THE BOARD GAMES MARKET IS SET TO REACH $39.9 BILLION BY 2028, THE MARKET TO CREATE $20 BILLION OPPORTUNITIES IN THE NEXT 6 YEARS - ARIZTON
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The digital-first mindset or strategy entails the creation of a digital environment with a focus on transforming business operations and enhancing user experience with the help of industry-leading digital platforms. Vendors in the market are eyeing such lucrative opportunities and are quick to take the digital-first approach to the market. They are investing in expansion initiatives to increase brand awareness and accelerate their growth in the market. For instance, Hasbro has adopted the digital-first approach and become a complete e-commerce partner to remain the top vendor of board games and toys on Amazon, a well-known third-party marketplace in North America. The company is witnessing a digital expansion in Europe through Amazon.
BOARD GAMES MARKET REPORT SCOPE
· Crowdfunding Boosters for Market
· Incorporation of Learning Quotient
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During the post-COVID-19 era, the dynamics of the market have drastically changed. Vendors are now focusing on measures to tackle the volatile situation in the market. For instance, Mattel, one of the most prominent vendors in the market, is currently focusing on gaining profits rather than investing in innovations. Most market vendors focus on regaining topline market growth by prioritizing customer-centric operations.
Investments in R&D initiatives play an instrumental role in designing and developing new board games. The focus on innovation is crucial for vendors to ensure a longer and more sustainable run in the market. In the coming years, companies that capitalize on innovations will attain an edge over their competitors.
Families with children, millennials, and zoomers are the key consumer segments for board games in the North American region. The demand for board games is expected to rise rapidly as most American consumers focus on purchasing engaging games that help them spend more quality time with their families. Also, the trend of board game cafés is becoming increasingly popular across the region and generating tremendous growth potential for vendors of board games. Board game cafés have been gaining immense popularity in the US. Some famous board game cafés in New York include Fat Cat, The Uncommons, e's Bar, Chess Forum, Molly's Cupcakes, The Compleat Strategist, and Clinton Hall. As most millennials in North America focus on engaging in recreational activities to minimize screen time, the demand for board game cafés is expected to increase across the region in the coming years.
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KEY COMPANY PROFILES
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MARKET SEGMENTATION
Product
Theme
Distribution Channel
Geography
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TABLE OF CONTENT
1 RESEARCH METHODOLOGY
2 RESEARCH OBJECTIVES
3 RESEARCH PROCESS
4 SCOPE & COVERAGE
4.1 MARKET DEFINITION
4.1.1 INCLUSIONS
4.1.2 EXCLUSIONS
4.1.3 MARKET ESTIMATION CAVEATS
4.2 BASE YEAR
4.3 SCOPE OF THE STUDY
4.3.1 MARKET SEGMENTATION BY PRODUCT
4.3.2 MARKET SEGMENTATION BY THEME
4.3.3 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL
4.3.4 MARKET SEGMENTATION BY GEOGRAPHY
5 REPORT ASSUMPTIONS & CAVEATS
5.1 KEY CAVEATS
5.2 CURRENCY CONVERSION
5.3 MARKET DERIVATION
6 PREMIUM INSIGHTS
6.1 MARKET DEFINITION
6.2 REPORT OVERVIEW
6.3 BOARD GAME LIFE CYCLE
6.4 OPPORTUNITIES & CHALLENGE ANALYSIS
6.5 SEGMENT ANALYSIS
6.6 COMPETITIVE LANDSCAPE
7 MARKET AT A GLANCE
8 INTRODUCTION
8.1 OVERVIEW
8.2 VALUE CHAIN
8.2.1 RAW MATERIAL SUPPLIERS
8.2.2 MANUFACTURERS
8.2.3 DISTRIBUTORS
8.2.4 RETAILERS
8.2.5 END USERS
8.3 GLOBAL MARKET RISK
8.4 LIFECYCLE OF BOARD GAMES
8.5 DISTRIBUTION MODEL
9 MARKET OPPORTUNITIES & TRENDS
9.1 RISE IN ADOPTION OF DIGITAL-FIRST APPROACH
9.2 STRATEGIC PRODUCT LAUNCHES
9.3 CAPITALIZING ON BOARD GAME CONVENTIONS
9.4 RISE IN CONSUMER FOCUS ON LEISURE ACTIVITIES
10 MARKET GROWTH ENABLERS
10.1 HIGH PREFERENCE FOR ANALOG EXPERIENCE
10.2 RISING NUMBER OF BOARD GAME CAFÉS
10.3 SURGE IN CROWDFUNDING INITIATIVES
10.4 INCORPORATION OF LEARNING QUOTIENT IN BOARD GAMES
11 MARKET RESTRAINTS
11.1 MARKET DISTURBANCE DUE TO TARIFFS & TRADE SLUMPS
11.2 HIGH PRESENCE OF ALTERNATIVE OPTIONS
11.3 SUPPLY CHAIN INEQUALITIES
11.4 LACK OF PRODUCT AWARENESS
12 MARKET LANDSCAPE
12.1 MARKET OVERVIEW
12.2 POST-COVID SCENARIO
12.3 VENDOR ANALYSIS
12.4 MARKET SIZE & FORECAST
12.5 MARKET BY PRODUCT
12.6 MARKET BY THEME
12.7 FIVE FORCES ANALYSIS
12.7.1 THREAT OF NEW ENTRANTS
12.7.2 BARGAINING POWER OF SUPPLIERS
12.7.3 BARGAINING POWER OF BUYERS
12.7.4 THREAT OF SUBSTITUTES
12.7.5 COMPETITIVE RIVALRY
13 PRODUCT
13.1 MARKET SNAPSHOT & GROWTH ENGINE
13.2 MARKET OVERVIEW
13.3 PUZZLES
13.3.1 MARKET OVERVIEW
13.3.2 MARKET SIZE & FORECAST
13.3.3 MARKET BY GEOGRAPHY
13.4 TABLETOP BOARD GAMES
13.4.1 MARKET OVERVIEW
13.4.2 MARKET SIZE & FORECAST
13.4.3 MARKET BY GEOGRAPHY
13.5 COLLECTIBLE CARD GAMES
13.5.1 MARKET OVERVIEW
13.5.2 MARKET SIZE & FORECAST
13.5.3 MARKET BY GEOGRAPHY
13.6 CARD & DICE GAMES
13.6.1 MARKET OVERVIEW
