • Czech Games Edition
  • Blue Orange
  • Indie Boards & Cards

Board Games and Tabletop Games Market Segmentation by Players

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Report Infographics:
Report FeaturesDetails
Base Year2019
Based Year Market Size 201910.0Billion
Historical Period Market Size 202425.0Billion
CAGR (2019to 2030)8.0%
Forecast Period2024 to 2030
Forecasted Period Market Size 203014.0Billion
Scope of the ReportStrategy Games, Family Games, Collectible Card Games, Entertainment, Family Activities, Social Events, Education
Regions CoveredNorth America, Europe, Asia Pacific, South America, and MEA
Year-on-Year Growth
Companies CoveredHasbro, Mattel, Asmodee, Ravensburger, Spin Master, Goliath Games, Games Workshop, CMON, Iello, Thames & Kosmos, Repos Production, Czech Games Edition, Blue Orange, Indie Boards & Cards
Customization Scope15% Free Customization (For EG)
Delivery FormatPDF and Excel through Email


Board Games and Tabletop Games Market Dynamics

The Board Games and Tabletop Games is driven by factors such as increasing demand in end-use industries, technological advancements, research and development (R&D), economic growth, and increasing global trade.
Influencing Trend:
  • Rise in cooperative and strategy games
  • growth of niche markets for themed and collectible games

Market Growth Drivers:
  • Opportunities In Creating More Inclusive And Accessible Games
  • Expanding Into Educational Markets

Challenges:
  • High Competition In The Entertainment Industry
  • Need For Continuous Innovation

Opportunities:
  • Opportunities In Creating More Inclusive And Accessible Games
  • Expanding Into Educational Markets

Regulatory Framework

The regulatory framework for the Board Games and Tabletop Games ensures product safety, fair competition, and consumer protection. It encompasses setting standards for product quality and safety, enforcing truthful advertising and labeling, and implementing environmental sustainability practices. Regulations include robust procedures for product recalls, data protection, and anti-competitive practices, while also overseeing import/export controls and intellectual property rights. Regulatory bodies enforce these rules through inspections and penalties, and consumer education programs help individuals make informed decisions. This framework aims to protect consumers, promote fair market conditions, and encourage ethical business practices.

Competitive Insights

The key players in the Board Games and Tabletop Games are intensifying their focus on research and development (R&D) activities to innovate and stay competitive. Major companies, such as Hasbro, Mattel, Asmodee, Ravensburger, Spin Master, Goliath Games, Games Workshop, CMON, Iello, Thames & Kosmos, Repos Production, Czech Games Edition, Blue Orange, Indie Boards & Cards are heavily investing in R&D to develop new products and improve existing ones. This strategic emphasis on innovation is driving significant advancements in product formulation and the introduction of sustainable and eco-friendly products.
Moreover, these established industry leaders are actively pursuing acquisitions of smaller companies to expand their regional presence and enhance their market share. These acquisitions not only help in diversifying their product portfolios but also provide access to new technologies and markets. This consolidation trend is a critical factor in the growth of the consumer goods industry, as it enables larger companies to streamline operations, reduce costs, and increase their competitive edge.
In addition to R&D and acquisitions, there is a notable shift towards green investments among key players in the consumer goods industry. Companies are increasingly committing resources to sustainable practices and the development of environmentally friendly products. This green investment is in response to growing consumer demand for sustainable solutions and stringent environmental regulations. By prioritizing sustainability, these companies are not only contributing to environmental protection but also positioning themselves as leaders in the green movement, thereby fueling market growth.
Research Methodology
The research methodology for the consumer goods industry involves several key steps to ensure comprehensive and actionable insights. First, the research objectives are clearly defined, focusing on aspects like consumer behavior, market opportunities, competitive dynamics, or regulatory impacts. A thorough literature review follows, drawing from academic journals, industry reports, government publications, and market analyses to establish a knowledge base and identify research gaps. Data collection encompasses both primary methods, such as surveys, interviews, and focus groups with consumers and industry experts, and secondary methods, including analysis of market reports, government data, and industry publications. Quantitative data is analyzed using statistical tools to identify patterns and market segments, while qualitative data from interviews and focus groups is examined to extract key themes and insights.
The market is then segmented based on demographics, psychographics, geography, and purchasing behavior, and competitive analysis is conducted to evaluate key players' strategies and strengths. Trend analysis identifies current and emerging industry trends. Findings are compiled into a detailed report with data visualizations and strategic recommendations. The research is validated and refined through cross-checking and expert feedback, and a framework for continuous monitoring is established to keep the research current and relevant. 
 


