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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 16.32 Billion

CAGR (2026-2031)

12.33%

Fastest Growing Segment

Online

Largest Market

North America

Market Size (2031)

USD 32.79 Billion

Market Overview

The Global Board Games Market will grow from USD 16.32 Billion in 2025 to USD 32.79 Billion by 2031 at a 12.33% CAGR. Board games are defined as tabletop pastimes involving the movement of counters or pieces on a pre-marked surface in accordance with a fixed set of rules. The growth of this market is fundamentally driven by a renewed consumer desire for face-to-face social interaction and the recognition of these games as educational tools that enhance cognitive skills. These enduring drivers differ from temporary market trends by fostering sustainable engagement across multiple demographics and encouraging recurring participation in communal environments.

One significant challenge impeding market expansion is the intense competition from digital entertainment mediums such as video games and mobile applications which vie for consumer attention and leisure time. This digital saturation can limit the adoption of physical games among younger audiences who are increasingly accustomed to screen-based interaction. According to The Toy Association, in 2024, the Games and Puzzles supercategory in the United States generated $3.5 billion in retail sales. This figure highlights the substantial scale of the sector despite the pressures from alternative entertainment options.

Key Market Drivers

Democratization of game publishing via crowdfunding platforms has fundamentally altered the industry's supply chain by lowering barriers to entry for independent designers. This direct-to-consumer model allows creators to validate concepts and secure capital without relying on traditional distribution channels, fostering a diverse ecosystem of niche and enthusiast titles. By facilitating direct engagement between developers and backers, these platforms have accelerated the production of high-fidelity, component-heavy games that might otherwise be deemed too risky for mass retail. According to Gamefound, January 2025, in the 'Gamefound is 1 Board Game CF platform - 2024 summary' post, the platform successfully gathered over $156 million in funding for tabletop projects throughout 2024. This surge in community-backed financing demonstrates the market's shift toward decentralized production, where consumer interest directly dictates manufacturing volumes.

Strategic licensing of popular media franchises and intellectual properties acts as a powerful catalyst for consumer acquisition, bridging the gap between casual fans and dedicated hobbyists. Publishers increasingly leverage established narratives from video games, cinema, and literature to reduce marketing friction and ensure immediate brand recognition on crowded retail shelves. This synergy allows physical games to tap into pre-existing fanbases, extending the lifecycle of major entertainment properties into the tabletop realm. According to the British Toy & Hobby Association, January 2025, in the 'Annual UK toy market trends revealed at London Toy Fair' article, licensed products achieved a 35% share of the overall toy and game market in 2024. This reliance on branded content is further exemplified by industry leaders like Games Workshop; according to Games Workshop, in 2024, the company reported core revenue of £494.7 million, underscoring the immense financial viability of proprietary IP-driven tabletop ecosystems.

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Key Market Challenges

The intense competition from digital entertainment mediums significantly hampers the expansion of the Global Board Games Market by monopolizing consumer leisure time. Unlike tabletop pastimes, which often require logistical setup, rule comprehension, and coordinated physical presence, video games and mobile applications offer immediate, immersive engagement. This discrepancy in accessibility and sensory stimulation makes digital alternatives disproportionately attractive to younger demographics and tech-savvy consumers. As a result, the "attention economy" shifts away from physical play, making it difficult for board game manufacturers to retain engagement levels or acquire new active players in a saturated entertainment landscape.

This diversion of consumer interest has a measurable negative impact on the sector's financial performance. When leisure hours are allocated to screen-based gaming, the frequency of board game purchases and play sessions naturally diminishes. The tangible effect of this trend is evident in recent industry statistics. According to The Toy Association, in 2024, the Games and Puzzles supercategory experienced a sales decline of 5% during the first half of the year. This contraction underscores how the prevalence of digital competitors directly limits the growth trajectory of the physical games market, preventing it from fully capitalizing on broader social interaction trends.

Key Market Trends

Adoption of Sustainable Manufacturing and Eco-Friendly Packaging is rapidly reshaping production standards as manufacturers pivot toward biodegradable materials to mitigate environmental impact. This industrial shift is largely a response to heightened consumer awareness regarding plastic waste, prompting companies to replace traditional shrink wrap and blister packs with plant-based alternatives and FSC-certified paper. The demand for green supply chains is quantitatively evident in consumer behavior metrics. According to The Toy Association, February 2024, in the 'The Toy Association Announces 2024 Toy Trends' press release, 45% of parents under the age of 40 now consider a toy's environmental impact when making buying decisions. Consequently, publishers are redesigning component storage to eliminate single-use plastics, establishing a new baseline for material compliance in the global market.

