DUBLIN–(BUSINESS WIRE)–The “Global Table Top Games Market: Analysis By Type, By Distribution Channel, By User Group, By Region, Size and Trends and Forecast up to 2028” report has been added to ResearchAndMarkets.com’s offering.

This comprehensive report offers valuable insights into the global tabletop games market, highlighting its current state, growth drivers, challenges, and emerging trends.

Market Overview

In 2023, the global tabletop games market was valued at $23.58 billion and is expected to reach $37.11 billion by 2028. Tabletop games serve as the physical foundation for children’s play, imparting values of different historical periods, stimulating creativity, and shaping experiences. In recent years, tabletop games have experienced a resurgence, captivating players of all ages and offering a break from digital screens, fostering face-to-face social interaction.

The rising preference for games like board games, card games, and strategy-based games, particularly among millennials, has contributed to the growing demand for tabletop games. Additionally, board games have gained popularity at game bars and cafes, further boosting the market. The tabletop games market is dynamic, with ongoing consolidation leading to increased competition. It is expected to grow at a CAGR of 5.80% during the forecast period from 2023 to 2028.

Market Segmentation

The global tabletop games market is segmented as follows:

  • By Type: The market includes three segments: Board Games, Puzzles, and Playing Cards. Board games, further divided into products like Monopoly, Chess, Ludo, Scrabble, and others, dominated the market in 2022. Their resurgence is attributed to the appeal of face-to-face social interaction in an increasingly digital world. Board games offer tangible and shared gaming experiences, fostering social bonds and memorable moments. Additionally, innovation in game design, immersive themes, complex strategies, and engaging gameplay mechanics have contributed to their popularity.

  • By Distribution Channel: Two segments include Brick and Mortar and E-Commerce. E-Commerce is expected to experience the highest CAGR, driven by manufacturers recognizing the potential of online sales and operating shopping websites.

  • By End User: Three segments categorize the market: Below 8 Age, 8-15 Age, and 15 Age & Above. The below 8 age group is anticipated to grow at the fastest CAGR, driven by the popularity of educational activities like puzzles, building sets, and construction sets. These games foster problem-solving, social interaction, and fine motor skills in young children.

  • By Region: The global tabletop games market is divided into four regions: Asia Pacific, North America, Europe, and the Rest of the World (ROW). North America has emerged as a dominant player due to increased disposable income, the presence of gaming companies, and the early adoption of board games and puzzles in education. The region has witnessed significant growth in the games and puzzle market, driven by various factors, including the availability of age-appropriate games.

Market Dynamics

  • Growth Drivers: Several factors contribute to market growth, including rapid urbanization, increased online sales, rising demand for kids’ puzzles, a shift toward indoor games, commercialization of movies and cartoon characters, and improvements in board game content and functionality. Educational board games are increasingly accepted by parents and educators, fostering creative development and enhanced learning experiences.
  • Challenges: The market faces challenges such as consumer preference for mobile and PC games and counterfeit tabletop games, particularly in regions with insufficient trademark protection.
  • Trends: Emerging trends include the growing use of social media, increased awareness of mental health issues, rising popularity of theme-based games, the introduction of new and innovative puzzles, and the integration of board games into cafes.

Competitive Landscape

The market is fragmented, with key players investing in research and development to expand their product portfolios and market presence. Leading companies in the tabletop games market include Ravensburger, Mattel, Inc., Buffalo Games, Goliath Games, LLC, Hasbro Inc., Asmodee, CMON Games, North Star Games, Zobmondo, and Grey Fox Games. Manufacturers aim to minimize operational costs through local production and offer cost-effective products to meet customer demands.

For more information about this report visit https://www.researchandmarkets.com/r/lbt5g

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