Board Games Market by Product Type, Distribution Channel, End User 2023-2028

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Board Games Market by Product Type, Distribution Channel, End User 2023-2028

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According to the latest research report by IMARC Group, The global board games market size reached US$ 15.1 Billion in 2022. Looking forward, IMARC Group expects the market to reach US$ 29.7 Billion by 2028, exhibiting a growth rate (CAGR) of 11.2% during 2023-2028. More Info:- – PowerPoint PPT presentation

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Title: Board Games Market by Product Type, Distribution Channel, End User 2023-2028


1
Global Board Games Market Research and Forecast
Report 2023-2028
  • Format PDFEXCEL

2023 IMARC All Rights Reserved
2
About IMARC Group
  • International Market Analysis Research and
    Consulting Group is a leading adviser on
    management strategy and market research
    worldwide. We partner with clients in all regions
    and industry verticals to identify their
    highest-value opportunities, address their most
    critical challenges, and transform their
    businesses.
  • IMARCs information products include major
    market, scientific, economic and technological
    developments for business leaders in
    pharmaceutical, industrial, and high technology
    organizations. Market forecasts and industry
    analysis for biotechnology, advanced materials,
    chemicals, food and beverage, travel and tourism,
    nanotechnology and novel processing methods are
    at the top of the companys expertise.
  • IMARCs tailored approach combines unfathomable
    insight into the dynamics of companies and
    markets with close cooperation at all levels of
    the client organization. This ensures that our
    clients achieve unmatchable competitive
    advantage, build more proficient organizations,
    and secure lasting results.

3
Report Highlight and Description
  • According to the latest report by IMARC Group,
    titled Board Games Market Global Industry
    Trends, Share, Size, Growth, Opportunity and
    Forecast 2023-2028," the global board games
    market size reached US 15.1 Billion in 2022.
  • Board games comprise monopoly, chess, scrabble,
    clue, a ticket to ride, shogi, oware, settlers of
    catan, uno, and trivial pursuit. They are played
    on flat surfaces that involve a game board,
    playing pieces, and a set of rules. They are
    played by individuals or teams and generally used
    as a social activity or a form of entertainment.
  • They provide markings and designated spaces with
    tokens, dice, stones, cards, or other pieces that
    are used in specific ways throughout the game.
    They help children count spaces, identify colors,
    and improve hand eye coordination or dexterity in
    moving cards and pieces around the board.
  • Request for a PDF sample of this report
    https//www.imarcgroup.com/board-games-market/requ
    estsample

4
Report Description
  • Global Board Games Market Trends
  • The increasing demand for board games to improve
    team-building skills and facilitate active
    learning and problem-solving skills among the
    masses represents one of the key factors
    augmenting the market growth around the world.
    Moreover, rising number of cafes and bars that
    are incorporating board games is favoring the
    growth of the market. In addition, the growing
    adoption of strategy and war-based games by
    teenagers and adults is influencing the market
    positively. Apart from this, there is an increase
    in the adoption of board games as play school
    activities and the execution of these activities
    in educational institutions.
  • This, coupled with the rising demand for
    cooperative games among players to achieve a
    common goal, is contributing to the market
    growth. Furthermore, the emerging trend of
    gifting unique items like board games in
    personalized boxes and labels is catalyzing their
    demand across the globe. Besides this, the
    growing sales of board games via e-commerce
    websites that offer convenience, vast catalog,
    free and fast shipping facilities, and discounted
    deals are creating a positive outlook for the
    market.
  • Looking forward, the market is anticipated to
    reach a value of US 29.7 Billion by 2028,
    exhibiting a CAGR of 11.2 during 2023-2028.
  • View Report TOC, Figures and Tables
    https//www.imarcgroup.com/board-games-market

5
Report Segmentation
  • 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

6
Report Segmentation
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years
  • Breakup by Distribution Channel
  • Supermarkets and Hypermarkets
  • Specialty Stores
  • Online Stores
  • Others
  • Breakup by Region
  • North America
  • Asia-Pacific
  • Europe
  • Latin America
  • Middle East and Africa

7
Competitive Landscape with Key Players
  • 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
  • The Walt Disney Co.

8
Key Questions Answered in the Report
9
Table of Contents
  • 1    Preface2    Scope and Methodology    2.1  
     Objectives of the Study    2.2  
     Stakeholders    2.3    Data Sources       
    2.3.1    Primary Sources        2.3.2  
     Secondary Sources    2.4    Market Estimation 
          2.4.1    Bottom-Up Approach        2.4.2  
     Top-Down Approach    2.5    Forecasting
    Methodology3    Executive Summary4  
     Introduction    4.1    Overview    4.2    Key
    Industry Trends5    Global Board Games Market 
      5.1    Market Overview    5.2    Market
    Performance    5.3    Impact of COVID-19  5.4
       Market Forecast
  • 6     Market Breakup by Product Type    6.1  
     Tabletop Games        6.1.1 Market Trends     
      6.1.2 Market Forecast    6.2    Card and Dice
    Games        6.2.1 Market Trends        6.2.2
    Market Forecast    6.3    Collectible Card
    Games        6.3.1 Market Trends        6.3.2
    Market Forecast       

10
Table of Contents
  •     6.4    Miniature Games        6.4.1 Market
    Trends        6.4.2 Market Forecast    6.5  
     RPG Games        6.5.1 Market Trends       
    6.5.2 Market Forecast7   Market Breakup by Game
    Type    7.1    Strategy and War Games       
    7.1.1 Market Trends        7.1.2 Market
    Forecast    7.2    Educational Games       
    7.2.1 Market Trends        7.2.2 Market
    Forecast    7.3    Fantasy Games        7.3.1
    Market Trends        7.3.2 Market Forecast   
    7.4    Sport Games         7.4.1 Market Trends 
          7.4.2 Market Forecast    7.5    Others   
        7.5.1 Market Trends        7.5.2 Market
    Forecast8   Market Breakup by Age Group    8.1
       0-2 Years        8.1.1 Market Trends       
    8.1.2 Market Forecast
  • For more information, visit https//www.imarcgrou
    p.com/board-games-market/toc

11
Disclaimer
  • 2023 IMARC All Rights Reserved
  • This Publication and all its contents unless
    otherwise mentioned are copyrighted in the name
    of International Market Analysis Research and
    Consulting (IMARC). No part of this publication
    may be reproduced, repackaged, redistributed or
    resold in whole or in any part. The publication
    may also not be used in any form or by and means
    graphic electronic or mechanical, including
    photocopying, recording, taping or by information
    storage or retrieval, or by any other form,
    without the express consent of International
    Market Analysis Research and Consulting (IMARC).
  • Disclaimer All contents and data of this
    publication, including forecasts, data analysis
    and opinion have been based on information and
    sources believed to be accurate and reliable at
    the time of publishing. International Market
    Analysis Research and Consulting makes no
    representation of warranty of any kind as to the
    accuracy or completeness of any Information
    provided. IMARC accepts no liability whatsoever
    for any loss or damage resulting from opinion,
    errors or inaccuracies if any found this
    publication.
  • IMARC, IMARC Group and Global Therapy Insight
    Series are registered trademarks of International
    Market Analysis Research and Consulting. All
    other trademarks used in this publication are
    registered trademarks of their respective
    companies.

12
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