封面
市場調查報告書
商品編碼
1951272

圖板遊戲市場-全球產業規模、佔有率、趨勢、機會及預測:按類型、遊戲類型、年齡層、銷售管道、地區及競爭格局分類,2021-2031年

Board Games Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Type, By Game Type, By Age Group, By Sales Channel, By Region & Competition, 2021-2031F

出版日期: | 出版商: TechSci Research | 英文 185 Pages | 商品交期: 2-3個工作天內

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簡介目錄

全球圖板遊戲市場預計將從 2025 年的 163.2 億美元大幅成長至 2031 年的 327.9 億美元,複合年成長率為 12.33%。

桌上遊戲是指在特定規則下,在劃定的桌面上移動棋子的一種遊戲活動。由於人們越來越渴望面對面的社交互動,以及這些遊戲作為提升認知能力的教育資源的價值日益凸顯,桌上遊戲領域正在蓬勃發展。與曇花一現的潮流不同,這些根本促進因素能夠激發各個年齡層的持續興趣,並鼓勵他們在團體環境中反覆遊玩。

市場概覽
預測期 2027-2031
市場規模:2025年 163.2億美元
市場規模:2031年 327.9億美元
複合年成長率:2026-2031年 12.33%
成長最快的細分市場 線上
最大的市場 北美洲

市場面臨的一大挑戰是來自數位娛樂的激烈競爭,包括電子遊戲和行動應用,它們都在爭奪消費者的休閒時間。數位娛樂的普及阻礙了實體遊戲的普及,尤其是在習慣於螢幕活動的年輕一代。然而,實體遊戲市場依然規模龐大。根據玩具協會預測,到2024年,美國「遊戲和拼圖」零售額預計將達到35億美元,這表明儘管面臨其他娛樂方式的壓力,該行業依然保持著強勁的勢頭。

市場促進因素

群眾集資平台推動遊戲發行民主化,降低了獨立創作者的進入門檻,並徹底改變了遊戲產業的供應鏈。這種直接面對消費者的模式讓設計師無需依賴傳統分銷管道即可檢驗創意並資金籌措,從而創造了一個利基遊戲和業餘遊戲蓬勃發展的環境。透過直接連接開發者和支持者,這些平台正在加速開發那些對主流零售而言風險過高的複雜優質遊戲。根據Gamefound於2025年1月發布的報告《Gamefound是排名第一的桌遊眾籌平台——2024年總結》,該平台在2024年為桌遊計劃籌集了超過1.56億美元的資金籌措,凸顯了由消費者需求驅動的去中心化生產模式的轉變。

此外,對知名媒體特許經營權和智慧財產權進行策略性授權是吸引消費者的關鍵促進因素,能夠有效地連接休閒玩家和忠實愛好者。出版商正擴大利用電影、文學和電子遊戲中已有的敘事模式來應對行銷挑戰,並確保在競爭激烈的市場中迅速獲得品牌認可。這種整合使得桌上遊戲能夠利用現有的粉絲群體,並延長主要娛樂特許經營權的商業性壽命。根據英國玩具與嗜好協會2025年1月發表的題為《倫敦玩具展揭曉英國年度玩具市場趨勢》的報導,授權產品在2024年佔玩具和遊戲市場總額的35%。這一趨勢在Games 研討會的財務表現中也得到了印證,該公司2024年的核心收入達到4.947億英鎊,充分展現了其以知識產權主導的桌面遊戲生態系統的強大財務實力。

市場挑戰

數位娛樂平台佔據了消費者的休閒時間,其激烈的競爭正嚴重阻礙全球圖板遊戲市場的成長。與通常需要實體準備、理解規則和團隊合作的桌遊不同,行動應用和電子遊戲能夠提供即時沉浸式的體驗。這種便利性和感官回饋上的差異,使得數位遊戲對精通科技的人和年輕一代尤其具有吸引力。因此,「注意力經濟」正在逐漸遠離實體遊戲,這給製造商帶來了挑戰:如何在飽和的娛樂環境中保持玩家的參與度並吸引新玩家。

