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テーブルトップゲームの世界市場タイプ別(ボードゲーム、パズル、トランプ)、流通チャネル別(実店舗、Eコマース)、ユーザーグループ別(8歳以下、8~15歳、15歳以上)、地域別、COVID-19の影響による規模・動向、2028年までの予測分析


Global Table Top Games Market: Analysis By Type (Board Games, Puzzle and Playing Cards), By Distribution Channel (Brick And Mortar, and E Commerce), By User Group (Below 8 Years, 8-15 Years and 15 Years & Above), By Region, Size and Trends with Impact of COVID-19 and Forecast up to 2028

世界のテーブルトップゲーム市場は、2023年に235.8億米ドルと評価され、2028年には371.1億米ドルになると予想されている。テーブルトップゲームは、子供たちの遊びの物理的基盤として考えられている。子どもたち... もっと見る

 

 

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Daedal Research
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2023年9月29日 US$2,250
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世界のテーブルトップゲーム市場は、2023年に235.8億米ドルと評価され、2028年には371.1億米ドルになると予想されている。テーブルトップゲームは、子供たちの遊びの物理的基盤として考えられている。子どもたちの行動を方向づけ、創造性を刺激し、経験を形作る一方で、特定の歴史的時代の価値観を伝える。卓上ゲームは近年復活を遂げ、あらゆる年齢層のプレイヤーを魅了している。このようなアナログの娯楽は、デジタル画面から離れ、対面での社会的交流を育みます。

ミレニアル世代がボードゲームやカードゲームなどのゲームを好むようになったため、卓上ゲームの需要が高まっている。近年、家族連れや子どもたち、ミレニアル世代の若者の間で、ボードゲームやカードゲーム、戦略系ゲームの人気が高まっている。また、ゲームバーやカフェでボードゲームが受け入れられるようになったことも、卓上ゲーム市場拡大の重要な原動力となっている。卓上ゲーム市場はダイナミックである。業界再編が進むと、競争が激化する可能性がある。テーブルトップゲーム市場は、2023~2028年の予測期間においてCAGR 5.80%で成長すると予測される。

市場細分化分析:

タイプ別:本レポートでは、タイプ別に3つのセグメントを特定している:ボードゲーム、パズル、トランプである。ボードゲーム市場はさらに、モノポリー、チェス、ルード、スクラブル、その他の5製品に区分される。2022年にはボードゲーム分野が市場を支配した。ボードゲームは近年人気が再燃している。デジタル化が進む中、対面での社会的交流の魅力が大きな原動力となっている。ボードゲームは、具体的で共有可能なゲーム体験を提供し、社会的な絆を育み、思い出に残る瞬間を作り出す。さらに、ボードゲーム業界は、没入感のあるテーマ、複雑な戦略、魅力的なゲームプレイメカニックを取り入れたゲームデザインの革新からも恩恵を受けている。

流通チャネル別:本レポートでは、流通チャネル別に2つのセグメントを特定している:実店舗と電子商取引である。予測期間中、CAGRが最も高いのはEコマースチャネルである。オンライン販売業者には、アグリゲーターやメーカーが運営するウェブサイトが含まれる。顧客の要望によりよく応え、利益率を高めるため、メーカーはこのチャネルの可能性を認識し、ショッピングサイトを運営している。

エンドユーザー別:本レポートでは、テーブルトップゲーム市場をエンドユーザー別に3つのセグメントに分けている:8歳以下」、「8~15歳」、「15歳以上」である。8歳未満は、パズル、建築、建設セットなどの教育的アクティビティがこの年齢層の間で人気が高まっているため、年平均成長率が最も高くなると予想される。保護者や養育者は、幼児の問題解決、社会的相互作用、細かい運動技能などのスキルを育むこれらのゲームの教育的および認知的な利点を認識するようになってきている。さらに、このセグメントの成長は、8歳未満の子供特有のニーズや興味に応える年齢に適したゲームが利用可能であることにも影響されている。ゲームメーカー各社は、子供の興味を引くカラフルで魅力的なデザインや、子供向けメディアに登場する人気キャラクターを取り入れるなど、技術革新を進めており、この年齢層の需要をさらに押し上げている。

地域別:本レポートでは、世界のテーブルトップゲーム市場を4つの地域に分けている:アジア太平洋、北米、欧州、ROWである。北米地域はテーブルトップゲーム市場の支配的なプレーヤーとして浮上している。可処分所得と支出の増加、複数のゲーム・パズル製造会社の存在、創造的な学習のために学校や教育者がボードゲームやパズルを早くから採用していることから、北米市場は過去数年間、ゲーム・パズル市場で大きな成長を遂げている。同地域のパズル販売業者数社は、スポーツ、自然、文化、宗教、祭りなど様々なテーマのパズルを製造し始めており、子供やティーンエイジャーの間でゲームやパズルの採用が増加すると予測されている。さらに、フリーランスのパズルデザイナーが利用できるクラウドファンディングプラットフォーム、ボードゲームカフェ、4Dパズルの進歩などの要因が、今後数年間、北米のゲーム・パズル市場の成長を促進すると予想される。