13.6.2 MARKET SIZE & FORECAST
13.6.3 MARKET BY GEOGRAPHY
13.7 MINIATURE GAMES
13.7.1 MARKET OVERVIEW
13.7.2 MARKET SIZE & FORECAST
13.7.3 MARKET BY GEOGRAPHY
13.8 RPG BOARD GAMES
13.8.1 MARKET OVERVIEW
13.8.2 MARKET SIZE & FORECAST
13.8.3 MARKET BY GEOGRAPHY
14 THEME
14.1 MARKET SNAPSHOT & GROWTH ENGINE
14.2 MARKET OVERVIEW
14.3 EDUCATIONAL BOARD GAMES
14.3.1 MARKET OVERVIEW
14.3.2 MARKET SIZE & FORECAST
14.3.3 MARKET BY GEOGRAPHY
14.4 STRATEGY & WAR BOARD GAMES
14.4.1 MARKET OVERVIEW
14.4.2 MARKET SIZE & FORECAST
14.4.3 MARKET BY GEOGRAPHY
14.5 FANTASY BOARD GAMES
14.5.1 MARKET OVERVIEW
14.5.2 MARKET SIZE & FORECAST
14.5.3 MARKET BY GEOGRAPHY
14.6 SPORTS BOARD GAMES
14.6.1 MARKET OVERVIEW
14.6.2 MARKET SIZE & FORECAST
14.6.3 MARKET BY GEOGRAPHY
14.7 OTHER BOARD GAMES
14.7.1 MARKET OVERVIEW
14.7.2 MARKET SIZE & FORECAST
14.7.3 MARKET BY GEOGRAPHY
15 DISTRIBUTION CHANNEL
15.1 MARKET OVERVIEW
15.2 POST-COVID SCENARIO
15.3 MANUFACTURING, PRODUCTION, & DISTRIBUTION
15.4 OFFLINE
15.5 ONLINE
16 GEOGRAPHY
16.1 MARKET SNAPSHOT & GROWTH ENGINE
16.2 GEOGRAPHIC OVERVIEW
17 NORTH AMERICA
17.1 MARKET OVERVIEW
17.2 MARKET SIZE & FORECAST
17.3 PRODUCT
17.3.1 MARKET SIZE & FORECAST
17.4 THEME
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17.4.1 MARKET SIZE & FORECAST
17.5 KEY COUNTRIES
17.5.1 US: MARKET SIZE & FORECAST
17.5.2 CANADA: MARKET SIZE & FORECAST
18 APAC
18.1 MARKET OVERVIEW
18.2 MARKET SIZE & FORECAST
18.3 PRODUCT
18.3.1 MARKET SIZE & FORECAST
18.4 THEME
18.4.1 MARKET SIZE & FORECAST
18.5 KEY COUNTRIES
18.5.1 CHINA: MARKET SIZE & FORECAST
18.5.2 INDIA: MARKET SIZE & FORECAST
18.5.3 JAPAN: MARKET SIZE & FORECAST
18.5.4 INDONESIA: MARKET SIZE & FORECAST
18.5.5 SOUTH KOREA: MARKET SIZE & FORECAST
18.5.6 AUSTRALIA: MARKET SIZE & FORECAST
18.5.7 MALAYSIA: MARKET SIZE & FORECAST
18.5.8 SINGAPORE: MARKET SIZE & FORECAST
18.5.9 THAILAND: MARKET SIZE & FORECAST
18.5.10NEW ZEALAND: MARKET SIZE & FORECAST
18.5.11VIETNAM: MARKET SIZE & FORECAST
19 EUROPE
19.1 MARKET OVERVIEW
19.2 MARKET SIZE & FORECAST
19.3 PRODUCT
19.3.1 MARKET SIZE & FORECAST
19.4 THEME
19.4.1 MARKET SIZE & FORECAST
19.5 KEY COUNTRIES
19.5.1 UK: MARKET SIZE & FORECAST
19.5.2 FRANCE: MARKET SIZE & FORECAST
19.5.3 GERMANY: MARKET SIZE & FORECAST
19.5.4 RUSSIA: MARKET SIZE & FORECAST
19.5.5 ITALY: MARKET SIZE & FORECAST
19.5.6 SWEDEN: MARKET SIZE & FORECAST
19.5.7 NORWAY: MARKET SIZE & FORECAST
19.5.8 SPAIN: MARKET SIZE & FORECAST
19.5.9 DENMARK: MARKET SIZE & FORECAST
19.5.10SWITZERLAND: MARKET SIZE & FORECAST
19.5.11ICELAND: MARKET SIZE & FORECAST
20 LATIN AMERICA
20.1 MARKET OVERVIEW