消費者興趣的這種轉變正對產業的財務表現產生顯著的負面影響。隨著休閒時間擴大用於電子遊戲,圖板遊戲的購買和遊玩頻率自然會降低。這一趨勢反映在近期的市場數據中。根據玩具協會(The Toy Association)的數據顯示,到2024年上半年,「遊戲和拼圖」這一大類產品的銷售額將下降5%。這一下滑凸顯了數位競爭對手的激增如何直接限制了實體市場的成長潛力,並阻礙了它們充分利用促進社交互動的更廣泛趨勢的能力。

市場趨勢

向永續製造和環保包裝的轉變正在迅速重塑生產方式,企業紛紛轉向可生物分解材料以減少對環境的影響。這項產業轉型主要源自於消費者對塑膠廢棄物日益成長的擔憂,促使製造商從傳統的收縮膜和塑膠包裝轉向植物來源解決方案和FSC認證紙張。消費者數據也支持這一綠色供應鏈趨勢。根據玩具協會2024年2月發布的新聞稿《玩具協會發布2024年玩具趨勢》,40歲以下的父母中有45%會在購買決策中考慮環境影響。因此,出版商正在重新設計組件存儲方法,淘汰一次性塑膠,並在全球範圍內制定新的材料合規標準。

同時,青少年玩家和成年業餘愛好者群的壯大正在從根本上改變市場格局,將人們的注意力從適合家庭的遊戲轉向複雜的策略遊戲。這群人擁有更高的可支配收入,並且偏好深度戰術性遊戲,這推動了對支持社群建立的專業零售環境的需求。實體分銷管道的擴張也印證了這個愛好者市場的快速成長。根據Games 研討會於2024年7月發布的2024年度報告,該公司在該財政年度將業務拓展至全球7,200家獨立零售商。專業商店的興起凸顯了實體店在滿足桌遊老玩家和成年收藏家特定需求的重要性。

目錄

第1章概述

第2章調查方法

第3章執行摘要

第4章:客戶評價

第5章:全球圖板遊戲市場展望

  • 市場規模及預測
    • 按金額
  • 市佔率及預測
    • 按類型(桌遊、卡牌和骰子遊戲、集換式卡牌遊戲、微縮模型遊戲、角色扮演遊戲)
    • 按遊戲類型(策略/戰爭遊戲、教育遊戲、奇幻遊戲、運動遊戲、其他)
    • 依年齡層(0-2歲、2-5歲、5-12歲、12歲以上)
    • 依銷售管道(超級市場/大賣場、專賣店、線上、其他)
    • 按地區
    • 按公司(2025 年)
  • 市場地圖

第6章:北美圖板遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 北美洲:國家分析
    • 美國
    • 加拿大
    • 墨西哥

第7章:歐洲圖板遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 歐洲:國家分析
    • 德國
    • 法國
    • 英國
    • 義大利
    • 西班牙

第8章:亞太地區圖板遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 亞太地區:國家分析
    • 中國
    • 印度
    • 日本
    • 韓國
    • 澳洲

第9章:中東和非洲圖板遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 中東和非洲:國家分析
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 南非

第10章:南美洲圖板遊戲市場展望

  • 市場規模及預測
  • 市佔率及預測
  • 南美洲:國家分析
    • 巴西
    • 哥倫比亞
    • 阿根廷

第11章 市場動態

  • 促進要素
  • 任務

第12章 市場趨勢與發展

  • 併購
  • 產品發布
  • 最新進展

第13章:全球圖板遊戲市場:SWOT分析

第14章:波特五力分析

  • 產業競爭
  • 新進入者的可能性
  • 供應商電力
  • 顧客權力
  • 替代品的威脅

第15章 競爭格局

  • Buffalo Games, LLC
  • Cartamundi Services NV
  • Clementoni Spa
  • CMON Limited
  • Franckh-Kosmos Verlags-GmbH & Co. KG
  • Boyd Gaming Corporation
  • HP Gibson & Sons Ltd
  • DEVIR AMERICAS, LLC
  • Hasbro Inc.
  • Mattel Inc.

第16章 策略建議

第17章:關於研究公司及免責聲明

簡介目錄
Product Code: 23331

The Global Board Games Market is projected to expand significantly, rising from USD 16.32 Billion in 2025 to USD 32.79 Billion by 2031, reflecting a CAGR of 12.33%. Defined as tabletop activities involving pieces moved on a marked surface according to specific rules, this sector is growing due to a resurgence in the desire for face-to-face social engagement and the appreciation of these games as educational resources that improve cognitive abilities. Unlike fleeting fads, these foundational drivers promote sustained interest across various age groups and encourage repeated play in communal settings.

