According to the global board games market report by IMARC Group, the market reached a value of US$ 13.4 Billion in 2021, and it is projected to reach a value of US$ 26.68 Billion by 2027, exhibiting a CAGR of 11.50% during 2022-2027.
Board Games Market Overview
Board games refer to tabletop games that are played with counters or pieces by adding to, subtracting from, or moving across a board. They include chess, weiqi, xiangqi, shogi, oware, scrabble, trivial pursuit, settlers of catan, clue, a ticket to ride, uno, etc. Board games offer markings and designated spaces with tokens, dice, stones, cards, or other pieces that are used in particular ways throughout the game. They aid children in counting spaces, identifying colors, enhancing hand-eye coordination and dexterity in moving cards and pieces around the board, etc. In line with this, these games assist in sharpening the focus of individuals while promoting structured opportunities for interaction and entertainment.
Impact of COVID-19:
We are regularly tracking the direct effect of COVID-19 on the market, along with the indirect influence of associated industries. These observations will be integrated into the report.
Major Market drivers in the Board Games Market
The inflating need for improving team-building skills and facilitating active learning and problem-solving skills among children is primarily augmenting the board games market. Furthermore, they are widely available via online and offline distribution channels, which is positively influencing the global market. Apart from this, the expanding e-commerce sector is acting as another significant growth-inducing factor.
Moreover, the increasing number of game bars and cafes across countries and the widespread adoption of strategy and war-based games by teenagers and adults are further catalyzing the global market. Besides this, the emerging trend of playschool activities in educational institutions is also bolstering the market growth. Additionally, the rising investments in RD activities by key market players for introducing variants with Virtual Reality (VR) to enhance the experience of players are expected to fuel the board games market in the coming years.
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For the competitor segment, the report includes global key players of the Board Games Market.
Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG and The Walt Disney Co.
Report Segmentation:
The report has been segmented the market into following categories:
Breakup by Product Type:
- Tabletop Games
- Card and Dice Games
- Collectible Card Games
- Miniature Games
- RPG Games
Breakup by Game Type:
- Strategy and War Games
- Educational Games
- Fantasy Games
- Sport Games
- Others
Breakup by Age Group:
- 0-2 Years
- 2-5 Years
- 5-12 Years
- Above 12 Years
Breakup by Distribution Channel:
- Supermarkets and Hypermarkets
- Specialty Stores
- Online Stores
- Others
Regional Insights:
- Asia Pacific
- North America
- Europe
- Middle East and Africa
- Latin America
On the geographical front, Asia Pacific enjoys the leading position in the market. This can be attributed to the rising establishment of international companies in the region, on account of low manufacturing costs and cheap labor.
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Key Questions Answered in the Global Board Games Market Report
• How has the global Board Games industry performed in the past and how will it perform in the near future?
• What is the impact of COVID-19 on the global Board Games market?
• What are the key regions in the global Board Games industry?
• What are the major driving factors and challenges in the global Board Games market?
• What is the structure of the global Board Games industry and who are the leading players?
• What is the degree of competition in the market?
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