市場ダイナミクス:

成長促進要因:急速な都市化、テーブルトップゲームのオンライン販売の増加、子供向けゲーム・パズル需要の増加、インドアゲームへのシフト、映画やアニメキャラクターの商品化、ボードゲームのコンテンツや機能性の向上などの要因により、市場はここ数年成長を続けている。近年、子供の創造的な頭脳の発達を促す教育用ボードゲームが親に受け入れられていることが、テーブルトップゲーム市場に好影響を与えている。いくつかの教育機関では、教育用テーブルトップゲームを利用して教育方法を改善し、学習者により深い学習体験を提供し始めている。漫画のキャラクターは、製品マーケティング、特に広告で広く使われている。スーパーヒーローやバービー人形は、子供時代に欠かせないものとなっている。子供とキャラクターとの結びつきが強ければ強いほど、そのキャラクターに対する需要は高まる。そのため、若者たちは店や市場でお気に入りのスーパーヒーローに引き寄せられる。

課題しかし、消費者の携帯ゲームやPCゲームへの傾倒、テーブルトップゲームの模倣品など、市場の成長を妨げる課題もある。アジア太平洋地域や中南米などの経済成長国では商標の保護が不十分なため、人気のある卓上ゲームが偽造されている。ブランドや製品の偽造は、業界関係者にとって大きな心配の種である。偽造品は適切な安全基準がないまま作られることが多く、消費者を危険にさらしている。

動向:ソーシャルメディアの利用拡大、精神疾患の増加、テーマ型ゲームの人気上昇、斬新なパズルの導入、カフェでのボードゲーム導入など、さまざまな最新トレンドにより、予測期間中に市場は急成長すると予測される。ボードゲームは、家族連れや子どもたち、さらにはミレニアル世代が新たな交流の場を求める人気のエンターテインメントとして復活しつつある。ボードゲームブームは、新しいゲームの生産だけでなく、ボードゲームカフェやバーの設立にもつながった。ボードゲームカフェは、コーヒーショップやバー、レストランに似ているが、ボードゲームの量が異常に多く、ゲームがボードゲームカフェの特徴である。ボードゲームカフェには、50~100の人気タイトルのみと秘蔵の旧作が混在している場合もあれば、カナダのSnakes & Lattesのように1,200以上のボードゲームを置いている店もある。

COVID-19の影響分析と今後の方向性:

COVID-19の流行は卓上市場に顕著な影響を及ぼし、主に伝統的なボードゲーム、カードゲーム、卓上RPGへの人々の関わり方に影響を与えた。当初、この業界は、施錠やサプライチェーンの中断による製造や流通の混乱に直面した。また、ゲームショップやカフェの閉鎖により、物理的な売上が減少し、対面でゲームを楽しむ機会が制限された。しかし、閉鎖期間中に人々が家で過ごす時間が増え、別の娯楽を求めるようになると、従来の卓上ゲームへの関心が再び高まった。家族や少人数のグループが、絆を深め、一緒に時間を過ごす手段として、ボードゲームやカードゲームに注目したのだ。このような卓上ゲームへの再関心により、多くの定番ゲームの売上が上昇し、新しく革新的な卓上ゲームへの需要が復活した。

2020年第1四半期に急増したテーブルトップゲームカテゴリーもあるが、長期的な傾向として、プレーヤーは複数のプラットフォーム上でエンターテインメントを提供する存在として位置づけられるようになってきている。COVID-19の大流行により、ボードゲームやカードゲームが急速に普及している。社会から疎外される傾向が強まり、家族で充実した時間を過ごす必要性が高まった結果、世界中の人々がボードゲームやパズルを採用している。ルード、カロム、モノポリー、蛇と梯子などは、人気が急上昇している古典的なボードゲームのほんの一部である。

競争状況:

テーブルトップゲーム市場は細分化されている。卓上ゲーム市場は細分化されており、市場リーダー各社は製品ポートフォリオの拡充を目指し、研究開発に多額の投資を行い、卓上ゲーム市場のさらなる成長を促している。これらの業界参加者は、市場でのプレゼンスを拡大するため、さまざまな戦略的取り組みを行っている。市場における注目すべき動きには、新製品の導入、契約上の取り決め、M&A、投資の拡大、他の事業体との協力などが含まれる。競争が激化し、市場が拡大する中で繁栄していくためには、テーブルトップゲーム部門はコスト効率の高い製品を提供しなければならない。

世界のテーブルトップゲーム市場の主要プレーヤーは以下の通りである:

ラベンスバーガー
マテル社
バッファローゲームズ
ゴライアス・ゲームズ社
ハズブロ社
アズモディ
CMONゲームズ
ノーススターゲームズ
ゾブモンド
グレイフォックス・ゲームズ

