Report Description

Forecast Period

2024-2028

Market Size (2022)

USD 16.5 Billion

CAGR (2023-2028)

6.33%

Fastest Growing Segment

Adults

Largest Market

Europe


Market Overview

Global Table Top Games Market was valued at USD 16.5 Billion in 2022 and is anticipated to project robust growth in the forecast period with a CAGR of 6.33% through 2028. The millennial population's growing interest in tabletop games of all kinds, as well as the use of board games in game cafes and bars, are the key market drivers enhancing the market growth.

There is an increase in demand for tabletop games as a result of the millennial generation's increased love for games like card and board games. Family gatherings, younger millennial generations, and kids have all become bigger fans of card games, board games, and strategy-based games in recent years. Board games' increasing popularity in game bars and cafés has been a major factor in the growth of the tabletop games industry. Thanks in large part to social media sites like YouTube, Instagram, and many more, tabletop games have become quite popular worldwide. Moreover, a big influence on the popularization of tabletop games has been provided by board game conventions. One conference that contributes to the growth of the popularity of tabletop games is the annual Gen Con convention, which is one of the biggest in North America in terms of attendance and the number of events. In order to reduce the harmful environmental effects of the waste produced by various toy kinds, such as gaming consoles, board games, dolls, and others, associated firms are now using sustainable solutions. Toy manufacturer Hasbro Inc., for example, partnered with Teracycle, a U.S. waste management company, in June 2020 to expand its toy and game recycling programme in the U.K. Board games, action figures, dolls, and plush toys are among the toys that are recycled in this type of programme.

Key Market Drivers

Nostalgia and Niche Appeal

Nostalgia and niche appeal are powerful drivers of the tabletop games market. Many individuals have fond memories of playing board games or card games with friends and family during their childhood. This nostalgia drives a desire to recreate those experiences, leading to increased interest in tabletop games. Additionally, tabletop games often cater to niche interests, from historical simulations to complex strategy games, making them an attractive option for enthusiasts with specific tastes.

In the modern age, the digital landscape can feel overwhelming, and tabletop games offer a break from screens and a return to more traditional forms of entertainment. Board games, card games, and role-playing games provide a tangible experience that cannot be replicated digitally. This sensory engagement appeals to the desire for genuine social interaction, the tactile experience of moving pieces on a board, and the satisfaction of rolling dice or shuffling cards.

Board games, in particular, have successfully tapped into this nostalgia and niche appeal by reviving classic titles and creating new ones that maintain the charm of traditional gaming. Games like "Settlers of Catan," "Ticket to Ride," and "Carcassonne" have introduced a new generation to the joy of board gaming. Simultaneously, niche games like "Twilight Imperium" or "Gloomhaven" cater to players seeking more complex and immersive experiences.

The Rise of Hobby Gaming

The tabletop games market has experienced a significant surge in popularity, partly due to the rise of hobby gaming. In the past, board games were often seen as simple diversions for children or family gatherings. Today, they are embraced as a serious hobby by a diverse group of enthusiasts.

Hobbyists invest considerable time and resources in board games, making it a substantial part of their lives. The rise of hobby gaming can be attributed to several factors, including the increasing complexity and depth of modern board games. Titles like "Scythe" and "Terraforming Mars" offer intricate gameplay, deep strategy, and captivating narratives, which appeal to gamers looking for more than just casual entertainment.

Furthermore, the social aspect of tabletop gaming plays a crucial role in the growth of this hobby. Board games offer a unique opportunity for face-to-face interaction, fostering connections among players. Whether at a local game store, board game cafe, or in the comfort of one's home, these games facilitate meaningful social experiences. It's not just about competition; it's about shared experiences, laughter, and camaraderie.

Crowdfunding and Independent Game Design

The advent of crowdfunding platforms, such as Kickstarter, has revolutionized the tabletop games industry. Independent designers and small publishing companies can now bring their creative visions to life without relying on traditional publishers. This democratization of game design has resulted in a flood of innovative and diverse games entering the market.

