Board Games Market by Product, Distribution Channel, and Geography - Forecast and Analysis 2021-2025
- Published: Jul 2021
- Pages: 120
- SKU: IRTNTR40559
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The board games market share is expected to increase by USD 2.56 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 7.30%.
This board games market research report provides valuable insights on the post COVID-19 impact on the market, which will help companies evaluate their business approaches. Furthermore, this report extensively covers board games market segmentation by product (tabletop, card and dice, and role-playing), distribution channel (offline and online), and geography (Europe, North America, APAC, MEA, and South America). The board games market report also offers information on several market vendors, including Asmodee Holding, Atlas Games, Clementoni Spa, CMON Ltd., Franckh-Kosmos Verlags-GmbH & Co. KG, Hasbro Inc., Mattel Inc., PD-Verlag GmbH & Co. KG, Ravensburger Group, and The Goliath Games LLC among others.
What will the Board Games Market Size be During the Forecast Period?
Download the Free Report Sample to Unlock the Board Games Market Size for the Forecast Period and Other Important Statistics
Board Games Market: Key Drivers, Trends, and Challenges
The rapid improvements in content and gameplay is notably driving the board games market growth, although factors such as threat from alternate gaming platforms may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the board games industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.
Key Board Games Market Driver
One of the key factors driving growth in the board games market is the rapid improvements in content and gameplay. Manufacturers are increasingly focusing on developing story-driven board games with ample detailing to offer superior immersive experiences. These games involve a framework that enables participants to interact with each other in an easy and non-superficial manner while ensuring strong engagement throughout the duration of play. Classic board games such as Monopoly, Scrabble, Clue, and Life have undergone frequent updates in illustrations and gameplay to cater to changing market demand. Licensing deals between board game developers and popular movie and TV franchises also enable the development of story arcs and character updates in board games. Rapid improvements in content and gameplay features are expected to boost the growth of the global board games market during the forecast period.
Key Board Games Market Trend
The increasing digitization of board games is another factor supporting the board games market share growth. Leveraging technological advances, several board game publishers are increasingly incorporating mobile applications as part of the gaming experience. Apart from replicating successful board game versions on mobile platforms, vendors are also using mobile applications to assist in gameplay. Popular board games such as The Settlers of Catan (Thames & Kosmos) and Mansion of Madness (Asmodee Holding) offer mobile applications for assisting in various aspects of game setup and gameplay management that include game timers and tutorials with immersive graphics and soundtracks. The increasing digitization of board games is expected to encourage the adoption of board games and drive market growth during the forecast period.
Key Board Games Market Challenge
The threat from alternate gaming platforms will be a major challenge for the board games market during the forecast period. The rising penetration of mobile devices such as smartphones and tablets has seen the emergence of myriad mobile-based game offerings that target gamers of different age groups. Technological advances enable these applications to offer superior engagement and immersive experience through extensive storyboarding and detailing. Moreover, factors such as ease of access, better graphics, and content interactivity enable mobile games to attract and retain gamers at a rate higher than traditional board games. Most mobile games are offered as free applications, as game publishers generate their revenue from in-game advertisements and the purchase of virtual points and other gaming items. Besides mobile game publishers, console-based and PC-based gaming publishers offer a range of gaming titles at competitive prices. Thus, the growing threat from alternative gaming platforms is expected to hamper the growth of the global board games market.
This board games market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.
Parent Market Analysis
Technavio categorizes the global board games market as a part of the global leisure products industry within the global household durables market. The parent market, the global leisure products market, covers a variety of categories, including sports equipment, musical instruments, camping equipment, recreational vehicles, bicycles, toys, and other consumer-oriented games. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the board games market during the forecast period.
Who are the Major Board Games Market Vendors?
The report analyzes the market’s competitive landscape and offers information on several market vendors, including:
- Asmodee Holding
- Atlas Games
- Clementoni Spa
- CMON Ltd.
- Franckh-Kosmos Verlags-GmbH & Co. KG
- Hasbro Inc.
- Mattel Inc.
- PD-Verlag GmbH & Co. KG
- Ravensburger Group
- The Goliath Games LLC
This statistical study of the board games market encompasses successful business strategies deployed by the key vendors. The board games market is fragmented and the vendors are deploying organic and inorganic growth strategies to compete in the market.
To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
The board games market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.
Board Games Market Value Chain Analysis
Our report provides extensive information on the value chain analysis for the board games market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chains is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.
The value chain of the board games market includes the following core components:
- Inbound logistics
- Outbound logistics
- Marketing and sales
- Support activities
The report has further elucidated on other innovative approaches being followed by manufacturers to ensure a sustainable market presence.
Which are the Key Regions for Board Games Market?
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34% of the market’s growth will originate from Europe during the forecast period. France, Germany, and the UK are the key markets for board games in Europe. Market growth in this region will be slower than the growth of the market in other regions.
Demand for premium strategy-based board games has remained strong in Europe over the last few years. As board games constitute a key source of entertainment for customers across all age groups. This will facilitate the board games market growth in Europe over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.
