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Report Description

Report Description

Forecast Period

2027-2031

Market Size (2025)

USD 19.60 Billion

CAGR (2026-2031)

17.68%

Fastest Growing Segment

Online

Largest Market

Asia Pacific

Market Size (2031)

USD 52.05 Billion

Market Overview

The Global Games and Puzzle Market will grow from USD 19.60 Billion in 2025 to USD 52.05 Billion by 2031 at a 17.68% CAGR. The Global Games and Puzzle Market encompasses a broad range of tabletop entertainment products including board games, jigsaw puzzles, and card games designed for amusement and educational purposes. The market is driven by a resurgence in social interaction and a growing consumer desire to disconnect from digital devices in favor of offline communal activities. Furthermore the expansion of the adult consumer base and the recognized benefits of these products for cognitive development and mental health support continuous industry growth.

However market expansion faces a substantial obstacle in the form of intense competition from digital gaming and mobile entertainment which compete for consumer attention and spending. This digital saturation compels manufacturers to constantly reinforce the unique value of physical play. According to The Toy Association, in 2024, the games and puzzles supercategory in the United States generated approximately $3.5 billion in retail sales. This data illustrates the significant yet challenged position of traditional gaming within the broader entertainment landscape.

Key Market Drivers

The Democratization of Innovation Through Crowdfunding Platforms has fundamentally altered the market's entry barriers, allowing independent creators to validate concepts and secure capital directly from consumers. This direct-to-consumer model mitigates manufacturing risks and fosters a diverse ecosystem of niche tabletop games that traditional publishers might overlook. The shift towards this funding mechanism is quantifiable; according to Dicebreaker, in February 2024, the crowdfunding platform Gamefound reported that its total project revenue reached $56 million in 2023, representing a 98% increase year-over-year. This surge highlights the growing consumer willingness to invest in novel, community-backed gaming experiences outside standard retail channels, effectively decentralizing the industry's power structure.

Simultaneously, the Expansion of Licensed Intellectual Property and Pop Culture Adaptations remains a potent catalyst for sales volume and mainstream market penetration. Manufacturers increasingly rely on established franchises from movies, video games, and literature to attract a broader audience and ensure retail shelf placement. A prime example of this strategy's efficacy is the collector segment's response to branded collaborations. According to Hasbro, in February 2024, in its annual financial results, the Magic: The Gathering brand generated over $1 billion in revenue, a performance significantly bolstered by the success of its licensed The Lord of the Rings expansion. Furthermore, the enduring strength of traditional players reinforces the sector's economic footprint; according to Ravensburger, in June 2024, the company achieved net revenue of EUR 669 million for the fiscal year 2023.

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Key Market Challenges

The Global Games and Puzzle Market faces a substantial hurdle in the form of intense competition from digital gaming and mobile entertainment platforms. This challenge directly hampers market growth by diverting consumer leisure time and discretionary income toward screen-based activities that offer immediate accessibility and highly immersive experiences. As digital interfaces become increasingly sophisticated, they satisfy the consumer desire for entertainment more conveniently than physical tabletop games, which often require setup time and the physical presence of multiple players. This shift in behavioral preference creates a difficult environment for traditional game manufacturers, who must struggle to maintain engagement levels against the pervasive "attention economy" of the digital sector.

The impact of this competitive pressure is quantifiable in recent industry performance metrics which indicate a softening in traditional play sectors. The dominance of digital alternatives contributes to stagnation in physical sales as the addressable audience for offline entertainment narrows. This trend is reflected in broader market data where traditional categories struggle to maintain momentum. According to the British Toy & Hobby Association, in 2024, the total value of the toy market in the United Kingdom declined by 3.7 percent to £3.4 billion. This contraction illustrates the tangible difficulty physical game providers face in securing market share against the relentless expansion of digital entertainment options.

Key Market Trends

The Expansion of the Adult Hobbyist and Kidult Consumer Segment is fundamentally restructuring the market's demographic hierarchy, as manufacturers increasingly prioritize mature consumers over traditional child audiences. This pivot allows companies to capitalize on high-disposable-income buyers seeking nostalgia, effectively mitigating the volatility associated with family-oriented purchasing. The magnitude of this shift is evident in recent sales performance; according to Kidscreen, June 2024, in the 'REPORT: Kidults lift up a softer US toy market' article, consumers aged 18 and older generated over $1.5 billion in sales during the first quarter, surpassing the preschool category to become the industry's most significant demographic.