Board Games and Tabletop Games - Table of Contents

Chapter 1: Market Preface
  • 1.1 Global Board Games and Tabletop Games Market Landscape
  • 1.2 Scope of the Study
  • 1.3 Relevant Findings & Stakeholder Advantages

Chapter 2: Strategic Overview
  • 2.1 Global Board Games and Tabletop Games Market Outlook
  • 2.2 Total Addressable Market versus Serviceable Market
  • 2.3 Market Rivalry Projection

Chapter 3 : Global Board Games and Tabletop Games Market Business Environment & Changing Dynamics
  • 3.1 Growth Drivers
    • 3.1.1 Opportunities in creating more inclusive and accessible games
    • 3.1.2 expanding into educational markets
  • 3.2 Available Opportunities
    • 3.2.1 Opportunities in creating more inclusive and accessible games
  • 3.3 Influencing Trends
    • 3.3.1 Rise in cooperative and strategy games
    • 3.3.2 growth of niche marke
  • 3.4 Challenges
    • 3.4.1 High competition in the entertainment industry
    • 3.4.2 need for cont
  • 3.5 Regional Dynamics

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Chapter 4 : Global Board Games and Tabletop Games Industry Factors Assessment
  • 4.1 Current Scenario
  • 4.2 PEST Analysis
  • 4.3 Business Environment - PORTER 5-Forces Analysis
    • 4.3.1 Supplier Leverage
    • 4.3.2 Bargaining Power of Buyers
    • 4.3.3 Threat of Substitutes
    • 4.3.4 Threat from New Entrant
    • 4.3.5 Market Competition Level
  • 4.4 Roadmap of Board Games and Tabletop Games Market
  • 4.5 Impact of Macro-Economic Factors
  • 4.6 Market Entry Strategies
  • 4.7 Political and Regulatory Landscape
  • 4.8 Supply Chain Analysis
  • 4.9 Impact of Tariff War


Chapter 5: Board Games and Tabletop Games : Competition Benchmarking & Performance Evaluation
  • 5.1 Global Board Games and Tabletop Games Market Concentration Ratio
    • 5.1.1 CR4, CR8 and HH Index
    • 5.1.2 % Market Share - Top 3
    • 5.1.3 Market Holding by Top 5
  • 5.2 Market Position of Manufacturers by Board Games and Tabletop Games Revenue 2019
  • 5.3 Global Board Games and Tabletop Games Sales Volume by Manufacturers (2019)
  • 5.4 BCG Matrix
  • 5.4 Market Entropy
  • 5.5 FPNV Positioning Matrix
  • 5.6 Heat Map Analysis
Chapter 6: Global Board Games and Tabletop Games Market: Company Profiles
  • 6.1 Hasbro
    • 6.1.1 Hasbro Company Overview
    • 6.1.2 Hasbro Product/Service Portfolio & Specifications
    • 6.1.3 Hasbro Key Financial Metrics
    • 6.1.4 Hasbro SWOT Analysis
    • 6.1.5 Hasbro Development Activities
  • 6.2 Mattel
  • 6.3 Asmodee
  • 6.4 Ravensburger
  • 6.5 Spin Master
  • 6.6 Goliath Games
  • 6.7 Games Workshop
  • 6.8 CMON
  • 6.9 Iello
  • 6.10 Thames & Kosmos
  • 6.11 Repos Production
  • 6.12 Czech Games Edition
  • 6.13 Blue Orange
  • 6.14 Indie Boards & Cards
  • 6.15 Fantasy Flight Games

