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市場調查報告書
商品編碼
1646323

圖板遊戲市場規模、佔有率和成長分析(按遊戲類型、年齡層、銷售管道和地區)- 2025-2032 年產業預測

Board Games Market Size, Share, Growth Analysis, By Game Type (Monopoly, Scrabble), By Age Group (2-5 Years, 5-12 Years), By Sales Channel, By Region - Industry Forecast 2025-2032

出版日期: | 出版商: SkyQuest | 英文 165 Pages | 商品交期: 3-5個工作天內

價格
簡介目錄

預計到 2023 年全球圖板遊戲市場規模將達到 143.2 億美元,並從 2024 年的 157.7 億美元成長到 2032 年的 340.4 億美元,預測期內(2025-2032 年)的複合年成長率為 10.1%。

隨著數位化技術的進步,圖板遊戲市場持續成長,因為家長們對透過有趣的遊戲來提升孩子的分析能力的興趣日益濃厚。這種傳統的身體互動,結合了棋子和標記棋盤,吸引了世界各地的成人和兒童。教育機構經常採用基於策略的遊戲來培養學生的分析思維。隨著高所得者尋求休閒,圖板遊戲產業必將成長。時間限制的增加和遠距工作的轉變使得家庭優先考慮在一起度過的高品質時間,進一步增加了對這些遊戲的需求。預計未來美國圖板遊戲市場仍將持續持續成長。

目錄

介紹

  • 調查目的
  • 研究範圍
  • 定義

調查方法

  • 資訊採購
  • 資料和主要資料方法
  • 市場規模預測
  • 市場假設與限制

執行摘要

  • 全球市場展望
  • 供需趨勢分析
  • 細分機會分析

市場動態及展望

  • 市場概況
  • 市場規模
  • 市場動態
    • 促進因素和機會
    • 限制與挑戰
  • 波特的分析

主要市場考察

  • 關鍵成功因素
  • 競爭程度
  • 主要投資機會
  • 市場生態系統
  • 市場吸引力指數(2024 年)
  • PESTEL 分析
  • 總體經濟指標
  • 價值鏈分析
  • 定價分析
  • 客戶和購買標準分析

圖板遊戲市場規模(按遊戲類型和複合年成長率) (2025-2032)

  • 市場概況
  • Monopoly
  • Scrabble
  • Chess
  • 其他

圖板遊戲市場規模(依年齡層分類)及複合年成長率(2025-2032 年)

  • 市場概況
  • 2至5年
  • 5至12歲
  • 12至25歲
  • 年齡 25 歲或以上

圖板遊戲市場規模(按銷售管道和複合年成長率) (2025-2032)

  • 市場概況
  • 網路商店
  • 專賣店
  • 大賣場和超級市場
  • 其他

圖板遊戲市場規模(按地區)及複合年成長率(2025-2032)

  • 北美洲
    • 美國
    • 加拿大
  • 歐洲
    • 德國
    • 西班牙
    • 法國
    • 英國
    • 義大利
    • 其他歐洲國家地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他亞太地區
  • 拉丁美洲
    • 巴西
    • 其他拉丁美洲國家
  • 中東和非洲
    • 海灣合作理事會國家
    • 南非
    • 其他中東和非洲地區

競爭資訊

  • 前 5 家公司對比
  • 主要企業市場定位(2024年)
  • 主要市場參與者所採用的策略
  • 近期市場趨勢
  • 公司市場佔有率分析(2024 年)
  • 主要企業簡介
    • 公司簡介
    • 產品系列分析
    • 按細分市場分析市場佔有率
    • 收益與前一年同期比較對比(2022-2024 年)

主要企業簡介

  • Hasbro, Inc.(USA)
  • Mattel, Inc.(USA)
  • Ravensburger AG(Germany)
  • Asmodee Editions(France)
  • Goliath BV(Netherlands)
  • Grand Prix International(Thailand)
  • Games Workshop Group PLC(UK)
  • Fantasy Flight Games(USA)
  • Spin Master Corp.(Canada)
  • IELLO Games(France)
  • CMON Limited(Singapore)
  • WizKids/NECA(USA)
  • Grey Fox Games(USA)
  • Kosmos(Germany)
  • HABA(Germany)
  • Blue Orange Games(USA)
  • Z-Man Games(USA)
  • Pegasus Spiele(Germany)
  • Plan B Games(Canada)
  • Renegade Game Studios(USA)

結論和建議

簡介目錄
Product Code: SQMIG25J2057

Global Board Games Market size was valued at USD 14.32 billion in 2023 and is poised to grow from USD 15.77 billion in 2024 to USD 34.04 billion by 2032, growing at a CAGR of 10.1% during the forecast period (2025-2032).

The board games market continues to thrive amidst digital advancements, driven by a resurgence in interest from parents seeking to enhance their children's analytical skills through engaging gameplay. This tradition of physical interaction, with its combination of pieces and marked boards, appeals to both adults and children worldwide. Educational institutions often incorporate strategy-based games to foster analytical thinking among students. As more individuals within higher income brackets seek recreational activities, the board games sector is poised for growth. Increasing time constraints and a shift towards remote work have led families to prioritize quality time together, further fueling demand for these games. The US board games market is projected to experience sustainable growth in the coming years.

Top-down and bottom-up approaches were used to estimate and validate the size of the Global Board Games market and to estimate the size of various other dependent submarkets. The research methodology used to estimate the market size includes the following details: The key players in the market were identified through secondary research, and their market shares in the respective regions were determined through primary and secondary research. This entire procedure includes the study of the annual and financial reports of the top market players and extensive interviews for key insights from industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares split, and breakdowns were determined using secondary sources and verified through Primary sources. All possible parameters that affect the markets covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data.