Expansion of the Kidult and Adult Hobbyist Consumer Segments is fundamentally altering market demographics by shifting the focus beyond family-oriented titles toward complex strategy games. This segment is characterized by higher disposable income and a preference for deep tactical engagement, driving demand for specialized retail spaces that foster community interaction. The robust growth of this enthusiast base is reflected in the widening physical distribution networks for hobby-grade products. According to Games Workshop, July 2024, in the 'Annual Report 2024', the company expanded its global trade reach to 7,200 independent retailers during the fiscal year. This increase in specialized outlets underscores the sector's reliance on brick-and-mortar hubs to service the distinct needs of adult collectors and tabletop veterans.

Segmental Insights

The Online segment is identified as the fastest-growing category in the Global Board Games Market, driven significantly by the increasing penetration of smart devices and reliable internet infrastructure. This digital shift allows players to access board games remotely, eliminating physical constraints and enabling cross-border social interaction. Additionally, the rising popularity of mobile applications offering user-friendly interfaces encourages engagement among younger demographics and traditional enthusiasts alike. Consequently, developers are prioritizing digital adaptations of established titles to capitalize on the growing consumer demand for convenient and interactive virtual gaming experiences.

Regional Insights

North America commands the largest share of the Global Board Games Market due to a strong cultural affinity for social tabletop gaming and high disposable income levels. The region benefits from the presence of major industry publishers and an extensive retail infrastructure that ensures consistent product availability. Furthermore, the widespread adoption of crowdfunding platforms such as Kickstarter has expanded the sector by enabling independent developers to fund and distribute diverse titles. This established ecosystem supports sustained consumer demand and reinforces the region's leading standing in the global industry.

Recent Developments

  • In November 2024, the Asmodee Group announced a strategic plan to resume the acquisition of smaller board game publishers and distributors following its corporate reorganization. During a presentation to investors, the Chief Executive Officer disclosed that the company was actively monitoring a pipeline of potential targets across the United States and Europe to strengthen its market position. This renewed focus on external growth aimed to diversify the company's catalog, particularly in the social and party game sectors. The move signaled a return to the consolidation strategy that had previously fueled the group's expansion in the global board games market.
  • In September 2024, Hasbro revealed a lineup of special edition board games featuring collaborations with major entertainment franchises, targeting the holiday retail season. The announcement included a high-end collector's edition of Risk, developed in partnership with the creators of a hit streaming series, which featured custom artwork and sculpted tokens. The company also introduced new versions of Monopoly themed around a classic video game character and a global lifestyle brand. These product launches demonstrated the company's strategy of utilizing strong intellectual property licensing to drive sales and appeal to the growing market of adult collectors.
  • In April 2024, Goliath Games announced the acquisition of Lucky Duck Games, a publisher recognized for its innovative digital hybrid board games that integrate mobile apps with physical gameplay. This strategic move allowed the company to significantly expand its portfolio in the adult strategy category, complementing its existing strength in family and party games. The Chief Executive Officer of Goliath noted that the partnership would leverage their global distribution network to bring these specialized strategy titles to a wider mainstream audience. The acquired studio was set to continue operating independently, maintaining its focus on designing technology-driven tabletop experiences.
  • In January 2024, Ravensburger unveiled a comprehensive roadmap for its Disney Lorcana Trading Card Game, outlining a series of new product launches and strategic expansions intended to grow its global player base. The company announced the release schedule for four new card sets throughout the year and introduced a standalone board game designed to teach the mechanics to beginners. Furthermore, the publisher detailed plans for a competitive circuit that would culminate in a North American and European championship. This initiative highlighted the company's commitment to supporting organized play and solidifying the brand's presence in the competitive tabletop market.

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.

By Type

By Game Type

By Age Group

By Sales Channel

By Region

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games
  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others
  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years
  • Supermarkets/Hypermarkets
  • Specialty Stores
  • Online
  • Others
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

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).

Global Board Games Market is an upcoming report to be released soon. If you wish an early delivery of this report or want to confirm the date of release, please contact us at [email protected]

Table of content

Table of content

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

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Board Games Market was estimated to be USD 16.32 Billion in 2025.

North America is the dominating region in the Global Board Games Market.

Online segment is the fastest growing segment in the Global Board Games Market.

The Global Board Games Market is expected to grow at 12.33% between 2026 to 2031.

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