テーブルトップゲーム業界のメーカーが、顧客に利益をもたらし、市場シェアを拡大するために採用している主な戦略の1つは、運営経費を最小限に抑えるための現地生産である。テーブルトップゲーム市場の主要企業であるHasbro Inc.、Asmodee、Mattel, Inc.、Ravensburger AG、Grand Prix International、Buffalo Gamesなどは、研究開発イニシアティブへの投資を通じて市場需要の拡大に積極的に取り組んでいる。例えば、ハズブロ社は2023年4月、スポーツトレーディングカードの出版社であるパニーニ・アメリカ社と提携し、新しいボードゲームにNBA Prizm Trading Cardsを導入した。


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目次

1. Executive Summary

2. Introduction

2.1 Table Top Games: An Overview
2.1.1 History of Common Board Games And Puzzle
2.1.2 Benefits Of Table Top Games

2.2 Table Top Games Segmentation: An Overview
2.2.1 Table Top Games Segmentation

3. Global Market Analysis

3.1 Global Table Top Games Market: An Analysis

3.1.1 Global Table Top Games Market: An Overview
3.1.2 Global Table Top Games Market by Value
3.1.3 Global Table Top Games Market by Type (Board Games, Puzzle and Playing Cards)
3.1.4 Global Table Top Games Market by Distribution Channel (Brick And Mortar, and E-Commerce)
3.1.5 Global Table Top Games Market by User Group (Below 8 Years, 8-15 Years and 15 Years & Above)
3.1.6 Global Table Top Games Market by Region (North America, Europe, Asia Pacific , and ROW)\

3.2 Global Table Top Games Market: Type Analysis

3.2.1 Global Table Top Games Market by Type: An Overview
3.2.2 Global Board Games Market by Value
3.2.3 Global Board Games Market by Product (Monopoly, Chess, Ludo, Scrabble and Others)
3.2.4 Global Monopoly Market by Value
3.2.5 Global Chess Market by Value
3.2.6 Global Ludo Market by Value
3.2.7 Global Scrabble Market by Value
3.2.8 Global Other Board Games Market by Value
3.2.9 Global Puzzle Market by Value

3.2.10 Global Playing Cards Market by Value

3.3 Global Table Top Games Market: Distribution Channel Analysis

3.3.1 Global Table Top Games Market by Distribution Channel: An Overview
3.3.2 Global Brick And Mortar Table Top Games Market by Value
3.3.3 Global E-Commerce Table Top Games Market by Value

3.4 Global Table Top Games Market: User Group Analysis

3.4.1 Global Table Top Games Market by User Group: An Overview
3.4.2 Global 15 Years & Above Age Table Top Games Market by Value
3.4.3 Global 8-15 Years Age Table Top Games Market by Value
3.4.4 Global Below 8 Years Age Table Top Games Market by Value

4. Regional Market Analysis

4.1 North America Table Top Games Market: An Analysis

4.1.1 North America Table Top Games Market: An Overview
4.1.2 North America Table Top Games Market by Value
4.1.3 North America Table Top Games Market by Region (The US, Canada and Mexico)
4.1.4 The US Table Top Games Market by Value
4.1.5 Canada Table Top Games Market by Value
4.1.6 Mexico Table Top Games Market by Value

4.2 Europe Table Top Games Market: An Analysis

4.2.1 Europe Table Top Games Market: An Overview
4.2.2 Europe Table Top Games Market by Value
4.2.3 Europe Table Top Games Market by Region (United Kingdom, Germany, France, and Rest of the Europe)
4.2.4 United Kingdom Table Top Games Market by Value
4.2.5 Germany Table Top Games Market by Value
4.2.6 France Table Top Games Market by Value
4.2.7 Rest of Europe Table Top Games Market by Value

4.3 Asia Pacific Table Top Games Market: An Analysis

4.3.1 Asia Pacific Table Top Games Market: An Overview
4.3.2 Asia Pacific Table Top Games Market by Value
4.3.3 Asia Pacific Table Top Games Market by Region (China, Japan, India, and Rest of Asia Pacific)
4.3.4 China Table Top Games Market by Value
4.3.5 India Table Top Games Market by Value
4.3.6 Japan Table Top Games Market by Value
4.3.7 Rest of Asia Pacific Table Top Games Market by Value

4.4 Rest of the World Table Top Games Market: An Analysis

4.4.1 Rest of the World Table Top Games Market: An Overview
4.4.2 Rest of the World Table Top Games Market by Value

5. Impact of COVID-19

5.1 Impact of COVID-19
5.1.1 Impact of COVID-19 on Global Table Top Games Market
5.1.2 Post-COVID Scenario

6. Market Dynamics

6.1 Growth Drivers
6.1.1 Rapid Urbanization
6.1.2 Rising Online Sales of Games And Puzzles
6.1.3 Increasing Demand of Puzzles for Kids
6.1.4 Shift Towards Indoor Games
6.1.5 Commercialization of Movies and Cartoon Characters
6.1.6 Improvements in Content and Functionality of Board Games

