市場調查報告書
商品編碼
1370579
桌遊市場:2023-2028 年全球產業趨勢、佔有率、規模、成長、機會與預測Board Games Market: Global Industry Trends, Share, Size, Growth, Opportunity and Forecast 2023-2028 |
2022年全球桌遊市場規模達151億美元。展望未來,IMARC Group預計到2028年市場規模將達到297億美元,2023-2028年年複合成長率(CAGR)為11.2%。各種分銷管道的廣泛可用性、精神疾病的增加以及治療方法的使用不斷增加是推動市場的一些關鍵因素。
棋盤遊戲包括桌上遊戲、紙牌和骰子遊戲、收藏遊戲、微型遊戲和角色扮演遊戲 (RPG)。它們方便、便宜,並且有不同尺寸、形狀和顏色可供選擇,它們鼓勵兒童之間的健康競爭和體育精神。他們形成強烈的個性意識並提高創造力、自信或自尊。它們透過刺激負責記憶形成和複雜思考過程的大腦區域來增強大腦功能。它們還可以增強各種認知技能,例如決策、解決問題、邏輯和推理、批判性思考、溝通和情緒智商 (EI)。它們有助於建立個人之間的合作、加強關係和參與團隊合作。它們有助於減輕壓力和焦慮,並改善有意識和無意識的思考功能。除此之外,它們還可以擴大詞彙量,提高語言技能,並增強孩子的注意力和專注力。它們還可以減少螢幕時間,增加與家人和朋友的互動,並增強記憶力。由於棋盤遊戲有助於降低血壓和提高耐心水平,因此世界各地對棋盤遊戲的需求正在上升。
目前,全球棋盤遊戲咖啡館數量的增加是推動市場成長的關鍵因素之一。除此之外,室內娛樂活動在全球日益普及,對市場產生了正面影響。此外,棋盤遊戲透過各種分銷管道廣泛提供,例如世界各地的大賣場、超市以及專賣店和線上商店。再加上父母越來越關注孩子的大腦發育,正在推動市場的成長。除此之外,棋盤遊戲的需求不斷成長,因為它們可以降低失智症和阿茲海默症等各種精神疾病的風險,正在推動市場的成長。此外,棋盤遊戲作為運動技能下降的兒童、精神或身體殘疾患者以及從事故中恢復的人的治療方法的需求不斷成長,這為行業投資者提供了利潤豐厚的成長機會。此外,大眾對改善肌肉、神經和免疫系統的日益關注正在支持市場的成長。此外,主要參與者正在棋盤遊戲中引入3D(3D)印刷設計,這正在加強市場成長。
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. The wide availability through various distribution channels, increasing mental diseases, and rising usage for therapy treatment represent some of the key factors driving the market.
Board games comprise tabletop, card and dice, collectible, miniature, and role-playing games (RPG). They are convenient, inexpensive, and widely available in different sizes, shapes, and colors, and they encourage healthy competition and sportsmanship among children. They develop a strong sense of individuality and improve creativity, self-confidence, or self-esteem. They increase brain functioning by stimulating brain areas that are responsible for memory formation and complex thought processes. They also enhance various cognitive skills, such as decision-making, problem-solving, logic and reasoning, critical thinking, communication, and emotional intelligence (EI). They assist in building cooperation among individuals, strengthening relationships, and engaging teamwork. They aid in reducing stress and anxiety and improving conscious and unconscious mind functions. Besides this, they expand vocabulary, boost language skills, and enhance the focus and concentration power of children. They also decrease screen time, increase engagement with family and friends, and enhance memory. As they benefit in lowering blood pressure and increasing patience levels, the demand for board games is rising around the world.
At present, the increasing number of board game cafes across the globe represents one of the key factors contributing to the growth of the market. Apart from this, the growing popularity of indoor recreational activities among the masses worldwide is positively influencing the market. Additionally, there is a wide availability of board games through various distribution channels, such as hypermarkets, supermarkets, and specialty and online stores around the world. This, coupled with the increasing focus of parents on the brain development of their children, is bolstering the growth of the market. Besides this, the rising demand for board games, as they reduce the risks of various mental diseases, such as dementia and Alzheimer's disease, is impelling the growth of the market. In addition, the increasing demand for board games as a therapy treatment for children with decreased motor skills, patients with mental or physical disabilities, and people recovering from accidents is offering lucrative growth opportunities to industry investors. Moreover, the rising focus on improving muscle, nerve, and immune systems among the masses is supporting the growth of the market. Furthermore, key players are introducing three-dimensional (3D) printed designs in board games, which is strengthening the market growth.
IMARC Group provides an analysis of the key trends in each sub-segment of the global board games market report, along with forecasts at the global, regional and country level from 2023-2028. Our report has categorized the market based on product type, game type, age group and distribution channel.
Tabletop Games
Card and Dice Games
Collectible Card Games
Miniature Games
RPG Games
The report has provided a detailed breakup and analysis of the board games market based on the product type. This includes tabletop games, card and dice games, collectible card games, miniature games, and RPG games.
Strategy and War Games
Educational Games
Fantasy Games
Sport Games
Others
A detailed breakup and analysis of the board games market based on the game type has also been provided in the report. This includes strategy and war games, educational games, fantasy games, sport games, and others.
0-2 Years
2-5 Years
5-12 Years
Above 12 Years
A detailed breakup and analysis of the board games market based on the age group has also been provided in the report. This includes 0-2 years, 2-5 years, 5-12 years, and above 12 years. According to the report, 5-12 years accounted for the largest market share.
Supermarkets and Hypermarkets
Specialty Stores
Online Stores
Others
A detailed breakup and analysis of the board games market based on the distribution channel has also been provided in the report. This includes supermarkets and hypermarkets, specialty stores, online stores, and others. According to the report, specialty stores accounted for the largest market share.
North America
United States
Canada
Asia-Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America (the United States and Canada) was the largest market for board games. Some of the factors driving the North America board games market included the presence of a large number of board gamers, rising popularity in bars and cafes, increasing demand for indoor recreational activities, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global board games market. Competitive analysis such as market structure, market share by key players, player positioning, top winning strategies, competitive dashboard, and company evaluation quadrant has been covered in the report. Also, detailed profiles of all major companies have been provided. Some of the companies covered include 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., etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.