20.2 MARKET SIZE & FORECAST
20.3 PRODUCT
20.3.1 MARKET SIZE & FORECAST
20.4 THEME
20.4.1 MARKET SIZE & FORECAST
20.5 KEY COUNTRIES
20.5.1 BRAZIL: MARKET SIZE & FORECAST
20.5.2 MEXICO: MARKET SIZE & FORECAST
20.5.3 ARGENTINA: MARKET SIZE & FORECAST
20.5.4 COLOMBIA: MARKET SIZE & FORECAST
20.5.5 REST OF LATIN AMERICA: MARKET SIZE & FORECAST
21 MIDDLE EAST & AFRICA
21.1 MARKET OVERVIEW
21.2 MARKET SIZE & FORECAST
21.3 PRODUCT
21.3.1 MARKET SIZE & FORECAST
21.4 THEME
21.4.1 MARKET SIZE & FORECAST
21.5 KEY COUNTRIES
21.5.1 SAUDI ARABIA: MARKET SIZE & FORECAST
21.5.2 SOUTH AFRICA: MARKET SIZE & FORECAST
21.5.3 UAE: MARKET SIZE & FORECAST
21.5.4 EGYPT: MARKET SIZE & FORECAST
21.5.5 TURKEY: MARKET SIZE & FORECAST
22 COMPETITIVE LANDSCAPE
22.1 COMPETITION OVERVIEW
23 KEY COMPANY PROFILES
23.1 EMBRACER GROUP (ASMODÉE GROUP)
23.1.1 BUSINESS OVERVIEW
23.1.2 PRODUCT OFFERINGS
23.1.3 KEY STRATEGIES
23.1.4 KEY STRENGTHS
23.1.5 KEY OPPORTUNITIES
23.2 HASBRO
23.3 MATTEL
23.4 RAVENSBURGER
24 OTHER PROMINENT VENDORS
24.1 ASMADI GAMES
24.1.1 OVERVIEW
24.2 BEZIER GAMES
24.3 BOARDGAMEDESIGN.COM
24.4 BUFFALO GAMES
24.5 CLEMENTONI
24.6 CMON
24.7 DISNEY
24.8 FUNKO
24.9 GAMES WORKSHOP
24.1 GIBSONS GAMES
24.11 GOLIATH GAMES
24.12 GREY FOX GAMES
24.13 IELLO GAMES
24.14 INDIE BOARDS AND CARDS
24.15 INI
24.16 EPOCH EVERLASTING PLAY
24.17 IMAGO GROUP
24.18 KAMINGS TRADE
24.19 LEARNING RESOURCES
24.20 LIFESTYLE BOARDGAMES
24.21 LOONY LABS
24.22 LUDO FACT
24.23 MELISSA & DOUG
24.24 MINDWARE
24.25 NORTH STAR GAMES
24.26 ORCHARD TOYS
24.27 PANDA GAME MANUFACTURING
24.28 PEGASUS SPIELE
24.29 PIATNIK
24.30 REAPER MINIATURES
24.31 RIO GRANDE GAMES
24.32 SCHMIDT SPIELE
24.33 SPIN MASTER
24.34 SPONTANEOUS GAMES
24.35 SURPRISED STARE GAMES
24.36 SUNSOUT
24.37 TALICOR
24.38 TREND ENTERPRISES
24.39 ULTRA PRO INTERNATIONAL
24.40 UNIVERSITY GAMES
24.41 USAOPOLY
24.42 WINNING MOVES GAMES
24.43 WIZKIDS
24.44 ZOBMONDO
25 REPORT SUMMARY
25.1 KEY TAKEAWAYS
25.2 STRATEGIC RECOMMENDATIONS
26 QUANTITATIVE SUMMARY
26.1 MARKET BY GEOGRAPHY
26.2 MARKET BY PRODUCT
26.3 MARKET BY THEME
26.4 NORTH AMERICA
26.4.1 PRODUCT: MARKET SIZE & FORECAST
26.4.2 THEME: MARKET SIZE & FORECAST
26.5 APAC
26.5.1 PRODUCT: MARKET SIZE & FORECAST
26.5.2 THEME: MARKET SIZE & FORECAST
26.6 EUROPE
26.6.1 PRODUCT: MARKET SIZE & FORECAST
26.6.2 THEME: MARKET SIZE & FORECAST
26.7 LATIN AMERICA
26.7.1 PRODUCT: MARKET SIZE & FORECAST
26.7.2 THEME: MARKET SIZE & FORECAST
26.8 MIDDLE EAST & AFRICA
26.8.1 PRODUCT: MARKET SIZE & FORECAST
26.8.2 THEME: MARKET SIZE & FORECAST
27 APPENDIX
27.1 ABBREVIATIONS
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