6.2 Challenges
6.2.1 Consumer Inclination Towards Mobile and PC Games
6.2.2 Counterfeiting of Games and Puzzles

6.3 Market Trends
6.3.1 Growing Usage of Social Media
6.3.2 Increasing Mental Illness
6.3.3 Rising Popularity of Theme Based Games
6.3.4 Introduction of New and Innovative Puzzles
6.3.5 Integration of Board Games in Cafes

7. Competitive Landscape

7.1 Global Table Top Games Market: Competitive Landscape

8. Company Profiles

8.1 Mattel, Inc.
8.1.1 Business Overview
8.1.2 Operating Segments
8.1.3 Business Strategy

8.2 Hasbro, Inc.
8.2.1 Business Overview
8.2.2 Operating Segments
8.2.3 Business Strategy

8.3 CMON Limited
8.3.1 Business Overview
8.3.2 Operating Regions
8.3.3 Business Strategy

8.4 Embracer Group
8.4.1 Business Overview
8.4.2 Operating Segments
8.4.3 Business Strategy

8.5 Buffalo Games
8.5.1 Business Overview
8.5.2 Business Strategy

8.6 Goliath Games, LLC
8.6.1 Business Overview

8.7 Ravensburg AG
8.7.1 Business Overview

8.8 North Star Games
8.8.1 Business Overview
8.8.2 Business Strategy

8.9 Zobmondo Entertainment
8.9.1 Business Overview

8.10 Grey Fox Games
8.10.1 Business Overview

List of Figures

Figure 1: History of Common Board Games And Puzzle
Figure 2: Benefits Of Table Top Games
Figure 3: Table Top Games Segmentation
Figure 4: Global Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 5: Global Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 6: Global Table Top Games Market by Type; 2022 (Percentage, %)
Figure 7: Global Table Top Games Market by Distribution Channel; 2022 (Percentage, %)
Figure 8: Global Table Top Games Market by User Group; 2022 (Percentage, %)
Figure 9: Global Table Top Games Market by Region; 2022 (Percentage, %)
Figure 10: Global Board Games Market by Value; 2018-2022 (US$ Billion)
Figure 11: Global Board Games Market by Value; 2023-2028 (US$ Billion)
Figure 12: Global Board Games Market by Product; (Percentage, %)
Figure 13: Global Monopoly Market by Value; 2018-2022 (US$ Billion)
Figure 14: Global Monopoly Market by Value; 2023-2028 (US$ Billion)
Figure 15: Global Chess Market by Value; 2018-2022 (US$ Billion)
Figure 16: Global Chess Market by Value; 2023-2028 (US$ Billion)
Figure 17: Global Ludo Market by Value; 2018-2022 (US$ Billion)
Figure 18: Global Ludo Market by Value; 2023-2028 (US$ Billion)
Figure 19: Global Scrabble Market by Value; 2018-2022 (US$ Billion)
Figure 20: Global Scrabble Market by Value; 2023-2028 (US$ Billion)
Figure 21: Global Other Board Games Market by Value; 2018-2022 (US$ Billion)
Figure 22: Global Other Board Games Market by Value; 2023-2028 (US$ Billion)
Figure 23: Global Puzzle Market by Value; 2018-2022 (US$ Billion)
Figure 24: Global Puzzle Market by Value; 2023-2028 (US$ Billion)
Figure 25: Global Playing Cards Market by Value; 2018-2022 (US$ Billion)
Figure 26: Global Playing Cards Market by Value; 2023-2028 (US$ Billion)
Figure 27: Global Brick And Mortar Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 28: Global Brick And Mortar Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 29: Global E Commerce Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 30: Global E-Commerce Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 31: Global 15 Years & Above Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 32: Global 15 Years & Above Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 33: Global 8-15 Years Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 34: Global 8-15 Years Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 35: Global Below 8 Years Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 36: Global Below 8 Years Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 37: North America Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 38: North America Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 39: North America Table Top Games Market by Region; 2022 (Percentage, %)
Figure 40: The US Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 41: The US Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 42: Canada Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 43: Canada Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 44: Mexico Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 45: Mexico Table Top Games Market by Value; 2023-2028 (US$ Million)
Figure 46: Europe Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 47: Europe Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 48: Europe Table Top Games Market by Region; 2022 (Percentage, %)
Figure 49: United Kingdom Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 50: United Kingdom Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 51: Germany Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 52: Germany Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 53: France Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 54: France Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 55: Rest of Europe Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 56: Rest of Europe Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 57: Asia Pacific Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 58: Asia Pacific Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 59: Asia Pacific Table Top Games Market by Region; 2022 (Percentage, %)
Figure 60: China Table Top Games Market by Value, 2018-2022 (US$ Billion)
Figure 61: China Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 62: India Table Top Games Market by Value, 2018-2022 (US$ Million)
Figure 63: India Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 64: Japan Table Top Games Market by Value, 2018-2022 (US$ Million)
Figure 65: Japan Table Top Games Market by Value; 2023-2028 (US$ Million)
Figure 66: Rest of Asia Pacific Table Top Games Market by Value, 2018-2022 (US$ Billion)
Figure 67: Rest of Asia Pacific Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 68: Rest of the World Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 69: Rest of the World Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 70: Global Urban Population as a Share of Total Population; 2016, 2021 & 2050 (Percentage, %)
Figure 71: Global E-Commerce Sales as a Percentage of Total Retail Sales; 2018-2027 (Percentage, %)
Figure 72: Global Population Aged 0-14 Years; 2006-2022 (Billion)
Figure 73: Global Number of Social Media Users; Jan-2018 - Jan-2023 (Billion)
Figure 74: Mattel, Inc. Net Sales by Segment; 2022 (Percentage, %)
Figure 75: Hasbro, Inc. Net Revenues by Segment; 2022 (Percentage, %)
Figure 76: CMON Limited Revenue by Geography; 2022 (Percentage, %)
Figure 77: Embracer Group Revenue by Segments; 2022 (Percentage, %)