Crowdfunding has several advantages for game designers. It provides the capital needed to produce high-quality games, bypassing the barriers of entry that previously existed in the industry. Independent designers can directly engage with their potential player base, building a community around their projects and receiving valuable feedback during development.

Additionally, crowdfunding enables the creation of niche and experimental games that might not have gained approval from mainstream publishers. As a result, we've seen an explosion of unique, niche, and artistically driven tabletop games. Games like "Exploding Kittens" and "Gloom" exemplify how crowdfunding has allowed quirky and unconventional games to thrive.

However, the crowdfunding landscape also presents challenges. Projects must be well-managed, deliver on their promises, and navigate the complexities of production and distribution. Nonetheless, crowdfunding has become a fundamental driver of creativity, diversity, and growth in the tabletop games market.

Licensing and Intellectual Property

The tabletop games industry has harnessed the power of licensing and intellectual property (IP) to great effect. Licensing well-known franchises, from popular movies and TV shows to beloved video games, has proven to be a winning strategy. These licenses provide a built-in fan base and an instant recognition factor, making it easier to market and sell the games.

Notable examples include "Star Wars: X-Wing Miniatures Game" and "Harry Potter: Hogwarts Battle." These games have leveraged their respective franchises to create immersive experiences that resonate with fans. Players often relish the opportunity to step into the worlds they love, whether it's exploring Hogwarts or piloting iconic Star Wars ships.

Licensing also extends to collaborations with famous designers, artists, and authors. For instance, games designed by well-known industry figures like Reiner Knizia or featuring art by illustrators like Vincent Dutrait often attract a dedicated following.

Furthermore, tabletop games often serve as a marketing extension for IPs. They generate additional revenue, keep fans engaged, and introduce new audiences to the source material. This mutually beneficial relationship between tabletop gaming and IP is likely to continue driving the market's growth.

Expanding Target Demographics

Traditionally, tabletop games were associated with a predominantly male and adult audience. However, in recent years, the industry has seen a significant shift in demographics. Tabletop games are increasingly enjoyed by a broader and more diverse group of players.

One driver of this change is the development of games specifically designed to be inclusive. There's been a notable rise in games that appeal to women, families, and children. These games often focus on themes of cooperation, storytelling, and accessibility, aiming to make tabletop gaming a more welcoming space for all.

Additionally, the industry has witnessed efforts to promote diversity and representation, both in game design and themes. This has led to games that explore a wider range of cultures, historical periods, and experiences. Games like "Azul" and "Wingspan" offer fresh perspectives and draw inspiration from diverse sources.

 

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Key Market Challenges

Market Saturation

One of the primary challenges in the tabletop games market is market saturation. The industry has experienced rapid growth, resulting in a flood of new games entering the market each year. While this variety is a testament to the creative diversity within the industry, it also poses a challenge in terms of market saturation and competition. As more and more games are released, it becomes increasingly challenging for any one game to stand out and capture the attention of potential players. Tabletop game enthusiasts are spoilt for choice, making it difficult for new or lesser-known titles to gain traction. This saturation can overwhelm consumers, making it challenging for them to navigate the vast landscape of available games.

Furthermore, for game designers and publishers, getting noticed and securing shelf space in physical stores or a prominent digital presence is a daunting task. This competition has led to increased marketing and promotional expenses, further squeezing the resources of smaller companies. Market saturation also puts pressure on established titles and franchises to innovate and maintain relevance. The need to continually release expansions or updated editions to keep players engaged can be both financially and creatively taxing.

High Production Costs

The tabletop games market faces the challenge of high production costs, which can act as a significant barrier to entry for independent designers and smaller publishing companies. The process of designing, prototyping, playtesting, and manufacturing a board game or card game is resource-intensive. Key cost factors include artwork, components, manufacturing, quality control, and packaging. Many modern tabletop games require high-quality artwork and components to attract consumers, but these elements come at a premium. Elaborate miniatures, custom dice, and intricate game boards all contribute to the cost.

