Global Board Games Market Overview
According to Global Market Monitor, the global board games market size was $14.07 billion in 2023 with a CAGR of 13.37% from 2023 to 2028.Board games are played on a board where pieces or counters are placed and moved over the board. It also includes cards and dice games.
Market Trends
Different from sports or video games, board games pay more attention to the test of multiple ways of thinking, language expression, and emotional intelligence, so they are more suitable for young people's social pursuit of fun and competitiveness. With the change in social methods, board games are popular among young people. First of all, because of the fun of the game itself, most board games require a certain strategy and logic, which arouses everyone's interest and makes most people willing to participate in this social mode, relieving the embarrassment caused by social ice-breaking to a certain extent.
The instability of raw materials for card making, rising labor costs, and alternatives may prevent the market from realizing its maximum potential. The digitization of chessboard games will also inhibit the growth of the market. The worldwide adoption of smartphones is leading to the development of mobile applications based on chessboard games. Traditionally, several types of games are played in physical formats, such as dice, cards, chessboards, and tokens. However, with the advent of digital versions of smartphones, tablets, computers, and video games, attitudes have shifted.
North America Dominates the Market.
Some common types of board games are desktop, card, dice, and role-playing games. They are becoming more and more popular among millennials in the UK, Germany, and Asia-Pacific countries, which may boost overall market growth. Participants are developing their business and distribution networks across emerging countries, including India and China. It is expected that this will promote the chessboard game market in the Asia-Pacific region. Strategic and war-based games are very popular in Europe and North America. Simulation is included, which helps to promote human decision-making.
By Type |
Tabletop |
Card and Dice Games |
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Collectible Card Games |
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Miniature Games |
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Others |
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The tabletop segment contributed the largest market share. |
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By Application |
Offline Retail |
Online Retail |
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The online retail segment occupied the biggest share. |
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By Region |
US |
Europe |
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China |
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Japan |
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India |
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Southeast Asia |
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Latin America |
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Middle East and Africa |
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North America is estimated to witness robust growth prospects. |
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