Market Overview
Forecast Period2027-2031
Market Size 2025USD 16.32 Billion
Market Size 2031USD 32.79 Billion
CAGR 2026-203112.33%
Fastest Growing SegmentOnline
Largest MarketNorth America

A major obstacle facing the market is the fierce rivalry presented by digital entertainment, including video games and mobile apps, which compete for consumer leisure time. This prevalence of digital options challenges the uptake of physical games, particularly among younger generations who are accustomed to screen-based activities. Nevertheless, the sector maintains considerable scale; according to The Toy Association, the Games and Puzzles supercategory in the United States achieved $3.5 billion in retail sales in 2024, demonstrating the industry's substantial size even amidst pressure from alternative entertainment forms.

Market Driver

The democratization of game publishing through crowdfunding platforms has transformed the industry's supply chain by reducing entry barriers for independent creators. This direct-to-consumer approach enables designers to validate ideas and raise funds without depending on conventional distribution networks, resulting in a varied landscape of niche and enthusiast games. By allowing developers to connect directly with backers, these platforms have hastened the creation of complex, high-quality games that might otherwise be considered too risky for general retail. According to Gamefound's 'Gamefound is 1 Board Game CF platform - 2024 summary' post from January 2025, the platform secured over $156 million in funding for tabletop projects in 2024, highlighting a shift toward decentralized production driven by consumer demand.

Additionally, the strategic licensing of well-known media franchises and intellectual properties serves as a major driver for attracting consumers, effectively linking casual audiences with dedicated hobbyists. Publishers are increasingly utilizing established stories from cinema, literature, and video games to ease marketing challenges and ensure instant brand recognition in a crowded market. This integration allows tabletop games to leverage existing fanbases, thereby extending the commercial life of major entertainment franchises. According to the British Toy & Hobby Association's January 2025 article 'Annual UK toy market trends revealed at London Toy Fair,' licensed products captured a 35% share of the total toy and game market in 2024. This trend is further illustrated by Games Workshop, which reported core revenue of £494.7 million in 2024, proving the financial strength of IP-led tabletop ecosystems.

Market Challenge

The robust competition from digital entertainment platforms significantly hinders the growth of the Global Board Games Market by dominating the leisure time of consumers. Unlike tabletop games, which typically demand physical setup, an understanding of rules, and coordinated group presence, mobile applications and video games provide instant and immersive experiences. This difference in accessibility and sensory feedback makes digital options particularly appealing to tech-savvy individuals and younger demographics. Consequently, the "attention economy" is drifting away from physical gameplay, posing a challenge for manufacturers attempting to maintain engagement or attract new players in a highly saturated entertainment environment.

This shift in consumer focus has led to a quantifiable negative effect on the industry's financial results. As leisure time is increasingly dedicated to screen-based gaming, the frequency of purchasing and playing board games naturally decreases. This trend is reflected in recent market data; according to The Toy Association, sales in the Games and Puzzles supercategory fell by 5% in the first half of 2024. This decline highlights how the ubiquity of digital rivals directly restricts the physical market's growth potential, impeding its ability to fully benefit from broader trends favoring social interaction.

Market Trends

The move toward Sustainable Manufacturing and Eco-Friendly Packaging is rapidly redefining production norms as companies switch to biodegradable materials to reduce their environmental footprint. This industrial transition is primarily driven by growing consumer concern over plastic waste, leading manufacturers to swap traditional shrink wrap and plastic packaging for plant-based solutions and FSC-certified paper. This preference for green supply chains is supported by consumer data; according to The Toy Association's press release 'The Toy Association Announces 2024 Toy Trends' from February 2024, 45% of parents under 40 now factor environmental impact into their purchasing choices. As a result, publishers are re-engineering component storage to remove single-use plastics, setting new material compliance standards globally.