COVID Impact and Recovery Analysis
The board games market witnessed a slow growth in 2020 due to the outbreak of COVID-19. Countries such as Russia, Italy, France, the UK, Spain, and Germany were severely affected by the pandemic. The imposition of social distancing regulations and lockdowns to safeguard workers disrupted operations and caused the shutdown of several manufacturing units, including the production factories of board games, which led to a decline in the production volume of board games in 2020. The governments of several countries lifted lockdown restrictions in the third quarter of 2020, which allowed board game producers and distribution channels, such as specialty stores, hypermarkets, and department stores, to resume operations. This is expected to propel the demand for board games in the region during the forecast period.
What are the Revenue-generating Product Segments in the Board Games Market?
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The board games market share growth by the tabletop segment will be significant during the forecast period. Tabletop games have witnessed a rapid surge in demand over the last few years, primarily from the rising adoption of board games at game bars and cafes. These outlets offer gamers the opportunity to play a range of tabletop board games for a nominal fee and have been instrumental in increasing awareness about innovative board game offerings. Additionally, the growing influence of social media influencers and gaming specialists has provided new avenues for game publishing vendors for promotion and constructive publicity.
This report provides an accurate prediction of the contribution of all the segments to the growth of the board games market size and actionable market insights on post COVID-19 impact on each segment.
Board Games Market Scope
Growth momentum & CAGR
Accelerate at a CAGR of 7.30%
Market growth 2021-2025
$ 2.56 billion
YoY growth (%)
Europe, North America, APAC, MEA, and South America
Performing market contribution
Europe at 34%
Key consumer countries
US, France, Germany, UK, and China
Leading companies, Competitive strategies, Consumer engagement scope
Key companies profiled
Asmodee Holding, Atlas Games, Clementoni Spa, CMON Ltd., Franckh-Kosmos Verlags-GmbH & Co. KG, Hasbro Inc., Mattel Inc., PD-Verlag GmbH & Co. KG, Ravensburger Group, and The Goliath Games LLC
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, Market condition analysis for the forecast period
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.
What are the Key Data Covered in this Board Games Market Report?
- CAGR of the market during the forecast period 2021-2025
- Detailed information on factors that will drive board games market growth during the next five years
- Precise estimation of the board games market size and its contribution to the parent market
- Accurate predictions on upcoming trends and changes in consumer behavior
- The growth of the board games industry across Europe, North America, APAC, MEA, and South America
- A thorough analysis of the market’s competitive landscape and detailed information on vendors
- Comprehensive details of factors that will challenge the growth of board games market vendors
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1. Executive Summary
2. Market Landscape
2.1 Market ecosystem
Exhibit 01: Parent market
Exhibit 02: Market Characteristics
2.2 Value chain analysis
Exhibit 03: Value Chain Analysis: Leisure Products
2.2.2 Inbound logistics
2.2.4 Outbound logistics
2.2.5 Marketing and sales
2.2.7 Support activities
3. Market Sizing
3.1 Market definition
Exhibit 04: Offerings of vendors included in the market definition
3.2 Market segment analysis
Exhibit 05: Market segments
3.3 Market size 2020
3.4 Market outlook: Forecast for 2020 - 2025
Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)
4. Five Forces Analysis
4.1 Five Forces Summary
Exhibit 08: Five forces analysis 2020 & 2025
4.2 Bargaining power of buyers
Exhibit 09: Bargaining power of buyers
4.3 Bargaining power of suppliers
Exhibit 10: Bargaining power of suppliers
4.4 Threat of new entrants
Exhibit 11: Threat of new entrants
4.5 Threat of substitutes
Exhibit 12: Threat of substitutes
4.6 Threat of rivalry
Exhibit 13: Threat of rivalry
4.7 Market condition
Exhibit 14: Market condition - Five forces 2020
5. Market Segmentation by Product
5.1 Market segments
The segments covered in this chapter are:
- Card and dice
Exhibit 15: Product - Market share 2020-2025 (%)
5.2 Comparison by Product
Exhibit 16: Comparison by Product
5.3 Tabletop - Market size and forecast 2020-2025
Exhibit 17: Tabletop - Market size and forecast 2020-2025 ($ million)
Exhibit 18: Tabletop - Year-over-year growth 2020-2025 (%)
5.4 Card and dice - Market size and forecast 2020-2025