 

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Summary

The global table top games market was valued at US$23.58 billion in 2023, and is expected to be worth US$37.11 billion in 2028. Table top games are considered as the physical foundation for children's play. It imparts the values of a particular historical period while directing children's conduct, stimulating their creativity, and shaping their experience. Tabletop games have experienced a resurgence in recent years, captivating players of all ages. These analog pastimes offer a break from digital screens, fostering face-to-face social interaction.

Due to the millennial generation's growing preference for games like board games and card games, there is a rising demand for tabletop games. Recent years have seen an increase in the popularity of board games, card games, and strategy-based games among families, children, and young millennial populations. Another important driver of the expansion of the table-top games market has been the growing acceptance of board games at game bars and cafes. The table top games market is dynamic. Ongoing consolidation may lead to tougher competition in the industry. The table top games market is determined to grow at a CAGR of 5.80% over the forecasted period of 2023-2028.

Market Segmentation Analysis:

By Type: The report identifies three segments on the basis of type: Board Games, Puzzle and Playing Cards. Board games market are further segmented into five products: monopoly, chess, ludo, scrabble and others. Board games segment dominated the market in 2022. Board games have experienced a resurgence in popularity in recent years. The appeal of face-to-face social interaction in an increasingly digital world is a significant driver. Board games provide a tangible and shared gaming experience, fostering social bonds and creating memorable moments. Additionally, the board game industry has benefited from innovation in game design, incorporating immersive themes, complex strategies, and engaging gameplay mechanics.

By Distribution Channel: The report identifies two segments on the basis of distribution channel: Brick and Mortar and E-Commerce. It is anticipated that the E-Commerce channel would experience the highest CAGR during the forecasted period. Online sellers include aggregators and websites operated by manufacturers. In order to better meet customer wants and boost profit margins, manufacturers have recognized the potential of the channel and are operating shopping websites, which is likely to drive the market growth.

By End User: The report provides the bifurcation of table top games market into three segments on the basis of end user: Below 8 Age, 8-15 Age and 15 Age & Above. The below 8 age group is expected to grow at the fastest CAGR owing to the rising popularity of educational activities like puzzles, building, and construction sets among this age group. Parents and caregivers are increasingly recognizing the educational and cognitive benefits of these games, which foster skills such as problem-solving, social interaction, and fine motor skills in young children. Additionally, the growth in this segment is influenced by the availability of age-appropriate games that cater to the specific needs and interests of children below 8 years. Game manufacturers are innovating with colorful and engaging designs that capture the attention of young minds, as well as incorporating popular characters from children's media, further fueling the demand in this age group.

By Region: In the report, the global table top games market is divided into four regions: Asia Pacific, North America, Europe, and ROW. The North American region has emerged as a dominant player in the table top games market. Due to the increased disposable income and spending, presence of several games and puzzle manufacturing companies, and early adoption of board games and puzzles by schools and educators for creative learning, North America market has witnessed a significant growth in the games and puzzle market in the past few years. Several puzzle sellers in the region have begun to produce puzzles with various themes, such as sports, nature, culture, religion, and festivals, that is projected to increase the adoption of games and puzzle among children and teenagers. Moreover, the factors like availability of crowdfunding platforms for freelancing puzzle designers, board game cafes, and the advancements in 4D puzzles are all expected to drive the growth of games and puzzle market in North America in the coming years.

