2026-2030年全球圖板遊戲市場
市場調查報告書
商品編碼
1975361

2026-2030年全球圖板遊戲市場

Global Board Games Market 2026-2030

出版日期: | 出版商: TechNavio | 英文 291 Pages | 訂單完成後即時交付

價格
簡介目錄

全球圖板遊戲市場預計在 2025 年至 2030 年間成長至 56.689 億美元,預測期內複合年成長率為 9.7%。

本報告對全球圖板遊戲市場進行了全面分析,包括市場規模和預測、趨勢、成長要素和挑戰,以及對約 25 家公司的供應商分析。

本報告對當前市場狀況、最新趨勢和促進因素以及整體市場環境進行了最新分析。市場成長的促進因素包括:消費者對認知參與和社交互動的需求不斷成長、全球知識產權和流行媒體特許經營權的整合、分銷網路的轉型以及群眾集資平台的興起。

本研究採用客觀的方法,結合一手和二手資料,包括來自主要產業相關人員的資訊。報告內容涵蓋主要企業分析、全面的市場規模數據、區域細分分析以及供應商格局。報告還包含歷史數據和預測數據。

市場範圍
基準年 2026
年末 2030
預測期 2026-2030
成長勢頭 加速度
2026年與前一年相比 8.5%
複合年成長率 9.7%
增量 56.689億美元

本研究指出,圖板遊戲的數位整合和技術整合是未來幾年全球圖板遊戲市場成長的關鍵促進因素。此外,生產過程中的永續性和環境責任、文化多樣性以及在全球市場的代表性預計也將帶來可觀的需求。

目錄

第1章執行摘要

第2章 Technavio 分析

  • 分析定價、生命週期、顧客購買籃子、採用率和購買標準。
  • 輸入的重要性及差異化因素
  • 混淆因素
  • 促進因素和挑戰的影響

第3章 市場狀況

  • 市場生態系統
  • 市場特徵
  • 價值鏈分析

第4章 市場規模

  • 市場的定義
  • 市場區隔分析
  • 2025年市場規模
  • 2025-2030年市場展望

第5章 市場規模與表現

  • 2020-2024年全球圖板遊戲市場
  • 2020-2024年產品細分市場分析
  • 2020-2024年通路細分分析
  • 2020-2024年年齡層細分分析
  • 2020-2024年區域市場分析
  • 2020-2024年各國細分市場分析

第6章 定性分析

  • 人工智慧的影響:全球圖板遊戲市場

第7章:五力分析

  • 五力模型概述
  • 買方的議價能力
  • 供應商的議價能力
  • 新進入者的威脅
  • 替代品的威脅
  • 競爭威脅
  • 市場狀況

第8章 市場區隔:依產品

  • 比較:按產品
  • 桌面
  • 紙牌和骰子
  • 角色扮演
  • 市場機會:依產品分類

第9章 市場區隔:按分銷管道

  • 比較:按分銷管道
  • 線上
  • 離線
  • 市場機會:依分銷管道分類

第10章 市場區隔:依年齡層

  • 比較:依年齡層
  • 兒童(2-12歲)
  • 青少年(12-25歲)
  • 成年人(25歲以上)
  • 市場機會:依年齡層別分類

第11章 客戶情況

第12章 區域情勢

  • 區域細分
  • 區域比較
  • 歐洲
    • 英國
    • 德國
    • 義大利
    • 法國
    • 西班牙
    • 波蘭
  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 韓國
    • 澳洲
    • 越南
  • 中東和非洲
    • 南非
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 埃及
    • 摩洛哥
  • 南美洲
    • 巴西
    • 阿根廷
    • 哥倫比亞
  • 市場機會:按地區分類

第13章 促進因素、挑戰與機遇

  • 市場促進因素
  • 市場挑戰
  • 促進因素和挑戰的影響
  • 市場機遇

第14章 競爭格局

  • 概述
  • 競爭格局
  • 混亂局面
  • 產業風險

第15章 競爭分析

  • 公司簡介
  • 公司排名指標
  • 企業市場定位
  • Alderac Entertainment Group
  • Atlas Games
  • Bezier Games Inc.
  • Buffalo Games LLC
  • Claranet Ltd.
  • Embracer Group AB
  • Gibsons Games Ltd.
  • Grey Fox Games
  • Hasbro Inc.
  • Indie Boards and Cards
  • Mattel Inc.
  • Pandasaurus Games
  • Ravensburger AG
  • Stonemaier Games
  • The Walt Disney Co.

第16章附錄

簡介目錄
Product Code: IRTNTR40559

The global board games market is forecasted to grow by USD 5668.9 mn during 2025-2030, accelerating at a CAGR of 9.7% during the forecast period. The report on the global board games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising consumer demand for cognitive engagement and social interaction, integration of global intellectual property and popular media franchises, transformation of distribution networks and rise of crowdfunding platforms.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20268.5%
CAGR9.7%
Incremental Value$5668.9 mn

Technavio's global board games market is segmented as below:

By Product

  • Tabletop
  • Card and dice
  • Role-playing

By Distribution Channel

  • Online
  • Offline

By Age Group

  • Children (2-12 years)
  • Teenagers (12-25 years)
  • Adults (25 and above years)

Geography

  • Europe
    • UK
    • Germany
    • Italy
    • France
    • Spain
    • Poland
  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Vietnam
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the digital hybridization and technological integration in board games as one of the prime reasons driving the global board games market growth during the next few years. Also, sustainability and environmental responsibility in production and cultural diversification and global market representation will lead to sizable demand in the market.