Moreover, the quality control process is vital to ensure that the final product meets the expectations of consumers. Any errors or defects can lead to negative reviews and diminished trust in the brand. As such, quality control adds to the production expenses. Smaller publishers and independent designers often find it challenging to secure the financial resources required for game development and production. While crowdfunding has helped address this challenge to some extent, it doesn't eliminate the inherent risk of game development. High production costs can also lead to a higher retail price for tabletop games, potentially limiting their appeal to price-conscious consumers. Striking a balance between quality and affordability is an ongoing challenge for the industry.

Retail Distribution and Shelf Space

In a market characterized by an overwhelming number of titles, securing retail distribution and prominent shelf space is a major challenge. Physical retail stores, including game stores, hobby shops, and bookstores, play a crucial role in the tabletop games ecosystem. Retailers are inundated with new game releases, and competition for limited shelf space is fierce. Established and popular titles often receive priority placement, leaving smaller or lesser-known games at a disadvantage. This dynamic can make it difficult for new or independent games to reach potential customers through traditional retail channels.

Furthermore, the rise of online retail, particularly on e-commerce platforms like Amazon, has reshaped the way consumers purchase tabletop games. While online distribution offers broader access to customers, it also intensifies competition, as games must now compete for visibility in a vast digital marketplace. This challenge forces game designers and publishers to think creatively about marketing and distribution strategies. Establishing relationships with retailers, participating in trade shows, and offering exclusive content to incentivize retailers to carry their products are among the strategies employed to address this issue.

Key Market Trends

Digital Integration and Hybrid Gaming

One of the most significant trends in the tabletop games market is the integration of digital elements and the rise of hybrid gaming experiences. While tabletop gaming has traditionally been an analog pursuit, the boundary between physical and digital gaming has become increasingly blurred. This trend is driven by the recognition that digital tools and apps can enhance tabletop gaming experiences. Many board games and card games now incorporate companion apps to streamline rules, manage game components, or introduce dynamic storytelling elements. Games like "Mansions of Madness" and "Gloomhaven" utilize apps to provide players with immersive narratives and automate complex game mechanics. Moreover, apps can facilitate remote play, connecting friends and family members who are physically separated. Online tabletop gaming platforms, such as "Tabletop Simulator" and "Board Game Arena," allow players to recreate the experience of sitting around a physical game board, even if they are in different locations. The hybridization of tabletop gaming not only introduces innovation and convenience but also caters to a new generation of players who are accustomed to digital technology. This trend is likely to continue as game designers seek to strike a balance between the tangible charm of physical game components and the enhanced functionality provided by digital integration.

Crowdfunding and Independent Design

Crowdfunding platforms, particularly Kickstarter, have become instrumental in shaping the tabletop games market. Independent designers and small publishing companies have harnessed the power of crowdfunding to bring their creative visions to life without relying on traditional publishers. This trend democratizes game design and production, allowing innovative and niche games to flourish. Independent designers can directly engage with their potential player base, build communities around their projects, and receive valuable feedback during development. Crowdfunding provides the capital needed to produce high-quality games, circumventing the barriers of entry that once hindered smaller companies. This trend has led to an explosion of unique and artistically driven tabletop games that cater to diverse interests and player preferences. While crowdfunding has brought about a wealth of creative opportunities, it also presents challenges. Projects must be well-managed to deliver on their promises and navigate the complexities of production and distribution. However, this trend is likely to persist as crowdfunding platforms continue to offer a viable path for new and independent designers to enter the market.

Sustainability and Eco-Friendly Practices

An emerging trend in the tabletop games market is a growing focus on sustainability and eco-friendly practices. As consumers become more environmentally conscious, they expect the products they purchase, including board games and card games, to align with their values. This trend has led to increased scrutiny of game components and packaging materials. Game designers and publishers are exploring alternative materials and manufacturing processes to reduce their ecological footprint. Sustainable materials such as recycled paper, soy-based inks, and biodegradable components are gaining traction. Moreover, some companies have embraced eco-friendly packaging, using minimalist designs, recyclable materials, and reduced plastic content. Reducing waste and environmental impact is a priority, and game publishers are exploring ways to make their products more sustainable. The trend toward sustainability is not only driven by consumer demand but also by a desire within the industry to minimize its ecological impact. As awareness of environmental issues continues to grow, this trend will likely become a standard practice in tabletop game production.