Simultaneously, the Adoption of Sustainable and Eco-Friendly Manufacturing Materials has transitioned from a niche tactic to a central operational imperative driven by environmental awareness. Industry stakeholders are rapidly replacing petroleum-based plastics with biodegradable alternatives such as FSC-certified wood, while redesigning packaging to eliminate single-use waste. This transformation is directly correlated with consumer demand; according to The Toy Association, February 2024, in the 'Toy Association Announces 2024 Toy Trends' press release, a survey indicated that 45 percent of parents under the age of 40 now consider a product's environmental impact as a decisive factor when making purchasing decisions.

Segmental Insights

The Online segment represents the fastest-growing category within the Global Games and Puzzle Market, driven primarily by the rising global penetration of smartphones and high-speed internet connectivity. This digital transition is accelerated by the development of mobile applications that replicate traditional board games, offering consumers immediate access without physical constraints. Additionally, the integration of multiplayer capabilities allows individuals to connect remotely, fostering social interaction that physical formats cannot always provide. Consequently, the ease of downloading applications and the reduced cost of digital entry continue to attract a broader demographic of players worldwide.

Regional Insights

Asia Pacific stands as the leading region in the Global Games and Puzzle Market primarily due to its unparalleled manufacturing capabilities and massive consumer base. Countries such as China and India function as central production hubs, leveraging abundant raw materials and competitive labor costs to meet worldwide demand. Furthermore, rapid urbanization and rising disposable incomes have fueled substantial domestic consumption across the region. Trusted market analysis confirms that this combination of extensive supply chain dominance and a vast demographic advantage cements the position of Asia Pacific at the forefront of the global industry.

Recent Developments

  • In August 2024, the LEGO Group and Asmodee entered into a multi-year partnership to create and distribute a new line of board games. As part of this strategic collaboration, the companies announced the formation of a dedicated studio in Denmark called "Dotted Games." This new entity is tasked with developing high-quality tabletop titles that incorporate LEGO bricks into social gameplay mechanics. The partners confirmed that their first jointly developed project, a jungle-themed strategy game titled Monkey Palace, would act as the debut title for this initiative, combining the creative construction of LEGO with the strategic depth of board gaming.
  • In July 2024, Hasbro released the Monopoly Go! board game, a physical adaptation of the highly successful mobile application. Created in collaboration with the mobile game developer Scopely, this tabletop version integrates digital mechanics—such as building landmarks and performing "bank heists"—into the classic board game format. The product was designed to bridge the gap between digital and physical play, targeting fans of the app who desire a social, face-to-face experience. The game allows for shorter play sessions compared to the traditional version, reflecting the company's strategy to adapt its intellectual property to evolving consumer gaming habits.
  • In April 2024, Mattel launched a significant update to one of its most iconic franchises by introducing "Scrabble Together" across Europe. This new edition features a double-sided board that offers the classic game on one side and a collaborative, team-based mode on the other. The new format was developed to make the game more inclusive and less intimidating for players who find the traditional competitive gameplay difficult. The Global Head of Games at Mattel noted that this release marked the first major change to the board's design in 75 years, aiming to ensure the game remains relevant for modern audiences.
  • In January 2024, Spin Master announced a diverse range of new products to commemorate the 50th anniversary of the Rubik's Cube. The company introduced the "Retro Cube," which features the original 1980s logo and packaging, alongside a "Sensory Cube" designed with tactile shapes to be accessible for the visually impaired. This product rollout was part of a broader "Make Your Move" marketing campaign aimed at engaging the next generation of puzzle solvers. Additionally, the company revealed plans to launch a new mobile game titled "Rubik's Match" and confirmed upcoming collaborations with other major pop culture brands.

Key Market Players

  • Buffalo Games, LLC
  • Hasbro, Inc.
  • Asmodee Holding
  • Blue Orange Games, Inc.
  • Mattel, Inc.
  • Ravensburger AG
  • Schmidt Spiele GmbH
  • Revoba LLC
  • Spin Master Ltd
  • PlayMonster LLC

By Type

By Licensing

By Distribution Channel

By Region

  • Board Games
  • Card Games
  • Puzzles
  • Licensed
  • Non-licensed
  • Offline
  • Online
  • North America
  • Europe
  • Asia Pacific
  • South America
  • Middle East & Africa

Report Scope:

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

  • Games and Puzzle Market, By Type:
  • Board Games
  • Card Games
  • Puzzles
  • Games and Puzzle Market, By Licensing:
  • Licensed
  • Non-licensed
  • Games and Puzzle Market, By Distribution Channel:
  • Offline
  • Online
  • Games and Puzzle 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 Games and Puzzle Market.