The report on the global board games market covers the following areas:

  • Global board games market sizing
  • Global board games market forecast
  • Global board games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global board games market vendors that include Alderac Entertainment Group, Atlas Games, Bezier Games Inc., Buffalo Games LLC, Claranet Ltd., Embracer Group AB, Franckh Kosmos Verlags GmbH, Ghost Galaxy Inc., Gibsons Games Ltd., Grey Fox Games, GungHo Online Entertainment Inc, Hasbro Inc., Indie Boards and Cards, Mattel Inc., Pandasaurus Games, PD Verlag GmbH and Co. KG, Ravensburger AG, Stonemaier Games, The Walt Disney Co., Warlord Games. Also, the global board games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Board Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Board Games Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Board Games Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Tabletop - Market size and forecast 2025-2030
  • 8.4 Card and dice - Market size and forecast 2025-2030
  • 8.5 Role-playing - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by Distribution Channel

  • 9.1 Market segments
  • 9.2 Comparison by Distribution Channel
  • 9.3 Online - Market size and forecast 2025-2030
  • 9.4 Offline - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Children (2-12 years) - Market size and forecast 2025-2030
  • 10.4 Teenagers (12-25 years) - Market size and forecast 2025-2030
  • 10.5 Adults (25 and above years) - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 Europe - Market size and forecast 2025-2030
    • 12.3.1 UK - Market size and forecast 2025-2030
    • 12.3.2 Germany - Market size and forecast 2025-2030
    • 12.3.3 Italy - Market size and forecast 2025-2030
    • 12.3.4 France - Market size and forecast 2025-2030
    • 12.3.5 Spain - Market size and forecast 2025-2030
    • 12.3.6 Poland - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Vietnam - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Morocco - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rising consumer demand for cognitive engagement and social interaction
    • Integration of global intellectual property and popular media franchises
    • Transformation of distribution networks and rise of crowdfunding platforms
  • 13.2 Market challenges
    • Fluctuating raw material costs and logistical constraints
    • Intense competition from digital entertainment and mobile gaming
    • Prevalence of counterfeit products and intellectual property theft
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Digital hybridization and technological integration in board games
    • Sustainability and environmental responsibility in production
    • Cultural diversification and global market representation

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Alderac Entertainment Group
    • Alderac Entertainment Group - Overview
    • Alderac Entertainment Group - Product / Service
    • Alderac Entertainment Group - Key offerings
    • SWOT
  • 15.5 Atlas Games
    • Atlas Games - Overview
    • Atlas Games - Product / Service
    • Atlas Games - Key offerings
    • SWOT
  • 15.6 Bezier Games Inc.
    • Bezier Games Inc. - Overview
    • Bezier Games Inc. - Product / Service
    • Bezier Games Inc. - Key offerings
    • SWOT
  • 15.7 Buffalo Games LLC
    • Buffalo Games LLC - Overview
    • Buffalo Games LLC - Product / Service
    • Buffalo Games LLC - Key offerings
    • SWOT
  • 15.8 Claranet Ltd.
    • Claranet Ltd. - Overview
    • Claranet Ltd. - Product / Service
    • Claranet Ltd. - Key offerings
    • SWOT
  • 15.9 Embracer Group AB
    • Embracer Group AB - Overview
    • Embracer Group AB - Business segments
    • Embracer Group AB - Key offerings
    • Embracer Group AB - Segment focus
    • SWOT
  • 15.10 Gibsons Games Ltd.
    • Gibsons Games Ltd. - Overview
    • Gibsons Games Ltd. - Product / Service
    • Gibsons Games Ltd. - Key offerings
    • SWOT
  • 15.11 Grey Fox Games
    • Grey Fox Games - Overview
    • Grey Fox Games - Product / Service
    • Grey Fox Games - Key offerings
    • SWOT
  • 15.12 Hasbro Inc.
    • Hasbro Inc. - Overview
    • Hasbro Inc. - Business segments
    • Hasbro Inc. - Key offerings
    • Hasbro Inc. - Segment focus
    • SWOT
  • 15.13 Indie Boards and Cards
    • Indie Boards and Cards - Overview
    • Indie Boards and Cards - Product / Service
    • Indie Boards and Cards - Key offerings
    • SWOT
  • 15.14 Mattel Inc.
    • Mattel Inc. - Overview
    • Mattel Inc. - Business segments
    • Mattel Inc. - Key news
    • Mattel Inc. - Key offerings
    • Mattel Inc. - Segment focus
    • SWOT
  • 15.15 Pandasaurus Games
    • Pandasaurus Games - Overview
    • Pandasaurus Games - Product / Service
    • Pandasaurus Games - Key offerings
    • SWOT
  • 15.16 Ravensburger AG
    • Ravensburger AG - Overview
    • Ravensburger AG - Product / Service
    • Ravensburger AG - Key offerings
    • SWOT
  • 15.17 Stonemaier Games
    • Stonemaier Games - Overview
    • Stonemaier Games - Product / Service
    • Stonemaier Games - Key offerings
    • SWOT
  • 15.18 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations