Board Games Market to Grow with a CAGR of 11.9% through 2029F
Global Board Games Market continues to thrive due to factors
such as integration of digital technology, the rise of board game cafes and
social engagement, and the expansion of niche and customizable games.
According to TechSci Research report, “Board
Games Market - Global Industry Size, Share, Trends, Competition Forecast &
Opportunities, 2029F”, the Global Board Games Market stood at USD 15.2 billion
in 2023 and is anticipated to grow with a CAGR of 11.9% in the forecast period. The board games market has experienced a resurgence in recent years, driven by several key factors. One of the primary drivers is the increasing consumer interest in offline social activities. As people seek more interactive and engaging ways to connect with family and friends, board games have gained popularity for their ability to foster face-to-face interaction and provide entertainment beyond digital screens. Additionally, the rise of nostalgia among adults who grew up playing classic board games has contributed to a renewed interest in this market segment. Another significant driver is the growing trend of board games as educational tools. Educational institutions and parents are increasingly using board games to enhance learning experiences, develop critical thinking skills, and improve cognitive functions among children. This shift has led to a rise in the demand for games that offer educational value in addition to entertainment.
The board games market also faces several challenges. One major challenge is the competition from digital gaming platforms, which offer interactive and immersive experiences. The rapid advancement of technology and the proliferation of mobile and online games have led to a shift in consumer preferences, posing a threat to traditional board games. Additionally, the market is highly dependent on seasonal trends and consumer preferences, making it susceptible to fluctuations in demand. For instance, the market often experiences a surge in sales during the holiday season but may face a slowdown during other times of the year. The high cost of production and distribution can be a barrier for new entrants. Developing and manufacturing board games involves significant costs related to design, prototyping, and production, which can be challenging for smaller companies and startups. The board games market benefits from increasing interest in offline social activities and educational applications, it must navigate challenges such as competition from digital games, fluctuating demand, and high production costs.
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The global board games market is segmented into type, game
type, age group, sales channel, regional, and company.
Based on game type, Educational games represent the fastest-growing segment in the board games market, fueled by a rising emphasis on learning through play. These games engage players of all ages with interactive challenges that promote skills development, critical thinking, and knowledge retention. From STEM-focused games that teach science and math concepts to language learning and historical simulations, educational board games cater to diverse interests and educational goals. Their appeal extends beyond traditional classrooms, appealing to families, educators, and individuals seeking engaging and enriching entertainment options. As demand grows for educational content in recreational settings, this segment continues to innovate with new themes, technologies, and learning methodologies.
Based on region, The Asia Pacific region emerged as the fastest-growing segment in the global board games market, driven by a combination of economic growth, increasing disposable income, and a shift in consumer preferences. As the middle class expands across countries like China, India, and Japan, there is a rising demand for diverse entertainment options, including board games. The region's growing urbanization and the increasing number of families seeking quality time together further fuel the market’s growth. In Asia Pacific, there is a significant interest in both traditional board games and new, innovative formats. This is partly due to a cultural inclination towards family-centric activities and the rising popularity of game cafes and community events that showcase board games. Additionally, the region's burgeoning interest in educational and strategic board games reflects a broader trend towards intellectual engagement and skill development among younger audiences. Despite this growth, the Asia Pacific board games market faces certain challenges. The proliferation of digital gaming platforms, including mobile and online games, poses a competitive threat. Consumers’ increasing preference for digital entertainment can impact the demand for traditional board games. Additionally, the market is influenced by varying cultural preferences and regional tastes, which can complicate the development and localization of board game products. The Asia Pacific region’s expanding middle class, increased focus on family activities, and interest in educational games drive its status as the fastest-growing segment in the global board games market. However, the market must navigate challenges related to digital competition and diverse consumer preferences.
Major companies operating in global board games market
are:
- Buffalo Games, LLC
- Cartamundi Services NV
- Clementoni S.p.a.
- CMON Limited
- Franckh-Kosmos Verlags-GmbH & Co. KG
- Boyd Gaming Corporation
- H.P Gibson & Sons Ltd
- DEVIR AMERICAS, LLC
- Hasbro Inc.
- Mattel Inc.
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“One key trend in the board games market is the rise of cooperative games. These games, which require players to work together to achieve a common goal, are gaining popularity due to their emphasis on teamwork and shared experiences. This trend reflects a growing consumer preference for collaborative and inclusive gameplay, contrasting with traditional competitive board games. said Mr.
Karan Chechi, Research Director of TechSci Research, a research-based
management consulting firm.
“Board Games Market – Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type (Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games), By Game Type (Strategy and War Games, Educational Games, Fantasy Games, Sport Games, and Others), By Age Group (0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years), By Sales Channel (Supermarkets/Hypermarkets, Specialty Stores, Online, and Others), By Region & Competition, 2019-2029F", has evaluated
the future growth potential of global board games market and provides
statistics & information on market size, structure and future market
growth. The report intends to provide cutting-edge market intelligence and help
decision makers take sound investment decisions. Besides, the report also
identifies and analyzes the emerging trends along with essential drivers,
challenges, and opportunities in global board games market.
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