Segmental Insights

Application Insights

Based on application, the adults segment led the market share in 2022 and is expected to maintain its dominance during the forecast period. Tabletop games for adults, including role-playing games and miniature war games, are featured in this section. Publishers in the tabletop gaming industry provide a variety of adult-oriented role-playing games and miniature war games. Among the most played games by adults include Blades in the Dark, Masks, Feng Shui 2, Star Wars Legion, Infinity Miniatures Game, Dungeons & Dragons, and Index Card RPG. The number of adults and teens who are becoming more and more interested in strategy and war-based games is predicted to fuel the market for tabletop games' expansion in the upcoming years.

 

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Regional Insights

Europe holds the largest market in 2022. A significant market for tabletop gaming is Europe. In addition to being the largest market in Europe, Germany is predicted to grow at the quickest rate. In Europe, the number of millennials playing tabletop games is rising at a notable rate. Even though China is currently the center of much of the manufacturing, Europe also produces a sizable amount of the miniature war games. A survey by the Toy Industries of Europe states that the European board game market comprises around 5,000 small and medium-sized enterprises (SMEs). SMEs, on the other hand, account for more than 99% of all businesses and are essential to the European economy, especially in the rural areas where the majority of businesses are situated. In order to reduce the harmful environmental effects of the waste produced by various toy kinds, such as gaming consoles, board games, dolls, and others, associated firms are now using sustainable solutions. Toy manufacturer Hasbro Inc., for example, partnered with Teracycle, a U.S. waste management company, in June 2020 to expand its toy and game recycling programme in the U.K. Board games, action figures, dolls, and plush toys are among the toys that are recycled in this type of programme.

Recent Developments

  • In 2023 - The Elder Scrolls: Betrayal of the Second Era was launched; this cooperative dungeon crawler allows players to create their own custom characters and team up to explore the world of Tamriel. The game features a branching narrative and a variety of different quests, making for a unique and replayable experience.
  • In 2023 - Sleeping Gods: Distant Skies was launched, this sequel to the popular adventure game Sleeping Gods takes players to the far reaches of space. Players will explore a variety of different planets, encounter new alien races, and battle dangerous space pirates.

Key Market Players

  • NSF boardgames and puzzles
  • Ravensburger
  • Hasbro Inc.
  • Australian Design Group
  • Goliath Games, LLC
  • Mattel, Inc
  • Buffalo Games
  • Korea BoardGames
  • Asmodee Group
  • Lifestyle Boardgames Ltd

 By Type

By Application

By Distribution Channel

By Region

  • Board Games
  • Card Games
  • Quiz Games
  • Strategy Games
  • Others
  • Children
  • Adults
  • Supermarkets/Hypermarkets
  • Convenience Stores
  • Specialty Stores
  • Online
  • Others
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

 

Report Scope:

In this report, the Global Table Top Games Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

  • Table Top Games Market, By Type:

o   Board Games

o   Card Games

o   Quiz Games

o   Strategy Games

o   Others

  • Table Top Games Market, By Application:

o   Children

o   Adults

  • Table Top Games Market, By Distribution Channel:

o   Supermarkets/Hypermarkets

o   Convenience Stores

o   Specialty Stores

o   Online

o   Others

  • Table Top Games Market, By Region:

o   North America

§  United States

§  Canada

§  Mexico

o   Europe

§  France

§  United Kingdom

§  Italy

§  Germany

§  Spain

o   Asia-Pacific

§  China

§  India

§  Japan

§  Australia

§  South Korea

o   South America

§  Brazil

§  Argentina

§  Colombia

o   Middle East & Africa

§  South Africa

§  Saudi Arabia

§  UAE

§  Turkey

§  Egypt

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Table Top Games Market.

