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Board Games Market Size to Grow by USD 2.56 billion | Rapid Improvements in Content and Gameplay to Drive Growth| Technavio

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This report analyzes the board games market by product (tabletop, card and dice, and role-playing), distribution channel (offline and online), and geography (Europe, North America, APAC, MEA, and South America)

NEW YORK, July 5, 2022 /PRNewswire/ — Board games refer to games played on pre-marked board surfaces and involve the use or movement of counters, tokens, cards, and dice. The global board games market size is expected to grow by USD 2.56 bn from 2020 to 2025. Moreover, the growth momentum of the market will accelerate at a CAGR of 7.30% during the forecast period, according to Technavio’s latest market report.

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Board Games Market: Major Growth Drivers and Trends



Rapid improvements in content and gameplay are driving the growth of the market. Manufacturers are coming up with story-driven board games to offer immersive experiences. Licensing deals between board game developers and popular movie and TV franchises have also led to the development of story arcs and character updates in board games. Moreover, there have been frequent updates in illustrations and gameplay in classic board games such as Monopoly, Scrabble, Clue, and Life.

The increasing digitization of board games is a trend in the market. Board game publishers are incorporating mobile applications as part of the gaming experience. Popular board games such as The Settlers of Catan (Thames & Kosmos) and Mansion of Madness (Asmodee Holding) have mobile applications that help in various aspects of game setup and gameplay management.

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Board Games Market: Key Vendor Offerings 

  • Asmodee Holding – The company and its subsidiaries, such as Fantasy Flight Games and Days of Wonder, offer a range of board games that include Arkham Horror, Civilization Board Game, and Cosmic Storm.
  • Atlas Games – Key products offered by the company include The White Box and Godsforge.
  • Clementoni Spa – Key products offered by the company include El Gran Reto and El Gran Reto – Deportes.
  • CMON Ltd. – Key products offered by the company include Massive Darkness, Rising Sun, Zombicide: Green Horde, and The World of SMOG: Rise of Moloch.
  • Franckh-Kosmos Verlags-GmbH & Co. KG – Key products offered by the company include Lost Cities The Board Game and The Dungeon.

Board Games Market: Vendor Landscape

The global board games market is fragmented, with the presence of several international and local vendors. Competition among vendors is moderate, as product offerings are highly differentiated in nature. Several suppliers provide materials and technology to vendors at competitive prices. Established international vendors enjoy a competitive advantage from product differentiation and strong investment capacities.

Reasons to Buy Board Games Market Report:

  • CAGR of the market during the forecast period 2021-2025
  • Detailed information on factors that will assist board games market growth during the next five years
  • Estimation of the board games market size and its contribution to the parent market
  • Predictions on upcoming trends and changes in consumer behavior
  • The growth of the board games market across Europe, North America, APAC, MEA, and South America
  • 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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Board Games Market Scope

Report Coverage

Details

Page number

120

Base year

2020

Forecast period

2021-2025

Growth momentum & CAGR

Accelerate at a CAGR of 7.30%

Market growth 2021-2025

USD 2.56 billion

Market structure

Fragmented

YoY growth (%)

7.14

Regional analysis

Europe, North America, APAC, MEA, and South America

Performing market contribution

Europe at 34%

Key consumer countries

US, France, Germany, UK, and China

Competitive landscape

Leading companies, competitive strategies, consumer engagement scope

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

Market Dynamics

Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period,

Customization purview

If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized.

Table of Contents

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

                        2.2.1  Inputs

                        2.2.2  Inbound logistics

                        2.2.3  Operations

                        2.2.4  Outbound logistics

                        2.2.5  Marketing and sales

                        2.2.6  Service

                        2.2.7  Support activities

                        2.2.8  Innovations

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:

  • Tabletop
  • Card and dice
  • Role-playing

                        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:

  • Offline
  • Online

                        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:

  • Europe
  • North America
  • APAC
  • MEA
  • 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                

            10.1 Overview        

                        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

About Us

Technavio is a leading global technology research and advisory company. Their research and analysis focus on emerging market trends and provide actionable insights to help businesses identify market opportunities and develop effective strategies to optimize their market positions. With over 500 specialized analysts, Technavio’s report library consists of more than 17,000 reports and counting, covering 800 technologies, spanning across 50 countries. Their client base consists of enterprises of all sizes, including more than 100 Fortune 500 companies. This growing client base relies on Technavio’s comprehensive coverage, extensive research, and actionable market insights to identify opportunities in existing and potential markets and assess their competitive positions within changing market scenarios.

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