Simultaneously, the expansion of the Kidult and Adult Hobbyist segments is fundamentally changing market demographics, moving the spotlight from family-centric games to complex strategy titles. This group is defined by higher disposable income and a desire for deep tactical gameplay, fueling the need for specialized retail environments that support community building. The strong expansion of this enthusiast market is evident in the growth of physical distribution channels; according to Games Workshop's 'Annual Report 2024' released in July 2024, the company extended its global trade reach to 7,200 independent retailers during the fiscal year. This rise in specialized outlets emphasizes the importance of brick-and-mortar hubs in serving the specific requirements of tabletop veterans and adult collectors.

Key Market Players

  • Buffalo Games, LLC
  • Cartamundi Services NV
  • Clementoni S.p.a.
  • CMON Limited
  • Franckh-Kosmos Verlags-GmbH & Co. KG
  • Boyd Gaming Corporation
  • H.P Gibson & Sons Ltd
  • DEVIR AMERICAS, LLC
  • Hasbro Inc.
  • Mattel Inc.

Report Scope

In this report, the Global Board Games Market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Board Games Market, By Type

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Board Games Market, By Game Type

  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Board Games Market, By Age Group

  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years

Board Games Market, By Sales Channel

  • Supermarkets/Hypermarkets
  • Specialty Stores
  • Online
  • Others

Board Games Market, By Region

  • North America
    • United States
    • Canada
    • Mexico
  • Europe
    • France
    • United Kingdom
    • Italy
    • Germany
    • Spain
  • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Middle East & Africa
    • South Africa
    • Saudi Arabia
    • UAE

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Board Games Market.

Available Customizations:

Global Board Games Market report with the given market data, TechSci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).

Table of Contents

1. Product Overview

  • 1.1. Market Definition
  • 1.2. Scope of the Market
    • 1.2.1. Markets Covered
    • 1.2.2. Years Considered for Study
    • 1.2.3. Key Market Segmentations

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Overview of the Market
  • 3.2. Overview of Key Market Segmentations
  • 3.3. Overview of Key Market Players
  • 3.4. Overview of Key Regions/Countries
  • 3.5. Overview of Market Drivers, Challenges, Trends

4. Voice of Customer

5. Global Board Games Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Type (Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games)
    • 5.2.2. By Game Type (Strategy and War Games, Educational Games, Fantasy Games, Sport Games, Others)
    • 5.2.3. By Age Group (0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years)
    • 5.2.4. By Sales Channel (Supermarkets/Hypermarkets, Specialty Stores, Online, Others)
    • 5.2.5. By Region
    • 5.2.6. By Company (2025)
  • 5.3. Market Map

6. North America Board Games Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Type
    • 6.2.2. By Game Type
    • 6.2.3. By Age Group
    • 6.2.4. By Sales Channel
    • 6.2.5. By Country
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Board Games Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Type
        • 6.3.1.2.2. By Game Type
        • 6.3.1.2.3. By Age Group
        • 6.3.1.2.4. By Sales Channel
    • 6.3.2. Canada Board Games Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Type
        • 6.3.2.2.2. By Game Type
        • 6.3.2.2.3. By Age Group
        • 6.3.2.2.4. By Sales Channel
    • 6.3.3. Mexico Board Games Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Type
        • 6.3.3.2.2. By Game Type
        • 6.3.3.2.3. By Age Group
        • 6.3.3.2.4. By Sales Channel

7. Europe Board Games Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Type
    • 7.2.2. By Game Type
    • 7.2.3. By Age Group
    • 7.2.4. By Sales Channel
    • 7.2.5. By Country
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Board Games Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Type
        • 7.3.1.2.2. By Game Type
        • 7.3.1.2.3. By Age Group
        • 7.3.1.2.4. By Sales Channel
    • 7.3.2. France Board Games Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Type
        • 7.3.2.2.2. By Game Type
        • 7.3.2.2.3. By Age Group
        • 7.3.2.2.4. By Sales Channel
    • 7.3.3. United Kingdom Board Games Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Type
        • 7.3.3.2.2. By Game Type
        • 7.3.3.2.3. By Age Group
        • 7.3.3.2.4. By Sales Channel
    • 7.3.4. Italy Board Games Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Type
        • 7.3.4.2.2. By Game Type
        • 7.3.4.2.3. By Age Group
        • 7.3.4.2.4. By Sales Channel
    • 7.3.5. Spain Board Games Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Type
        • 7.3.5.2.2. By Game Type
        • 7.3.5.2.3. By Age Group
        • 7.3.5.2.4. By Sales Channel

