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Global Board Games and Tabletop Games Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/1/2022
  • NO OF PAGES
  • 254
  • CATEGORY
  • Others
The Board Games and Tabletop Games market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Board Games and Tabletop Games market. On the basis of historic growth analysis and current scenario of Board Games and Tabletop Games market place, the report intends to offer actionable insights on global market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tools that facilitate deeper understanding of multiple aspects of global Board Games and Tabletop Games market. This further helps user with their developmental strategy.

This report examines all the key factors influencing growth of global Board Games and Tabletop Games market, including demand-supply scenario, pricing structure, profit margins, production and value chain analysis. Regional assessment of global Board Games and Tabletop Games market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Board Games and Tabletop Games Market: Major Players
Goliath
Goliath BV
BoardGameDesign.com
Clementoni
Asmodee Editions
Indie Boards and Cards
Mattel
Hasbro
IELLO Games
Grand Prix International
The Grey Fox Games
Fremont Die Consumer Products
Ravensburger
Buffalo Games
Gibsons Games
Bezier Games
CMON
The Walt Disney Co.
Games Workshop

Global Board Games and Tabletop Games Market: Types
Board Games
Tabletop Games

Global Board Games and Tabletop Games Market: Applications
Education
Entertainment

Global Board Games and Tabletop Games Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Board Games and Tabletop Games market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.


Key Points:
Define, describe and forecast Board Games and Tabletop Games product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.
Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