Available Customizations:

Global Table Top Games market report with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Global Table Top Games Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

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.  Factors Influencing Purchase Decisions

4.3.  Challenges Faced

5.    Global Table Top Games 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, Quiz Games, Strategy Games, Others)

5.2.2.    By Application Market Share Analysis (Children, Adults)

5.2.3.    By Distribution Channel Market Share Analysis (Supermarkets/Hypermarkets, Convenience Stores, Specialty Stores, Online, Others)

5.2.4.    By Regional Market Share Analysis

5.2.4.1.        North America Market Share Analysis

5.2.4.2.        South America Market Share Analysis

5.2.4.3.        Middle East & Africa Market Share Analysis

5.2.4.4.        Europe Market Share Analysis

5.2.4.5.        Asia-Pacific Market Share Analysis

5.2.5.    By Top 5 Companies Market Share Analysis, Others (2022)

5.3.  Global Table Top Games Market Mapping & Opportunity Assessment

5.3.1.    By Type Market Mapping & Opportunity Assessment

5.3.2.    By Application Market Mapping & Opportunity Assessment

5.3.3.    By Distribution Channel Market Mapping & Opportunity Assessment

5.3.4.    By Region Channel Market Mapping & Opportunity Assessment

6.    North America Table Top Games 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 Application Market Share Analysis

6.2.3.    By Distribution Channel Market Share Analysis

6.3.  North America: Country Analysis

6.3.1.    United States Table Top Games 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 Application Market Share Analysis

6.3.1.2.3.           By Distribution Channel Market Share Analysis

6.3.2.    Canada Table Top Games 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 Application Market Share Analysis

6.3.2.2.3.           By Distribution Channel Market Share Analysis

6.3.3.    Mexico Table Top Games 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 Application Market Share Analysis

6.3.3.2.3.           By Distribution Channel Market Share Analysis

7.    Europe Table Top Games 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 Application Market Share Analysis

7.2.3.    By Distribution Channel Market Share Analysis

7.3.  Europe: Country Analysis

7.3.1.    Germany Table Top Games 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 Application Market Share Analysis

7.3.1.2.3.           By Distribution Channel Market Share Analysis

7.3.2.    United Kingdom Table Top Games 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 Application Market Share Analysis

7.3.2.2.3.           By Distribution Channel Market Share Analysis

7.3.3.    Italy Table Top Games Market Outlook

7.3.3.1.        Market Size & Forecast

7.3.3.1.1.           By Value

7.3.3.2.        Market Share & Forecasty

7.3.3.2.1.           By Type Market Share Analysis

7.3.3.2.2.           By Application Market Share Analysis

7.3.3.2.3.           By Distribution Channel Market Share Analysis

7.3.4.    France Table Top Games 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 Application Market Share Analysis

7.3.4.2.3.           By Distribution Channel Market Share Analysis

7.3.5.    Spain Table Top Games 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 Application Market Share Analysis

7.3.5.2.3.           By Distribution Channel Market Share Analysis

8.    Asia-Pacific Table Top Games 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 Application Market Share Analysis

8.2.3.    By Distribution Channel Market Share Analysis

8.3.  Asia-Pacific: Country Analysis

8.3.1.    China Table Top Games 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 Application Market Share Analysis

8.3.1.2.3.           By Distribution Channel Market Share Analysis

8.3.2.    India Table Top Games 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 Application Market Share Analysis

8.3.2.2.3.           By Distribution Channel Market Share Analysis

8.3.3.    Japan Table Top Games 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 Application Market Share Analysis

8.3.3.2.3.           By Distribution Channel Market Share Analysis

8.3.4.    South Korea Table Top Games 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 Application Market Share Analysis

8.3.4.2.3.           By Distribution Channel Market Share Analysis

8.3.5.    Australia Table Top Games 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 Application Market Share Analysis

8.3.5.2.3.           By Distribution Channel Market Share Analysis

9.    South America Table Top Games 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 Application Market Share Analysis

9.2.3.    By Distribution Channel Market Share Analysis

9.3.  South America: Country Analysis

9.3.1.    Brazil Table Top Games 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 Application Market Share Analysis

9.3.1.2.3.           By Distribution Channel Market Share Analysis

9.3.2.    Argentina Table Top Games 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 Application Market Share Analysis