Exhibit 19: Card and dice - Market size and forecast 2020-2025 ($ million)
Exhibit 20: Card and dice - Year-over-year growth 2020-2025 (%)
5.5 Role-playing - Market size and forecast 2020-2025
Exhibit 21: Role-playing - Market size and forecast 2020-2025 ($ million)
Exhibit 22: Role-playing - Year-over-year growth 2020-2025 (%)
5.6 Market opportunity by Product
Exhibit 23: Market opportunity by Product
6. Market Segmentation by Distribution channel
6.1 Market segments
The segments covered in this chapter are:
Exhibit 24: Distribution channel - Market share 2020-2025 (%)
6.2 Comparison by Distribution channel
Exhibit 25: Comparison by Distribution channel
6.3 Offline - Market size and forecast 2020-2025
Exhibit 26: Offline - Market size and forecast 2020-2025 ($ million)
Exhibit 27: Offline - Year-over-year growth 2020-2025 (%)
6.4 Online - Market size and forecast 2020-2025
Exhibit 28: Online - Market size and forecast 2020-2025 ($ million)
Exhibit 29: Online - Year-over-year growth 2020-2025 (%)
6.5 Market opportunity by Distribution channel
Exhibit 30: Market opportunity by Distribution channel
7. Customer landscape
Exhibit 31: Customer landscape
8. Geographic Landscape
8.1 Geographic segmentation
The regions covered in the report are:
- North America
- South America
Exhibit 32: Market share by geography 2020-2025 (%)
8.2 Geographic comparison
Exhibit 33: Geographic comparison
8.3 Europe - Market size and forecast 2020-2025
Exhibit 34: Europe - Market size and forecast 2020-2025 ($ million)
Exhibit 35: Europe - Year-over-year growth 2020-2025 (%)
8.4 North America - Market size and forecast 2020-2025
Exhibit 36: North America - Market size and forecast 2020-2025 ($ million)
Exhibit 37: North America - Year-over-year growth 2020-2025 (%)
8.5 APAC - Market size and forecast 2020-2025
Exhibit 38: APAC - Market size and forecast 2020-2025 ($ million)
Exhibit 39: APAC - Year-over-year growth 2020-2025 (%)
8.6 MEA - Market size and forecast 2020-2025
Exhibit 40: MEA - Market size and forecast 2020-2025 ($ million)
Exhibit 41: MEA - Year-over-year growth 2020-2025 (%)
8.7 South America - Market size and forecast 2020-2025
Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
8.8 Key leading countries
Exhibit 44: Key leading countries
8.9 Market opportunity by geography
Exhibit 45: Market opportunity by geography ($ million)
9. Drivers, Challenges, and Trends
9.1 Market drivers
9.1.1 Rapid improvements in content and gameplay
9.1.2 Growing support through crowdfunding platforms
9.1.3 Rising popularity of strategy-based games
9.2 Market challenges
9.2.1 Threat from alternate gaming platforms
9.2.2 Constraints in player participation and gaming format
9.2.3 Threat of counterfeit products
Exhibit 46: Impact of drivers and challenges
9.3 Market trends
9.3.1 Increasing digitization of board games
9.3.2 Rising adoption of AR in board games
9.3.3 Growing prominence of social media influencers
10. Vendor Landscape
Exhibit 47: Vendor landscape
10.2 Landscape disruption
Exhibit 48: Landscape disruption
Exhibit 49: Industry risks
11. Vendor Analysis
11.1 Vendors covered
Exhibit 50: Vendors covered
11.2 Market positioning of vendors
Exhibit 51: Market positioning of vendors
11.3 Asmodee Holding
Exhibit 52: Asmodee Holding - Overview
Exhibit 53: Asmodee Holding - Product and service
Exhibit 54: Asmodee Holding - Key news
Exhibit 55: Asmodee Holding - Key offerings
11.4 Atlas Games
Exhibit 56: Atlas Games - Overview
Exhibit 57: Atlas Games - Product and service
Exhibit 58: Atlas Games - Key offerings
11.5 Clementoni Spa
Exhibit 59: Clementoni Spa - Overview
Exhibit 60: Clementoni Spa - Product and service
Exhibit 61: Clementoni Spa - Key offerings
11.6 CMON Ltd.
Exhibit 62: CMON Ltd. - Overview
Exhibit 63: CMON Ltd. - Product and service
Exhibit 64: CMON Ltd. - Key news
Exhibit 65: CMON Ltd. - Key offerings
11.7 Franckh-Kosmos Verlags-GmbH & Co. KG
Exhibit 66: Franckh-Kosmos Verlags-GmbH & Co. KG - Overview
Exhibit 67: Franckh-Kosmos Verlags-GmbH & Co. KG - Product and service
Exhibit 68: Franckh-Kosmos Verlags-GmbH & Co. KG - Key offerings
11.8 Hasbro Inc.
Exhibit 69: Hasbro Inc. - Overview
Exhibit 70: Hasbro Inc. - Business segments
Exhibit 71: Hasbro Inc. - Key offerings
Exhibit 72: Hasbro Inc. - Segment focus
11.9 Mattel Inc.
Exhibit 73: Mattel Inc. - Overview
Exhibit 74: Mattel Inc. - Business segments
Exhibit 75: Mattel Inc. - Key news
Exhibit 76: Mattel Inc. - Key offerings
Research Framework Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary. INFORMATION SOURCES DATA ANALYSIS REPORT WRITING Quantitative
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.
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Frequently Asked Questions?
- rapid improvements in content and gameplay
- rising popularity of strategy-based games
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