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Chapter 7 : Global Board Games and Tabletop Games by Type & Application (2024-2030)
  • 7.1 Global Board Games and Tabletop Games Market Revenue Analysis (USD Million) by Type (2024-2019)
    • 7.1.1 Strategy Games
    • 7.1.2 Family Games
    • 7.1.3 Collectible Card Games
    • 7.1.4 Dice Games
  • 7.2 Global Board Games and Tabletop Games Market Revenue Analysis (USD Million) by Application (2024-2019)
    • 7.2.1 Entertainment
    • 7.2.2 Family Activities
    • 7.2.3 Social Events
    • 7.2.4 Education
  • 7.3 Global Board Games and Tabletop Games Market Revenue Analysis (USD Million) by Type (2019-2030)
  • 7.4 Global Board Games and Tabletop Games Market Revenue Analysis (USD Million) by Application (2019-2030)

Chapter 8 : North America Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 8.1 North America Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.1.1 United States
    • 8.1.2 Canada
  • 8.2 North America Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.2.1 Strategy Games
    • 8.2.2 Family Games
    • 8.2.3 Collectible Card Games
    • 8.2.4 Dice Games
  • 8.3 North America Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 8.3.1 Entertainment
    • 8.3.2 Family Activities
    • 8.3.3 Social Events
    • 8.3.4 Education
  • 8.4 North America Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 8.5 North America Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 8.6 North America Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
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Chapter 9 : LATAM Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 9.1 LATAM Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.1.1 Brazil
    • 9.1.2 Argentina
    • 9.1.3 Chile
    • 9.1.4 Mexico
    • 9.1.5 Rest of LATAM
  • 9.2 LATAM Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.2.1 Strategy Games
    • 9.2.2 Family Games
    • 9.2.3 Collectible Card Games
    • 9.2.4 Dice Games
  • 9.3 LATAM Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 9.3.1 Entertainment
    • 9.3.2 Family Activities
    • 9.3.3 Social Events
    • 9.3.4 Education
  • 9.4 LATAM Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 9.5 LATAM Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 9.6 LATAM Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 10 : West Europe Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 10.1 West Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.1.1 Germany
    • 10.1.2 France
    • 10.1.3 Benelux
    • 10.1.4 Switzerland
    • 10.1.5 Rest of West Europe
  • 10.2 West Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.2.1 Strategy Games
    • 10.2.2 Family Games
    • 10.2.3 Collectible Card Games
    • 10.2.4 Dice Games
  • 10.3 West Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 10.3.1 Entertainment
    • 10.3.2 Family Activities
    • 10.3.3 Social Events
    • 10.3.4 Education
  • 10.4 West Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 10.5 West Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 10.6 West Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 11 : Central & Eastern Europe Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 11.1 Central & Eastern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.1.1 Bulgaria
    • 11.1.2 Poland
    • 11.1.3 Hungary
    • 11.1.4 Romania
    • 11.1.5 Rest of CEE
  • 11.2 Central & Eastern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.2.1 Strategy Games
    • 11.2.2 Family Games
    • 11.2.3 Collectible Card Games
    • 11.2.4 Dice Games
  • 11.3 Central & Eastern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 11.3.1 Entertainment
    • 11.3.2 Family Activities
    • 11.3.3 Social Events
    • 11.3.4 Education
  • 11.4 Central & Eastern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 11.5 Central & Eastern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 11.6 Central & Eastern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 12 : Northern Europe Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 12.1 Northern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.1.1 The United Kingdom
    • 12.1.2 Sweden
    • 12.1.3 Norway
    • 12.1.4 Baltics
    • 12.1.5 Ireland
    • 12.1.6 Rest of Northern Europe
  • 12.2 Northern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.2.1 Strategy Games
    • 12.2.2 Family Games
    • 12.2.3 Collectible Card Games
    • 12.2.4 Dice Games
  • 12.3 Northern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 12.3.1 Entertainment
    • 12.3.2 Family Activities
    • 12.3.3 Social Events
    • 12.3.4 Education
  • 12.4 Northern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 12.5 Northern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 12.6 Northern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 13 : Southern Europe Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 13.1 Southern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.1.1 Spain
    • 13.1.2 Italy
    • 13.1.3 Portugal
    • 13.1.4 Greece
    • 13.1.5 Rest of Southern Europe
  • 13.2 Southern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.2.1 Strategy Games
    • 13.2.2 Family Games
    • 13.2.3 Collectible Card Games
    • 13.2.4 Dice Games