Market Dynamics:

Growth Drivers: The market has been growing over the past few years, due to factors such as rapid urbanization, rising online sales of table top games, increasing demand of games and puzzles for kids, shift towards indoor games, commercialization of movies and cartoon characters, and improvements in content and functionality of board games. In recent years, the increased acceptance of educational board games by parents to foster the creative development of their children's brainpower has favorably influenced the market for table top games. Several educational institutions have begun to use educational table top games to improve their teaching approaches and provide learners with a more involved learning experience. Cartoon characters are used extensively in product marketing, particularly in advertisements. Superheroes and Barbie dolls have become indispensable parts of childhood. The stronger the connection of the kids with character, the greater the demand for the character. This attracts youngsters to their favorite superheroes at stores and markets.

Challenges: However, some challenges are impeding the growth of the market such as consumer inclination towards mobile and PC games, counterfeit table top games, etc. Due to a lack of trademark protection in the growing economies like Asia Pacific and Latin America, popular table top games are being counterfeited. Counterfeiting of brands and products is a big cause of worry for industry players. Counterfeit products are frequently created without the appropriate safety norms, putting consumers at danger.

Trends: The market is projected to grow at a fast pace during the forecast period, due to various latest trends such as growing usage of social media, increasing mental illness, rising popularity of theme based games, introduction of new and innovative puzzles, integration of board games in cafes, etc. Board games are making a comeback as a popular form of entertainment with families, children, and even millennials searching for a new way to socialize. The board game boom didn’t only resulted in the production of new games, but it has also resulted in the establishment of board gaming cafes and bars. A board game cafe is similar to a coffee shop, bar, or restaurant with an unusually large quantity of board games and the games are the distinguishing feature of a board game cafe. Some cafes may contain only 50 or 100 popular titles mixed in with treasured oldies, whilst others, such as Snakes & Lattes in Canada, have over 1,200 board games.

Impact Analysis of COVID-19 and Way Forward:

The COVID-19 pandemic has had a notable impact on the tabletop market, primarily affecting how people engage with traditional board games, card games, and tabletop RPGs. Initially, the industry faced disruptions in manufacturing and distribution due to lockdowns and supply chain interruptions. The closure of game stores and cafes also led to a decline in physical sales and limited opportunities for in-person gaming gatherings. However, as people spent more time at home during lockdowns and sought alternative forms of entertainment, there was a resurgence in interest in conventional tabletop games. Families and small groups turned to board games and card games as a means of bonding and passing the time together. This renewed interest in tabletop gaming led to an uptick in sales for many classic games and a resurgence in demand for new and innovative tabletop experiences.

While some table top games categories spiked in Q1 2020, there is a long-term trend towards the repositioning of players as entertainment providers on multiple platforms. COVID-19 pandemic has resulted in a rapid adoption of board and card games. People all around the world are adopting board games and puzzles as a result of the growing trend of social alienation and the need to spend quality family time. Ludo, carom, monopoly, and snakes and ladders are just a few of the classic board games that have seen a surge in popularity.

Competitive Landscape:

The market for table top games is fragmented. Prominent market leaders are making substantial investments in research and development endeavors with the aim of broadening their product portfolios, thereby fostering further growth in the table-top games market. These industry participants are engaging in a diverse range of strategic initiatives to expand their market presence. Notable developments in the market encompass new product introductions, contractual arrangements, mergers and acquisitions, increased investments, and collaborations with other entities. In order to thrive and prosper in an increasingly competitive and expanding market landscape, the table top games sector must offer cost-efficient offerings.

The key players in the global table top games market are:

Ravensburger
Mattel, Inc
Buffalo Games
Goliath Games, LLC
Hasbro Inc.
Asmodee
CMON Games
North Star Games
Zobmondo
Grey Fox Games

One of the primary strategies employed by manufacturers within the table-top games industry to benefit their customers and augment their market share involves local production to minimize operational expenditures. Leading entities in the Table-Top Games market, such as Hasbro Inc., Asmodee, Mattel, Inc., Ravensburger AG, Grand Prix International, and Buffalo Games are actively striving to boost market demand through their investments in research and development initiatives. For instance, in April 2023, Hasbro came into partnership with Panini America, a sports trading cards publisher, to introduce NBA Prizm Trading Cards to a new Board Game



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Table of Contents

1. Executive Summary

2. Introduction

2.1 Table Top Games: An Overview
2.1.1 History of Common Board Games And Puzzle
2.1.2 Benefits Of Table Top Games

2.2 Table Top Games Segmentation: An Overview
2.2.1 Table Top Games Segmentation

3. Global Market Analysis

3.1 Global Table Top Games Market: An Analysis

3.1.1 Global Table Top Games Market: An Overview
3.1.2 Global Table Top Games Market by Value
3.1.3 Global Table Top Games Market by Type (Board Games, Puzzle and Playing Cards)
3.1.4 Global Table Top Games Market by Distribution Channel (Brick And Mortar, and E-Commerce)
3.1.5 Global Table Top Games Market by User Group (Below 8 Years, 8-15 Years and 15 Years & Above)
3.1.6 Global Table Top Games Market by Region (North America, Europe, Asia Pacific , and ROW)\