9.3.2.2.3.           By Distribution Channel Market Share Analysis

9.3.3.    Colombia Table Top Games 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 Application Market Share Analysis

9.3.3.2.3.           By Distribution Channel Market Share Analysis

10. Middle East and Africa Table Top Games 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 Application Market Share Analysis

10.2.3. By Distribution Channel Market Share Analysis

10.3.             MEA: Country Analysis

10.3.1. South Africa Table Top Games 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 Application Market Share Analysis

10.3.1.2.3.         By Distribution Channel Market Share Analysis

10.3.2. Saudi Arabia Table Top Games 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 Application Market Share Analysis

10.3.2.2.3.         By Distribution Channel Market Share Analysis

10.3.3. UAE Table Top Games 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 Application Market Share Analysis

10.3.3.2.3.         By Distribution Channel Market Share Analysis

10.3.4. Turkey Table Top Games 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 Application Market Share Analysis

10.3.4.2.3.         By Distribution Channel Market Share Analysis

10.3.5. Egypt Table Top Games Market Outlook

10.3.5.1.     Market Size & Forecast

10.3.5.1.1.         By Value

10.3.5.2.     Market Share & Forecast

10.3.5.2.1.         By Type Market Share Analysis

10.3.5.2.2.         By Application Market Share Analysis

10.3.5.2.3.         By Distribution Channel Market Share Analysis

11. Market Dynamics

11.1.            Drivers

11.2.            Challenges

12. Market Trends & Developments

13. SWOT Analysis

13.1.            Strength

13.2.            Weakness

13.3.            Opportunity

13.4.            Threat

14. Competitive Landscape

14.1.            Company Profiles

14.1.1. NSF boardgames and puzzles

14.1.1.1.     Company Details

14.1.1.2.     Products & Services

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. Ravensburger

14.1.2.1.     Company Details

14.1.2.2.     Products & Services

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. Hasbro Inc.

14.1.3.1.     Company Details

14.1.3.2.     Products & Services

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. Australian Design Group

14.1.4.1.     Company Details

14.1.4.2.     Products & Services

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. Goliath Games, LLC

14.1.5.1.     Company Details

14.1.5.2.     Products & Services

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. Mattel, Inc

14.1.6.1.     Company Details

14.1.6.2.     Products & Services

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. Buffalo Games

14.1.7.1.     Company Details

14.1.7.2.     Products & Services

14.1.7.3.     Financials (As Per Availability)

14.1.7.4.     Key Market Focus & Geographical Presence

14.1.7.5.     Recent Developments

14.1.7.6.     Key Management Personnel

14.1.8. Korea BoardGames

14.1.8.1.     Company Details

14.1.8.2.     Products & Services

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. Asmodee Group

14.1.9.1.     Company Details

14.1.9.2.     Products & Services

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.              Lifestyle Boardgames Ltd

14.1.10.1.  Company Details

14.1.10.2.  Products & Services

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

15.1.            Key Focus Areas

15.2.            Target Type

15.3.            Target Distribution Channel

16. About Us & Disclaimer

Figures and Tables

Frequently asked questions

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The market size of the Global Table Top Games Market was estimated to be USD 16.5 billion in 2022.

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The adults segment demonstrated significant dominance in 2022, due to increasing popularity of cooperative games. Cooperative games, growing demand for complex and challenging games, increasing popularity of board games and other tabletop games among adults

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Europe dominated the market with a revenue share in 2022. The rise in adoption of tabletop games by millennials is increasing at a significant rate in Europe.

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Increasing popularity of board games and other tabletop games among adults, the growing demand for social and family-friendly activities, and the rising popularity of online tabletop gaming platforms are the major drivers for the Global Table Top Games Market.

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Parvati Sharma

Account Manager BD
Press Release

Table Top Games Market to Grow with a CAGR of 6.33% Globally through to 2028

Dec, 2023

Increasing popularity of board games and other tabletop games among adults and growing demand for social and family-friendly activities are factors driving the global table top games market in the fo