According to the latest report by IMARC Group, titled "Board Games Market Report by Product Type (Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games), Game Type (Strategy and War Games, Educational Games, Fantasy Games, Sport Games, and Others), Age Group (0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years), Distribution Channel (Supermarkets and Hypermarkets, Specialty Stores, Online Stores, and Others), and Region 2025-2033," the global board games market size reached USD 18.5 Billion in 2024. Board games comprise monopoly, chess, scrabble, clue, a ticket to ride, shogi, oware, settlers of catan, uno, and trivial pursuit. They are played on flat surfaces that involve a game board, playing pieces, and a set of rules. They are played by individuals or teams and generally used as a social activity or a form of entertainment. They provide markings and designated spaces with tokens, dice, stones, cards, or other pieces that are used in specific ways throughout the game. They help children count spaces, identify colors, and improve hand eye coordination or dexterity in moving cards and pieces around the board.
Global Board Games Market Trends:
The increasing demand for board games to improve team-building skills and facilitate active learning and problem-solving skills among the masses represents one of the key factors augmenting the market growth around the world. Moreover, rising number of cafes and bars that are incorporating board games is favoring the growth of the market. In addition, the growing adoption of strategy and war-based games by teenagers and adults is influencing the market positively. Apart from this, there is an increase in the adoption of board games as play school activities and the execution of these activities in educational institutions. This, coupled with the rising demand for cooperative games among players to achieve a common goal, is contributing to the market growth. Furthermore, the emerging trend of gifting unique items like board games in personalized boxes and labels is catalyzing their demand across the globe. Besides this, the growing sales of board games via e-commerce websites that offer convenience, vast catalog, free and fast shipping facilities, and discounted deals are creating a positive outlook for the market. On account of the aforementioned factors, the market is anticipated to reach a value of USD 41.6 Billion by 2033, exhibiting a CAGR of 9.32% during 2025-2033.
Market Summary:
Report Features | Details |
---|---|
Base Year of the Analysis | 2024 |
Historical Period | 2019-2024 |
Forecast Period | 2025-2033 |
Units | Billion USD |
Segment Coverage | Product Type, Game Type, Age Group, Distribution Channel, Region |
Region Covered | Asia Pacific, Europe, North America, Latin America, Middle East and Africa |
Countries Covered | United States, Canada, Germany, France, United Kingdom, Italy, Spain, Russia, China, Japan, India, South Korea, Australia, Indonesia, 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 and The Walt Disney Co. |
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) |
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