Available Customizations:

Global Games and Puzzle 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 Games and Puzzle 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 Games and Puzzle Market Outlook

5.1.  Market Size & Forecast

5.1.1.  By Value

5.2.  Market Share & Forecast

5.2.1.  By Type (Board Games, Card Games, Puzzles)

5.2.2.  By Licensing (Licensed, Non-licensed)

5.2.3.  By Distribution Channel (Offline, Online)

5.2.4.  By Region

5.2.5.  By Company (2025)

5.3.  Market Map

6.    North America Games and Puzzle 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 Licensing

6.2.3.  By Distribution Channel

6.2.4.  By Country

6.3.    North America: Country Analysis

6.3.1.    United States Games and Puzzle 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 Licensing

6.3.1.2.3.  By Distribution Channel

6.3.2.    Canada Games and Puzzle 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 Licensing

6.3.2.2.3.  By Distribution Channel

6.3.3.    Mexico Games and Puzzle 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 Licensing

6.3.3.2.3.  By Distribution Channel

7.    Europe Games and Puzzle 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 Licensing

7.2.3.  By Distribution Channel

7.2.4.  By Country

7.3.    Europe: Country Analysis

7.3.1.    Germany Games and Puzzle 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 Licensing

7.3.1.2.3.  By Distribution Channel

7.3.2.    France Games and Puzzle 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 Licensing

7.3.2.2.3.  By Distribution Channel

7.3.3.    United Kingdom Games and Puzzle 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 Licensing

7.3.3.2.3.  By Distribution Channel

7.3.4.    Italy Games and Puzzle 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 Licensing

7.3.4.2.3.  By Distribution Channel

7.3.5.    Spain Games and Puzzle 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 Licensing

7.3.5.2.3.  By Distribution Channel

8.    Asia Pacific Games and Puzzle 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 Licensing

8.2.3.  By Distribution Channel

8.2.4.  By Country

8.3.    Asia Pacific: Country Analysis

8.3.1.    China Games and Puzzle 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 Licensing

8.3.1.2.3.  By Distribution Channel

8.3.2.    India Games and Puzzle 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 Licensing

8.3.2.2.3.  By Distribution Channel

8.3.3.    Japan Games and Puzzle 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 Licensing

8.3.3.2.3.  By Distribution Channel

8.3.4.    South Korea Games and Puzzle 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 Licensing

8.3.4.2.3.  By Distribution Channel

8.3.5.    Australia Games and Puzzle 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 Licensing

8.3.5.2.3.  By Distribution Channel

9.    Middle East & Africa Games and Puzzle 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 Licensing

9.2.3.  By Distribution Channel

9.2.4.  By Country

9.3.    Middle East & Africa: Country Analysis

9.3.1.    Saudi Arabia Games and Puzzle 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 Licensing

9.3.1.2.3.  By Distribution Channel

9.3.2.    UAE Games and Puzzle 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 Licensing

9.3.2.2.3.  By Distribution Channel

9.3.3.    South Africa Games and Puzzle 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 Licensing

9.3.3.2.3.  By Distribution Channel

10.    South America Games and Puzzle 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 Licensing

10.2.3.  By Distribution Channel

10.2.4.  By Country

10.3.    South America: Country Analysis

10.3.1.    Brazil Games and Puzzle 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 Licensing

10.3.1.2.3.  By Distribution Channel

10.3.2.    Colombia Games and Puzzle 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 Licensing

10.3.2.2.3.  By Distribution Channel

10.3.3.    Argentina Games and Puzzle 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 Licensing

10.3.3.2.3.  By Distribution 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 Games and Puzzle 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.  Hasbro, Inc.

15.3.  Asmodee Holding

15.4.  Blue Orange Games, Inc.

15.5.  Mattel, Inc.

15.6.  Ravensburger AG

15.7.  Schmidt Spiele GmbH

15.8.  Revoba LLC

15.9.  Spin Master Ltd

15.10.  PlayMonster LLC

16.    Strategic Recommendations

17.    About Us & Disclaimer

Figures and Tables

Frequently asked questions

Frequently asked questions

The market size of the Global Games and Puzzle Market was estimated to be USD 19.60 Billion in 2025.

Asia Pacific is the dominating region in the Global Games and Puzzle Market.

Online segment is the fastest growing segment in the Global Games and Puzzle Market.

The Global Games and Puzzle Market is expected to grow at 17.68% between 2026 to 2031.

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