3.2 Global Table Top Games Market: Type Analysis

3.2.1 Global Table Top Games Market by Type: An Overview
3.2.2 Global Board Games Market by Value
3.2.3 Global Board Games Market by Product (Monopoly, Chess, Ludo, Scrabble and Others)
3.2.4 Global Monopoly Market by Value
3.2.5 Global Chess Market by Value
3.2.6 Global Ludo Market by Value
3.2.7 Global Scrabble Market by Value
3.2.8 Global Other Board Games Market by Value
3.2.9 Global Puzzle Market by Value

3.2.10 Global Playing Cards Market by Value

3.3 Global Table Top Games Market: Distribution Channel Analysis

3.3.1 Global Table Top Games Market by Distribution Channel: An Overview
3.3.2 Global Brick And Mortar Table Top Games Market by Value
3.3.3 Global E-Commerce Table Top Games Market by Value

3.4 Global Table Top Games Market: User Group Analysis

3.4.1 Global Table Top Games Market by User Group: An Overview
3.4.2 Global 15 Years & Above Age Table Top Games Market by Value
3.4.3 Global 8-15 Years Age Table Top Games Market by Value
3.4.4 Global Below 8 Years Age Table Top Games Market by Value

4. Regional Market Analysis

4.1 North America Table Top Games Market: An Analysis

4.1.1 North America Table Top Games Market: An Overview
4.1.2 North America Table Top Games Market by Value
4.1.3 North America Table Top Games Market by Region (The US, Canada and Mexico)
4.1.4 The US Table Top Games Market by Value
4.1.5 Canada Table Top Games Market by Value
4.1.6 Mexico Table Top Games Market by Value

4.2 Europe Table Top Games Market: An Analysis

4.2.1 Europe Table Top Games Market: An Overview
4.2.2 Europe Table Top Games Market by Value
4.2.3 Europe Table Top Games Market by Region (United Kingdom, Germany, France, and Rest of the Europe)
4.2.4 United Kingdom Table Top Games Market by Value
4.2.5 Germany Table Top Games Market by Value
4.2.6 France Table Top Games Market by Value
4.2.7 Rest of Europe Table Top Games Market by Value

4.3 Asia Pacific Table Top Games Market: An Analysis

4.3.1 Asia Pacific Table Top Games Market: An Overview
4.3.2 Asia Pacific Table Top Games Market by Value
4.3.3 Asia Pacific Table Top Games Market by Region (China, Japan, India, and Rest of Asia Pacific)
4.3.4 China Table Top Games Market by Value
4.3.5 India Table Top Games Market by Value
4.3.6 Japan Table Top Games Market by Value
4.3.7 Rest of Asia Pacific Table Top Games Market by Value

4.4 Rest of the World Table Top Games Market: An Analysis

4.4.1 Rest of the World Table Top Games Market: An Overview
4.4.2 Rest of the World Table Top Games Market by Value

5. Impact of COVID-19

5.1 Impact of COVID-19
5.1.1 Impact of COVID-19 on Global Table Top Games Market
5.1.2 Post-COVID Scenario

6. Market Dynamics

6.1 Growth Drivers
6.1.1 Rapid Urbanization
6.1.2 Rising Online Sales of Games And Puzzles
6.1.3 Increasing Demand of Puzzles for Kids
6.1.4 Shift Towards Indoor Games
6.1.5 Commercialization of Movies and Cartoon Characters
6.1.6 Improvements in Content and Functionality of Board Games

6.2 Challenges
6.2.1 Consumer Inclination Towards Mobile and PC Games
6.2.2 Counterfeiting of Games and Puzzles

6.3 Market Trends
6.3.1 Growing Usage of Social Media
6.3.2 Increasing Mental Illness
6.3.3 Rising Popularity of Theme Based Games
6.3.4 Introduction of New and Innovative Puzzles
6.3.5 Integration of Board Games in Cafes