8. Asia Pacific Board Games Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Type
    • 8.2.2. By Game Type
    • 8.2.3. By Age Group
    • 8.2.4. By Sales Channel
    • 8.2.5. By Country
  • 8.3. Asia Pacific: Country Analysis
    • 8.3.1. China Board Games Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Type
        • 8.3.1.2.2. By Game Type
        • 8.3.1.2.3. By Age Group
        • 8.3.1.2.4. By Sales Channel
    • 8.3.2. India Board Games Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Type
        • 8.3.2.2.2. By Game Type
        • 8.3.2.2.3. By Age Group
        • 8.3.2.2.4. By Sales Channel
    • 8.3.3. Japan Board Games Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Type
        • 8.3.3.2.2. By Game Type
        • 8.3.3.2.3. By Age Group
        • 8.3.3.2.4. By Sales Channel
    • 8.3.4. South Korea Board Games Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Type
        • 8.3.4.2.2. By Game Type
        • 8.3.4.2.3. By Age Group
        • 8.3.4.2.4. By Sales Channel
    • 8.3.5. Australia Board Games Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Type
        • 8.3.5.2.2. By Game Type
        • 8.3.5.2.3. By Age Group
        • 8.3.5.2.4. By Sales Channel

9. Middle East & Africa Board Games Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Type
    • 9.2.2. By Game Type
    • 9.2.3. By Age Group
    • 9.2.4. By Sales Channel
    • 9.2.5. By Country
  • 9.3. Middle East & Africa: Country Analysis
    • 9.3.1. Saudi Arabia Board Games Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Type
        • 9.3.1.2.2. By Game Type
        • 9.3.1.2.3. By Age Group
        • 9.3.1.2.4. By Sales Channel
    • 9.3.2. UAE Board Games Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Type
        • 9.3.2.2.2. By Game Type
        • 9.3.2.2.3. By Age Group
        • 9.3.2.2.4. By Sales Channel
    • 9.3.3. South Africa Board Games Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Type
        • 9.3.3.2.2. By Game Type
        • 9.3.3.2.3. By Age Group
        • 9.3.3.2.4. By Sales Channel

10. South America Board Games Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Type
    • 10.2.2. By Game Type
    • 10.2.3. By Age Group
    • 10.2.4. By Sales Channel
    • 10.2.5. By Country
  • 10.3. South America: Country Analysis
    • 10.3.1. Brazil Board Games Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Type
        • 10.3.1.2.2. By Game Type
        • 10.3.1.2.3. By Age Group
        • 10.3.1.2.4. By Sales Channel
    • 10.3.2. Colombia Board Games Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Type
        • 10.3.2.2.2. By Game Type
        • 10.3.2.2.3. By Age Group
        • 10.3.2.2.4. By Sales Channel
    • 10.3.3. Argentina Board Games Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Type
        • 10.3.3.2.2. By Game Type
        • 10.3.3.2.3. By Age Group
        • 10.3.3.2.4. By Sales Channel

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

  • 12.1. Merger & Acquisition (If Any)
  • 12.2. Product Launches (If Any)
  • 12.3. Recent Developments

13. Global Board Games Market: SWOT Analysis

14. Porter's Five Forces Analysis

  • 14.1. Competition in the Industry
  • 14.2. Potential of New Entrants
  • 14.3. Power of Suppliers
  • 14.4. Power of Customers
  • 14.5. Threat of Substitute Products

15. Competitive Landscape

  • 15.1. Buffalo Games, LLC
    • 15.1.1. Business Overview
    • 15.1.2. Products & Services
    • 15.1.3. Recent Developments
    • 15.1.4. Key Personnel
    • 15.1.5. SWOT Analysis
  • 15.2. Cartamundi Services NV
  • 15.3. Clementoni S.p.a.
  • 15.4. CMON Limited
  • 15.5. Franckh-Kosmos Verlags-GmbH & Co. KG
  • 15.6. Boyd Gaming Corporation
  • 15.7. H.P Gibson & Sons Ltd
  • 15.8. DEVIR AMERICAS, LLC
  • 15.9. Hasbro Inc.
  • 15.10. Mattel Inc.

16. Strategic Recommendations

17. About Us & Disclaimer