Years considered for this report:
Historical Years: 2016-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2030
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Board Games and Tabletop Games Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Board Games and Tabletop Games
1.3 Board Games and Tabletop Games Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Board Games and Tabletop Games
1.4.2 Applications of Board Games and Tabletop Games
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 Goliath Market Performance Analysis
3.1.1 Goliath Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 Goliath Sales, Value, Price, Gross Margin 2016-2021
3.2 Goliath BV Market Performance Analysis
3.2.1 Goliath BV Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 Goliath BV Sales, Value, Price, Gross Margin 2016-2021
3.3 BoardGameDesign.com Market Performance Analysis
3.3.1 BoardGameDesign.com Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 BoardGameDesign.com Sales, Value, Price, Gross Margin 2016-2021
3.4 Clementoni Market Performance Analysis
3.4.1 Clementoni Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 Clementoni Sales, Value, Price, Gross Margin 2016-2021
3.5 Asmodee Editions Market Performance Analysis
3.5.1 Asmodee Editions Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Asmodee Editions Sales, Value, Price, Gross Margin 2016-2021
3.6 Indie Boards and Cards Market Performance Analysis
3.6.1 Indie Boards and Cards Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Indie Boards and Cards Sales, Value, Price, Gross Margin 2016-2021
3.7 Mattel Market Performance Analysis
3.7.1 Mattel Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Mattel Sales, Value, Price, Gross Margin 2016-2021
3.8 Hasbro Market Performance Analysis
3.8.1 Hasbro Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Hasbro Sales, Value, Price, Gross Margin 2016-2021
3.9 IELLO Games Market Performance Analysis
3.9.1 IELLO Games Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 IELLO Games Sales, Value, Price, Gross Margin 2016-2021
3.10 Grand Prix International Market Performance Analysis
3.10.1 Grand Prix International Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Grand Prix International Sales, Value, Price, Gross Margin 2016-2021
3.11 The Grey Fox Games Market Performance Analysis
3.11.1 The Grey Fox Games Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 The Grey Fox Games Sales, Value, Price, Gross Margin 2016-2021
3.12 Fremont Die Consumer Products Market Performance Analysis
3.12.1 Fremont Die Consumer Products Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Fremont Die Consumer Products Sales, Value, Price, Gross Margin 2016-2021
3.13 Ravensburger Market Performance Analysis
3.13.1 Ravensburger Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 Ravensburger Sales, Value, Price, Gross Margin 2016-2021
3.14 Buffalo Games Market Performance Analysis
3.14.1 Buffalo Games Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Buffalo Games Sales, Value, Price, Gross Margin 2016-2021
3.15 Gibsons Games Market Performance Analysis
3.15.1 Gibsons Games Basic Information
3.15.2 Product and Service Analysis
3.15.3 Strategies for Company to Deal with the Impact of COVID-19
3.15.4 Gibsons Games Sales, Value, Price, Gross Margin 2016-2021
3.16 Bezier Games Market Performance Analysis
3.16.1 Bezier Games Basic Information
3.16.2 Product and Service Analysis
3.16.3 Strategies for Company to Deal with the Impact of COVID-19
3.16.4 Bezier Games Sales, Value, Price, Gross Margin 2016-2021
3.17 CMON Market Performance Analysis
3.17.1 CMON Basic Information
3.17.2 Product and Service Analysis
3.17.3 Strategies for Company to Deal with the Impact of COVID-19
3.17.4 CMON Sales, Value, Price, Gross Margin 2016-2021
3.18 The Walt Disney Co. Market Performance Analysis
3.18.1 The Walt Disney Co. Basic Information
3.18.2 Product and Service Analysis
3.18.3 Strategies for Company to Deal with the Impact of COVID-19
3.18.4 The Walt Disney Co. Sales, Value, Price, Gross Margin 2016-2021
3.19 Games Workshop Market Performance Analysis
3.19.1 Games Workshop Basic Information
3.19.2 Product and Service Analysis
3.19.3 Strategies for Company to Deal with the Impact of COVID-19
3.19.4 Games Workshop Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Board Games and Tabletop Games Production and Value by Type
4.1.1 Global Board Games and Tabletop Games Production by Type 2016-2021
4.1.2 Global Board Games and Tabletop Games Market Value by Type 2016-2021
4.2 Global Board Games and Tabletop Games Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Board Games Market Production, Value and Growth Rate
4.2.2 Tabletop Games Market Production, Value and Growth Rate
4.3 Global Board Games and Tabletop Games Production and Value Forecast by Type
4.3.1 Global Board Games and Tabletop Games Production Forecast by Type 2021-2026
4.3.2 Global Board Games and Tabletop Games Market Value Forecast by Type 2021-2026
4.4 Global Board Games and Tabletop Games Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Board Games Market Production, Value and Growth Rate Forecast
4.4.2 Tabletop Games Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Board Games and Tabletop Games Consumption and Value by Application
5.1.1 Global Board Games and Tabletop Games Consumption by Application 2016-2021
5.1.2 Global Board Games and Tabletop Games Market Value by Application 2016-2021
5.2 Global Board Games and Tabletop Games Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Education Market Consumption, Value and Growth Rate
5.2.2 Entertainment Market Consumption, Value and Growth Rate
5.3 Global Board Games and Tabletop Games Consumption and Value Forecast by Application
5.3.1 Global Board Games and Tabletop Games Consumption Forecast by Application 2021-2026
5.3.2 Global Board Games and Tabletop Games Market Value Forecast by Application 2021-2026
5.4 Global Board Games and Tabletop Games Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 Education Market Consumption, Value and Growth Rate Forecast
5.4.2 Entertainment Market Consumption, Value and Growth Rate Forecast