Global Board Games Market Segments Analysis

Global Board Games Market is segmented by Game Type, Age Group, Sales Channel and region. Based on Game Type, the market is segmented into Monopoly, Scrabble, Chess and Others. Based on Age Group, the market is segmented into 2-5 Years, 5-12 Years, 12-25 Years and Above 25 Years. Based on Sales Channel, the market is segmented into Online Stores, Specialty Stores, Hypermarkets & Supermarkets and Others. Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa.

Driver of the Global Board Games Market

The Global Board Games market is experiencing significant growth driven by the expanding customer base and increasing interest in board games worldwide. This surge in popularity is largely fueled by the rise of e-commerce, which has made these games more accessible to a broader audience. As online shopping continues to gain traction, more consumers are discovering and purchasing board games, thus stimulating demand within the industry. This trend reflects a shift in social interaction preferences, as people seek engaging and entertaining ways to connect with family and friends, ultimately propelling the growth of the global board games market.

Restraints in the Global Board Games Market

The global board games market is likely to encounter significant challenges due to the increasing popularity of online multiplayer games and virtual entertainment options. As digital gaming continues to expand rapidly, it attracts a broader audience, diverting attention away from traditional board games. This shift in consumer preference poses a restraint on the board game industry, as potential players are drawn to the immersive experiences and social interactions offered by virtual platforms. Consequently, board game manufacturers must adapt to these emerging trends in order to remain competitive and relevant in a landscape increasingly dominated by digital alternatives.

Market Trends of the Global Board Games Market

The Global Board Games market is experiencing a notable trend driven by the increase in leisure time, particularly during the extended shutdowns of workplaces worldwide. This shift has led to a surge in the popularity of strategy and war games, appealing to game enthusiasts seeking immersive experiences at home. With more consumers prioritizing family engagement and social interactions, board games have become a prevalent choice for recreation, shaping a vibrant market landscape. This trend reflects a significant pivot towards residential gaming, favoring games that stimulate strategic thinking and collaboration, ultimately driving growth in sales and innovation within the board game industry.

Table of Contents

Introduction

  • Objectives of the Study
  • Scope of the Report
  • Definitions

Research Methodology

  • Information Procurement
  • Secondary & Primary Data Methods
  • Market Size Estimation
  • Market Assumptions & Limitations

Executive Summary

  • Global Market Outlook
  • Supply & Demand Trend Analysis
  • Segmental Opportunity Analysis

Market Dynamics & Outlook

  • Market Overview
  • Market Size
  • Market Dynamics
    • Drivers & Opportunities
    • Restraints & Challenges
  • Porters Analysis
    • Competitive rivalry
    • Threat of substitute
    • Bargaining power of buyers
    • Threat of new entrants
    • Bargaining power of suppliers

Key Market Insights

  • Key Success Factors
  • Degree of Competition
  • Top Investment Pockets
  • Market Ecosystem
  • Market Attractiveness Index, 2024
  • PESTEL Analysis
  • Macro-Economic Indicators
  • Value Chain Analysis
  • Pricing Analysis
  • Customer & Buying Criteria Analysis

Global Board Games Market Size by Game Type & CAGR (2025-2032)

  • Market Overview
  • Monopoly
  • Scrabble
  • Chess
  • Others

Global Board Games Market Size by Age Group & CAGR (2025-2032)

  • Market Overview
  • 2-5 Years
  • 5-12 Years
  • 12-25 Years
  • Above 25 Years

Global Board Games Market Size by Sales Channel & CAGR (2025-2032)

  • Market Overview
  • Online Stores
  • Specialty Stores
  • Hypermarkets & Supermarkets
  • Others

Global Board Games Market Size & CAGR (2025-2032)

  • North America (Game Type, Age Group, Sales Channel)
    • US
    • Canada
  • Europe (Game Type, Age Group, Sales Channel)
    • Germany
    • Spain
    • France
    • UK
    • Italy
    • Rest of Europe
  • Asia Pacific (Game Type, Age Group, Sales Channel)
    • China
    • India
    • Japan
    • South Korea
    • Rest of Asia-Pacific
  • Latin America (Game Type, Age Group, Sales Channel)
    • Brazil
    • Rest of Latin America
  • Middle East & Africa (Game Type, Age Group, Sales Channel)
    • GCC Countries
    • South Africa
    • Rest of Middle East & Africa

Competitive Intelligence

  • Top 5 Player Comparison
  • Market Positioning of Key Players, 2024
  • Strategies Adopted by Key Market Players
  • Recent Developments in the Market
  • Company Market Share Analysis, 2024
  • Company Profiles of All Key Players
    • Company Details
    • Product Portfolio Analysis
    • Company's Segmental Share Analysis
    • Revenue Y-O-Y Comparison (2022-2024)

Key Company Profiles

  • Hasbro, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Mattel, Inc. (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Ravensburger AG (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Asmodee Editions (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Goliath B.V. (Netherlands)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Grand Prix International (Thailand)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Games Workshop Group PLC (UK)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Fantasy Flight Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Spin Master Corp. (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • IELLO Games (France)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • CMON Limited (Singapore)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • WizKids/NECA (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Grey Fox Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Kosmos (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • HABA (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Blue Orange Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Z-Man Games (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Pegasus Spiele (Germany)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Plan B Games (Canada)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments
  • Renegade Game Studios (USA)
    • Company Overview
    • Business Segment Overview
    • Financial Updates
    • Key Developments

Conclusion & Recommendations