The global board games market size reached USD 18.5 Billion in 2024. Looking forward, IMARC Group expects the market to reach USD 41.6 Billion by 2033, exhibiting a growth rate (CAGR) of 9.32% during 2025-2033. The market is propelled by rapidly increasing social gaming and community events, numerous educational and cognitive benefits offered by board games, rise of crowdfunding platforms and innovation, significant integration of technology in these games, and equal participation of adults.
Report Attribute
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Key Statistics
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Base Year
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2024 |
Forecast Years
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2025-2033
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Historical Years
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2019-2024
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Market Size in 2024 | USD 18.5 Billion |
Market Forecast in 2033 | USD 41.6 Billion |
Market Growth Rate (2025-2033) |
9.32%
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Increasing Number of Social Gaming Events
The revival of social gaming is positively influencing the board games market growth. The rising number of individuals seeking face-to-face interactions as an alternative to digital communication, often resort to these social gaming events. Apart from this, another factor playing a vital role in the popularity of board games is the rising number of tournaments and conventions across the globe, which contribute toward the creation of a potent gaming community of enthusiasts. For instance, according to GEN CON, a leading annual tabletop gaming convention, the number of individuals participating in its event which marked its 20th anniversary in Indianapolis, was 70,000 in 2023. Players in these types of events socialize, try new games, make and share strategies giving them an exhilarating experience. This direct interaction between individuals at these events create a positive board games market outlook along with building brand loyalty among consumers which leads to a longer retention rate.
Educational and Cognitive Benefits Offered by the Games
The increasing awareness about the educational and cognitive benefits offered by these games is contributing to a rapid board game industry growth. Other than this, numerous schools and educational organizations are including board games as a part of their curriculum in order to promote various skills, including strategic planning, critical thinking, and teamwork. A report published by THE CITY OF ASHIVILLE, titled “WELLNESS WEDNESDAY- 5 MENTAL BENEFITS OF BOARD GAMES”, stated that according to a study conducted in 2013, found that the risk of dementia came down by 15% in individuals who indulged in board games in comparison to non-players. Besides this, apart from children, adults are also adopting board games to work toward the development of their cognitive development and improve their mental stimulation.
Rapidly Expanding E-Commerce Industry
The significant growth observed in the e-commerce industry is assisting in the generation of board game industry revenue. This is on account of the better accessibility of these board games, in addition to this, consumers come across a wide variety of games online as compared to offline stores. Other than this, the sudden outburst of the COVID-19 pandemic followed by the stringent restrictive measures applied by governments across the globe drastically affected the purchasing habits of individuals, which led to a vast shift from the offline mode to the online methods. The INTERNATIONAL TRADE ADMINISTRATION, noticed a substantial upward trend in the global e-commerce retail sales- of 8% in between 2019-2020. Apart from this, the current e-commerce market depicts a robust growth, according to the IMARC GROUP, the market reached US$ 21.1 Trillion in 2023 and is projected to reach US$ 183.8 Trillion by 2032, exhibiting a growth rate of 27.16% during 2024-2032. These sizable numbers contribute as one of the major board games industry trends.
IMARC Group provides an analysis of the key trends in each segment of the market, along with forecasts at the global, regional, and country levels for 2025-2033. Our report has categorized the market based on product type, game type, age group, and distribution channel.
Breakup by Product Type:
The board games market research report has provided a detailed breakup and analysis of the market based on the product type. This includes tabletop games, card and dice games, collectible card games, miniature games, and RPG games.
Tabletop games majorly consist of skill and strategy, are usually played on flat surfaces, hence the name tabletop, and hold a major portion of the sales. They often contain complex games and themes from economic simulation to historical welfare. These games possess pieces such as tiles, tokens, or miniatures that participants move in accordance to the rules. Some of the most common examples of these games include Chess and Monopoly.
Card and type games are in which cards and dices are the primary game elements in place of a board. Games in this category include deck of cards which possess certain rules in regards to ranking and combination of these cards. Mostly played games in this category include poker, bridge, Yahtzee and farkle.
Collectible card games refer to gameplay mechanism which require players to collect and trade cards in order to build a personalized deck. These games have gained immense popularity over the years on account of the loyal following and continuous release of new cards. THE NEW YORK TIMES stated that one of the most renowned CCG named “MAGIC: THE GATHERING”, collected a massive revenue of approximately $1.1 billion in the year 2022. The report also states that this game held 18% of the overall revenue of Habro in the previous year.
Miniature games are distinctive on account of their detailed models and figures which represent characters of units in the game. This game is particularly adopted by individuals who enjoy the artistic aspect of gaming as they often spend a substantial amount of time painting and customizing their miniatures. The game requires some strategy and tactics which is appealing to a large audience which appreciates war-gaming and role-playing situations.
Role-playing games (RPGs) are another type of subsegment available in the market. These games contain character development and storytelling which offer an extremely immersive experience. Individuals who are more into creative problem-solving or narrative-driven games are the target audience.
Breakup by Game Type:
A detailed breakup and analysis of the market based on the game type have also been provided in the board games market report. This includes strategy and war games, educational games, fantasy games, sport games, and others.
