The Global Board Games Market is likely to Grow at a Double-Digit During the Forecast Period 2016–2022.
Scope of the Report
Global Board Games Market – Strategic Assessment and Forecast 2017–2022, market research report considers the present scenario of the market and its strategic assessment for the period 2017–2022. It includes a detailed study of growth drivers, trends, and restraints. The report includes the leading four vendors in the market and other key vendors.
It provides the analysis of key segments of the market by equipment type, theme, age, geography, country, and vendors. It provides a comprehensive analysis of the revenue from the following segments:
- Card and dice games
- Collectible games
- Non-collectible games
- Table top board games
- Strategy and war
- Others (including money and assets, party and trivia)
- 0–5 years- Preschool and toddlers
- 5–12 – Grade schoolers
- 13 and above – Teenagers and adolescents
- Latin America
- North America
The report provides a detailed market size by equipment type for each region.
Global Board Games Market – Market Size and Dynamics
Analysts at Beige Market Intelligence expect that the global board games market will grow at a double digit CAGR during 2016–2022. The growth of the market can be attributed to various socio-economic and demographical factors, where the popularity of board games is not confined to children. The popularity of fantasy, strategy, and war, and theme-based board games is highly popular among teens and adolescents. As the purchasing power of middle-class families is increasing, the sale of board games is likely to accelerate.
A high average lifecycle of board games is another factor for the growth of the market. Board games have an average lifecycle of eight years, however with product extensions, it is expected to reach ten years.
The growth outlook for all board games, including card and dice games, collectible and non-collectible games, RPGs, and table top games is likely to remain positive in 2017, with the highest growth rate expected to come from the card and dice games segment. However, the RPGs games segment is likely to witness the lowest growth rate during the period 2017–2022.
Global Board Games Market – Trends, Drivers, and Challenges
Advancement in technology and increase in visual and sensory appeal of board games are expected to drive the global board games market. The application of new sensory technology enhances the gaming experience of the user. The mobile applications are adding the video game technology to the user experience. Some of the benefits associated with using mobile applications are opening up new dimensions and removal of tedious activities such as player statistics and visual maps for strategy planning. Further, the report includes a detailed study of the trends that are emerging, drivers that are driving growth, and expected challenges that are likely to impact the market during the period 2017–2022.
Global Board Games Market – Geographical Analysis
The report includes market analysis of different regions such as APAC, Europe, Latin America, MEA, and North America. It outlines major market share holders and analyzes the market size of all the leading regions. The EMEA region has been one of the early adopters of board games. EMEA accounted for the largest share of the global market in 2016 followed by North America. In the EU, Eurogame, which is also known as German-style game, is highly popular. These games highly emphasize on the strategy and downplay the luck factor.
The board games in North America are little different from Eurogames, which are more chance based than skilled oriented. APAC is the fast-growing market. The growth can be mainly attributed to increasing young population in countries such as India. Also, the removal of the one-child policy in China is likely to positively impact the growth of the market in the region during the forecast period.
Global Board Games Market – Key Vendors
The report profiles top vendors of the market and provides the competitive landscape of the leading players. It covers the entire market outlook regarding the value chain operating in the market.
Major vendors profiled in the report are as following:
Other vendors include Asmadi Games, Bezier Games, BoardGameDesign.com, Clementoni, DeLano Service, Disney, Fantasy Flight Publishing, Gibsons Games, Grand Prix International, Grey Fox Games, Haywire Group, Funskool, Fremont Die Consumer Products, Indie Boards and Cards, INI LLC, International Playthings, Kamings Trade, Learning Resources, Legendary Games, Loony Labs, Ludo Fact, Mattel Inc, Mayfair Games, Melissa & Doug, Mindware.com, North Star Games, Outside Media, Orchard Toys, Panda GM, Paul Lamond Games, Playroom Entertainment, Pegasus Spiele, Piatnik, Pressman Toy, RoosterFin, Reaper Miniatures, Rio Grande Games, Schmidt Spiele, Spin Master, Spontuneous Games, Surprised Stare Games, SunsOut, Talicor, The Regency Chess Company, ThinkFun, TREND Enterprises, Ultra PRO International, University Games, USAopoly, Winning Moves Games, Wordexpressions.com, Wonder Forge, and Zobmondo.
Why should you buy the report?
The report provides answers to the following questions related to the global board games market.
- What are the current changes witnessed by the market and how are they likely to impact the market landscape in the coming years?
- Which factors are likely to affect the market over the next few years?
- What are the major emerging trends and challenges for the market over the next five years?
- What is the market size and market forecast for each product segment?
- What is the market size and market forecast for each end-user type?
- Which region is likely to witness the largest market share and what are the factors driving the market growth in that region?
- What is the sale growth rate in key geographies?
- Which are the major countries in terms of market size and market forecast?
- Which are the key vendors in the market?
- What are the main strategies implemented by the leading vendors to increase growth opportunities?
- Which are the emerging vendors in the market?