  • 13.3 Southern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 13.3.1 Entertainment
    • 13.3.2 Family Activities
    • 13.3.3 Social Events
    • 13.3.4 Education
  • 13.4 Southern Europe Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 13.5 Southern Europe Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 13.6 Southern Europe Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 14 : East Asia Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 14.1 East Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.1.1 China
    • 14.1.2 Japan
    • 14.1.3 South Korea
    • 14.1.4 Taiwan
    • 14.1.5 Others
  • 14.2 East Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.2.1 Strategy Games
    • 14.2.2 Family Games
    • 14.2.3 Collectible Card Games
    • 14.2.4 Dice Games
  • 14.3 East Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 14.3.1 Entertainment
    • 14.3.2 Family Activities
    • 14.3.3 Social Events
    • 14.3.4 Education
  • 14.4 East Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 14.5 East Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 14.6 East Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 15 : Southeast Asia Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 15.1 Southeast Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.1.1 Vietnam
    • 15.1.2 Singapore
    • 15.1.3 Thailand
    • 15.1.4 Malaysia
    • 15.1.5 Indonesia
    • 15.1.6 Philippines
    • 15.1.7 Rest of SEA Countries
  • 15.2 Southeast Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.2.1 Strategy Games
    • 15.2.2 Family Games
    • 15.2.3 Collectible Card Games
    • 15.2.4 Dice Games
  • 15.3 Southeast Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 15.3.1 Entertainment
    • 15.3.2 Family Activities
    • 15.3.3 Social Events
    • 15.3.4 Education
  • 15.4 Southeast Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 15.5 Southeast Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 15.6 Southeast Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 16 : South Asia Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 16.1 South Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.1.1 India
    • 16.1.2 Bangladesh
    • 16.1.3 Others
  • 16.2 South Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.2.1 Strategy Games
    • 16.2.2 Family Games
    • 16.2.3 Collectible Card Games
    • 16.2.4 Dice Games
  • 16.3 South Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 16.3.1 Entertainment
    • 16.3.2 Family Activities
    • 16.3.3 Social Events
    • 16.3.4 Education
  • 16.4 South Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 16.5 South Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 16.6 South Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 17 : Central Asia Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 17.1 Central Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.1.1 Kazakhstan
    • 17.1.2 Tajikistan
    • 17.1.3 Others
  • 17.2 Central Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.2.1 Strategy Games
    • 17.2.2 Family Games
    • 17.2.3 Collectible Card Games
    • 17.2.4 Dice Games
  • 17.3 Central Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 17.3.1 Entertainment
    • 17.3.2 Family Activities
    • 17.3.3 Social Events
    • 17.3.4 Education
  • 17.4 Central Asia Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 17.5 Central Asia Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 17.6 Central Asia Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 18 : Oceania Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 18.1 Oceania Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.1.1 Australia
    • 18.1.2 New Zealand
    • 18.1.3 Others
  • 18.2 Oceania Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.2.1 Strategy Games
    • 18.2.2 Family Games
    • 18.2.3 Collectible Card Games
    • 18.2.4 Dice Games
  • 18.3 Oceania Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 18.3.1 Entertainment
    • 18.3.2 Family Activities
    • 18.3.3 Social Events
    • 18.3.4 Education
  • 18.4 Oceania Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 18.5 Oceania Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 18.6 Oceania Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]
Chapter 19 : MEA Board Games and Tabletop Games Market Breakdown by Country, Type & Application
  • 19.1 MEA Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.1.1 Turkey
    • 19.1.2 South Africa
    • 19.1.3 Egypt
    • 19.1.4 UAE
    • 19.1.5 Saudi Arabia
    • 19.1.6 Israel
    • 19.1.7 Rest of MEA
  • 19.2 MEA Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.2.1 Strategy Games
    • 19.2.2 Family Games
    • 19.2.3 Collectible Card Games
    • 19.2.4 Dice Games
  • 19.3 MEA Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2024-2019]
    • 19.3.1 Entertainment
    • 19.3.2 Family Activities
    • 19.3.3 Social Events
    • 19.3.4 Education
  • 19.4 MEA Board Games and Tabletop Games Market by Country (USD Million) & Sales Volume (Units) [2020-2030]
  • 19.5 MEA Board Games and Tabletop Games Market by Type (USD Million) & Sales Volume (Units) [2020-2030]
  • 19.6 MEA Board Games and Tabletop Games Market by Application (USD Million) & Sales Volume (Units) [2020-2030]