6 Global Board Games and Tabletop Games by Region, Historical Data and Market Forecasts
6.1 Global Board Games and Tabletop Games Sales by Region 2016-2021
6.2 Global Board Games and Tabletop Games Market Value by Region 2016-2021
6.3 Global Board Games and Tabletop Games Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Board Games and Tabletop Games Sales Forecast by Region 2021-2026
6.5 Global Board Games and Tabletop Games Market Value Forecast by Region 2021-2026
6.6 Global Board Games and Tabletop Games Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Board Games and Tabletop Games Value and Market Growth 2016-2021
7.2 United State Board Games and Tabletop Games Sales and Market Growth 2016-2021
7.3 United State Board Games and Tabletop Games Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Board Games and Tabletop Games Value and Market Growth 2016-2021
8.2 Canada Board Games and Tabletop Games Sales and Market Growth 2016-2021
8.3 Canada Board Games and Tabletop Games Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Board Games and Tabletop Games Value and Market Growth 2016-2021
9.2 Germany Board Games and Tabletop Games Sales and Market Growth 2016-2021
9.3 Germany Board Games and Tabletop Games Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Board Games and Tabletop Games Value and Market Growth 2016-2021
10.2 UK Board Games and Tabletop Games Sales and Market Growth 2016-2021
10.3 UK Board Games and Tabletop Games Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Board Games and Tabletop Games Value and Market Growth 2016-2021
11.2 France Board Games and Tabletop Games Sales and Market Growth 2016-2021
11.3 France Board Games and Tabletop Games Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Board Games and Tabletop Games Value and Market Growth 2016-2021
12.2 Italy Board Games and Tabletop Games Sales and Market Growth 2016-2021
12.3 Italy Board Games and Tabletop Games Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Board Games and Tabletop Games Value and Market Growth 2016-2021
13.2 Spain Board Games and Tabletop Games Sales and Market Growth 2016-2021
13.3 Spain Board Games and Tabletop Games Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Board Games and Tabletop Games Value and Market Growth 2016-2021
14.2 Russia Board Games and Tabletop Games Sales and Market Growth 2016-2021
14.3 Russia Board Games and Tabletop Games Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Board Games and Tabletop Games Value and Market Growth 2016-2021
15.2 China Board Games and Tabletop Games Sales and Market Growth 2016-2021
15.3 China Board Games and Tabletop Games Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Board Games and Tabletop Games Value and Market Growth 2016-2021
16.2 Japan Board Games and Tabletop Games Sales and Market Growth 2016-2021
16.3 Japan Board Games and Tabletop Games Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Board Games and Tabletop Games Value and Market Growth 2016-2021
17.2 South Korea Board Games and Tabletop Games Sales and Market Growth 2016-2021
17.3 South Korea Board Games and Tabletop Games Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Board Games and Tabletop Games Value and Market Growth 2016-2021
18.2 Australia Board Games and Tabletop Games Sales and Market Growth 2016-2021
18.3 Australia Board Games and Tabletop Games Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Board Games and Tabletop Games Value and Market Growth 2016-2021
19.2 Thailand Board Games and Tabletop Games Sales and Market Growth 2016-2021
19.3 Thailand Board Games and Tabletop Games Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Board Games and Tabletop Games Value and Market Growth 2016-2021
20.2 Brazil Board Games and Tabletop Games Sales and Market Growth 2016-2021
20.3 Brazil Board Games and Tabletop Games Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Board Games and Tabletop Games Value and Market Growth 2016-2021
21.2 Argentina Board Games and Tabletop Games Sales and Market Growth 2016-2021
21.3 Argentina Board Games and Tabletop Games Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Board Games and Tabletop Games Value and Market Growth 2016-2021
22.2 Chile Board Games and Tabletop Games Sales and Market Growth 2016-2021
22.3 Chile Board Games and Tabletop Games Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Board Games and Tabletop Games Value and Market Growth 2016-2021
23.2 South Africa Board Games and Tabletop Games Sales and Market Growth 2016-2021
23.3 South Africa Board Games and Tabletop Games Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Board Games and Tabletop Games Value and Market Growth 2016-2021
24.2 Egypt Board Games and Tabletop Games Sales and Market Growth 2016-2021
24.3 Egypt Board Games and Tabletop Games Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Board Games and Tabletop Games Value and Market Growth 2016-2021
25.2 UAE Board Games and Tabletop Games Sales and Market Growth 2016-2021
25.3 UAE Board Games and Tabletop Games Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Board Games and Tabletop Games Value and Market Growth 2016-2021
26.2 Saudi Arabia Board Games and Tabletop Games Sales and Market Growth 2016-2021
26.3 Saudi Arabia Board Games and Tabletop Games Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

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Market Research Process




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Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

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