Strategy and war games focus on tactical decision-making, competitive gameplay, and planning. Individuals often engage in resource management, battles, and territorial control. These games tests individuals by challenging them to anticipate their future steps and decide on strategies that will benefit them in the future.
Educational games provide double benefits, including entertainment and learning. They are meant to teach or inculcate certain skills or concepts among the players. These games target young individuals learning arithmetic as well as adults who are interested in science or history. The increasing trend of game-based learning is leading to a major adoption of the educational games, thus creating a positive board games market forecast. According to the IMARC GROUP, the global game-based learning market is projected to reach US$ 71.7 Billion by 2032, expanding at a growth rate of 15.8% during 2024-2032.
Fantasy games hold a major part of the market catering to individuals indulging in immersive storytelling and deep imaginative settings. These games include detailed characters, elaborate narratives, and a complicated world-building that allows creativity and strategic thinking. One of the most popular games is Dungeons & Dragons.
Sports games apprehend the competitive nature and excitement of athletic events in a tabletop format which is exciting for a major portion of sports enthusiasts. They include a wide variety of games such as basketball, soccer, and football which allows the players to plan plays, manage teams, and enjoy the thrill of sport strategy. Their popularity can also be accredited due to their ability to make individuals learn about rules and strategies of numerous sports.
Breakup by Age Group:
5-12 years accounts for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the age group. This includes 0-2 years, 2-5 years, 5-12 years, and above 12 years. According to the report, 5-12 years accounted for the largest market share.
The 5-12 years of age group hold maximum number of shares on account of the developmental benefits offered by these games particularly to children belonging to this age. These games improve the cognitive abilities including interpersonal skills, critical thinking, and problem-saving. Other than this, the rising income levels of individuals is leading to an increasing demand for board games. According to the WORLD BANK, the low income level nations have come down to merely 12% in 2022 as compared to 30% in 1987.
Breakup by Distribution Channel:
Specialty stores accounts for the majority of the market share
The report has provided a detailed breakup and analysis of the market based on the distribution channel. This includes supermarkets and hypermarkets, specialty stores, online stores, and others. According to the report, specialty stores accounted for the largest market share.
Specialty stores hold maximum number of shares as they consist of niche products such as hobbies or board games, thus allowing the consumers to access these products at one location. Additionally, they also offer a wide array of products including indie games, new releases, and games that are meant for particular interests such as role-playing and strategy. Other than this, one of the major factors creating a positive impact on board games industry statistics is the experience to feel the product in person. According to the FORBES MAGAZINE, there is a 14% rise in offline sales since after the COVID-19 pandemic.
Breakup by Region:
North America leads the market, accounting for the largest board games market share
The market research report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, North America accounted for the largest market share.
The North America region was the largest market in the board games market due to the robust gaming culture in confluence with the increasing number of individuals spending on leisure activities. According to the PEW RESEARCH CENTER, the upper-income tier population of the United States increased from 14% in the year 1971 to 21% in 2021. This financial upliftment is a major factor driving the market growth. Other than this, key players are undertaking strategic marketing steps in order to expand their presence globally and cater to a wider audience.
Report Features | Details |
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Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Scope of the Report | Exploration of Historical Trends and Market Outlook, Industry Catalysts and Challenges, Segment-Wise Historical and Future Market Assessment:
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Product Types Covered | Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games |
Game Types Covered | Strategy and War Games, Educational Games, Fantasy Games, Sport Games, Others |
Age Groups Covered | 0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years |
Distribution Channels Covered | Supermarkets and Hypermarkets, Specialty Stores, Online Stores, Others |
Regions Covered | North America, Asia Pacific, Europe, Latin America, Middle East and Africa |
Countries Covered | United States, Canada, China, Japan, India, South Korea, Australia, Indonesia, Germany, France, United Kingdom, Italy, Spain, Russia, Brazil, Mexico |
Companies Covered | Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG, The Walt Disney Co., etc. |
Customization Scope | 10% Free Customization |
Post-Sale Analyst Support | 10-12 Weeks |
Delivery Format | PDF and Excel through Email (We can also provide the editable version of the report in PPT/Word format on special request) |
The global board games market was valued at USD 18.5 Billion in 2024.
We expect the global board games market to exhibit a CAGR of 9.32% during 2025-2033.
The growing demand for board games, as they aid in improving team-building capabilities and facilitating active learning and problem-solving skills, is primarily driving the global board games market.
The sudden outbreak of the COVID-19 pandemic has led to the changing consumer inclination from conventional brick-and-mortar distribution channels towards online retail platforms for the purchase of board games.
Based on the age group, the global board games market has been divided into 0-2 years, 2-5 years, 5-12 years, and above 12 years. Among these, 5-12 years currently exhibit a clear dominance in the market.
Based on the distribution channel, the global board games market can be categorized into supermarkets and hypermarkets, specialty stores, online stores, and others. Currently, specialty stores account for the largest market share.
On a regional level, the market has been classified into North America, Asia-Pacific, Europe, Latin America, and Middle East and Africa, where North America currently dominates the global market.
Some of the major players in the global board games market include Buffalo Games, Cartamundi Asia Pacific, Clementoni Spa, CMON Limited, Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Goliath Games, Hasbro Inc., Mattel Inc., Mindware Inc., PD Verlag GmbH and Co. KG, The Walt Disney Co., etc.