Chapter 20: Research Findings & Conclusion
  • 20.1 Key Findings
  • 20.2 Conclusion

Chapter 21: Methodology and Data Source
  • 21.1 Research Methodology & Approach
    • 21.1.1 Research Program/Design
    • 21.1.2 Market Size Estimation
    • 21.1.3 Market Breakdown and Data Triangulation
  • 21.2 Data Source
    • 21.2.1 Secondary Sources
    • 21.2.2 Primary Sources

Chapter 22: Appendix & Disclaimer
  • 22.1 Acronyms & bibliography
  • 22.2 Disclaimer

Frequently Asked Questions (FAQ):

The Global Board Games and Tabletop Games market is estimated to see a CAGR of 8.0% and may reach an estimated market size of 8.0% 14.0Billion by 2030.

The Board Games and Tabletop Games Market is estimated to grow at a CAGR of 8.0%, currently pegged at 10.0Billion.

Some of the prominent trends that are influencing and driving the growth of Global Board Games and Tabletop Games Market are Rise In Cooperative And Strategy Games, Growth Of Niche Markets For Themed And Collectible Games, Expansion Of Digital And Hybrid Formats

The leaders in the Global Board Games and Tabletop Games Market such as Hasbro, Mattel, Asmodee, Ravensburger, Spin Master, Goliath Games, Games Workshop, CMON, Iello, Thames & Kosmos, Repos Production, Czech Games Edition, Blue Orange, Indie Boards & Cards, Fantasy Flight Games are targeting innovative and differentiated growth drivers some of them are Opportunities In Creating More Inclusive And Accessible Games, Expanding Into Educational Markets, Developing Digital Versions Of Popular Games

Some of the major challanges seen in Global Board Games and Tabletop Games Market are High Competition In The Entertainment Industry, Need For Continuous Innovation, Price Sensitivity In Family Games.

The market opportunity is clear from the flow of investment into Global Board Games and Tabletop Games Market, some of them are Opportunities In Creating More Inclusive And Accessible Games, Expanding Into Educational Markets, Developing Digital Versions Of Popular Games.

Board Games and Tabletop Games Market identifies market share by players along with the concentration rate using CR4, CR8 Index to determine leading and emerging competitive players such as Hasbro, Mattel, Asmodee, Ravensburger, Spin Master, Goliath Games, Games Workshop, CMON, Iello, Thames & Kosmos, Repos Production, Czech Games Edition, Blue Orange, Indie Boards & Cards, Fantasy Flight Games.

Research paper of Global Board Games and Tabletop Games Market shows that companies are making better progress than their supply chain peers –including suppliers, majorly in end-use applications such as Entertainment, Family Activities, Social Events, Education.

The Global Board Games and Tabletop Games Market Study is segmented by Strategy Games, Family Games, Collectible Card Games, Dice Games.

The Global Board Games and Tabletop Games Market Study includes regional breakdown as North America, LATAM, West Europe,Central & Eastern Europe, Northern Europe, Southern Europe, East Asia, Southeast Asia, South Asia, Central Asia, Oceania, MEA

Historical Year: 2024 - 2019; Base year: 2019; Forecast period: 2025 to 2030

Board games and tabletop games are physical or virtual games that involve players interacting with a gameboard or components. These games are popular among families, friends, and communities for social gatherings, education, and entertainment. The market has seen a revival due to nostalgia and new innovative games.
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