7. Competitive Landscape

7.1 Global Table Top Games Market: Competitive Landscape

8. Company Profiles

8.1 Mattel, Inc.
8.1.1 Business Overview
8.1.2 Operating Segments
8.1.3 Business Strategy

8.2 Hasbro, Inc.
8.2.1 Business Overview
8.2.2 Operating Segments
8.2.3 Business Strategy

8.3 CMON Limited
8.3.1 Business Overview
8.3.2 Operating Regions
8.3.3 Business Strategy

8.4 Embracer Group
8.4.1 Business Overview
8.4.2 Operating Segments
8.4.3 Business Strategy

8.5 Buffalo Games
8.5.1 Business Overview
8.5.2 Business Strategy

8.6 Goliath Games, LLC
8.6.1 Business Overview

8.7 Ravensburg AG
8.7.1 Business Overview

8.8 North Star Games
8.8.1 Business Overview
8.8.2 Business Strategy

8.9 Zobmondo Entertainment
8.9.1 Business Overview

8.10 Grey Fox Games
8.10.1 Business Overview

List of Figures

Figure 1: History of Common Board Games And Puzzle
Figure 2: Benefits Of Table Top Games
Figure 3: Table Top Games Segmentation
Figure 4: Global Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 5: Global Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 6: Global Table Top Games Market by Type; 2022 (Percentage, %)
Figure 7: Global Table Top Games Market by Distribution Channel; 2022 (Percentage, %)
Figure 8: Global Table Top Games Market by User Group; 2022 (Percentage, %)
Figure 9: Global Table Top Games Market by Region; 2022 (Percentage, %)
Figure 10: Global Board Games Market by Value; 2018-2022 (US$ Billion)
Figure 11: Global Board Games Market by Value; 2023-2028 (US$ Billion)
Figure 12: Global Board Games Market by Product; (Percentage, %)
Figure 13: Global Monopoly Market by Value; 2018-2022 (US$ Billion)
Figure 14: Global Monopoly Market by Value; 2023-2028 (US$ Billion)
Figure 15: Global Chess Market by Value; 2018-2022 (US$ Billion)
Figure 16: Global Chess Market by Value; 2023-2028 (US$ Billion)
Figure 17: Global Ludo Market by Value; 2018-2022 (US$ Billion)
Figure 18: Global Ludo Market by Value; 2023-2028 (US$ Billion)
Figure 19: Global Scrabble Market by Value; 2018-2022 (US$ Billion)
Figure 20: Global Scrabble Market by Value; 2023-2028 (US$ Billion)
Figure 21: Global Other Board Games Market by Value; 2018-2022 (US$ Billion)
Figure 22: Global Other Board Games Market by Value; 2023-2028 (US$ Billion)
Figure 23: Global Puzzle Market by Value; 2018-2022 (US$ Billion)
Figure 24: Global Puzzle Market by Value; 2023-2028 (US$ Billion)
Figure 25: Global Playing Cards Market by Value; 2018-2022 (US$ Billion)
Figure 26: Global Playing Cards Market by Value; 2023-2028 (US$ Billion)
Figure 27: Global Brick And Mortar Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 28: Global Brick And Mortar Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 29: Global E Commerce Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 30: Global E-Commerce Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 31: Global 15 Years & Above Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 32: Global 15 Years & Above Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 33: Global 8-15 Years Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 34: Global 8-15 Years Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 35: Global Below 8 Years Age Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 36: Global Below 8 Years Age Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 37: North America Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 38: North America Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 39: North America Table Top Games Market by Region; 2022 (Percentage, %)
Figure 40: The US Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 41: The US Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 42: Canada Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 43: Canada Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 44: Mexico Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 45: Mexico Table Top Games Market by Value; 2023-2028 (US$ Million)
Figure 46: Europe Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 47: Europe Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 48: Europe Table Top Games Market by Region; 2022 (Percentage, %)
Figure 49: United Kingdom Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 50: United Kingdom Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 51: Germany Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 52: Germany Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 53: France Table Top Games Market by Value; 2018-2022 (US$ Million)
Figure 54: France Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 55: Rest of Europe Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 56: Rest of Europe Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 57: Asia Pacific Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 58: Asia Pacific Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 59: Asia Pacific Table Top Games Market by Region; 2022 (Percentage, %)
Figure 60: China Table Top Games Market by Value, 2018-2022 (US$ Billion)
Figure 61: China Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 62: India Table Top Games Market by Value, 2018-2022 (US$ Million)
Figure 63: India Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 64: Japan Table Top Games Market by Value, 2018-2022 (US$ Million)
Figure 65: Japan Table Top Games Market by Value; 2023-2028 (US$ Million)
Figure 66: Rest of Asia Pacific Table Top Games Market by Value, 2018-2022 (US$ Billion)
Figure 67: Rest of Asia Pacific Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 68: Rest of the World Table Top Games Market by Value; 2018-2022 (US$ Billion)
Figure 69: Rest of the World Table Top Games Market by Value; 2023-2028 (US$ Billion)
Figure 70: Global Urban Population as a Share of Total Population; 2016, 2021 & 2050 (Percentage, %)
Figure 71: Global E-Commerce Sales as a Percentage of Total Retail Sales; 2018-2027 (Percentage, %)
Figure 72: Global Population Aged 0-14 Years; 2006-2022 (Billion)
Figure 73: Global Number of Social Media Users; Jan-2018 - Jan-2023 (Billion)
Figure 74: Mattel, Inc. Net Sales by Segment; 2022 (Percentage, %)
Figure 75: Hasbro, Inc. Net Revenues by Segment; 2022 (Percentage, %)
Figure 76: CMON Limited Revenue by Geography; 2022 (Percentage, %)
Figure 77: Embracer Group Revenue by Segments; 2022 (Percentage, %)

 

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