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Board Games Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, 2021-2031

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    Report

  • 185 Pages
  • January 2026
  • Region: Global
  • TechSci Research
  • ID: 6021151
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The Global Board Games Market is projected to expand significantly, rising from USD 16.32 Billion in 2025 to USD 32.79 Billion by 2031, reflecting a CAGR of 12.33%. Defined as tabletop activities involving pieces moved on a marked surface according to specific rules, this sector is growing due to a resurgence in the desire for face-to-face social engagement and the appreciation of these games as educational resources that improve cognitive abilities. Unlike fleeting fads, these foundational drivers promote sustained interest across various age groups and encourage repeated play in communal settings.

A major obstacle facing the market is the fierce rivalry presented by digital entertainment, including video games and mobile apps, which compete for consumer leisure time. This prevalence of digital options challenges the uptake of physical games, particularly among younger generations who are accustomed to screen-based activities. Nevertheless, the sector maintains considerable scale; according to The Toy Association, the Games and Puzzles supercategory in the United States achieved $3.5 billion in retail sales in 2024, demonstrating the industry's substantial size even amidst pressure from alternative entertainment forms.

Market Drivers

The democratization of game publishing through crowdfunding platforms has transformed the industry's supply chain by reducing entry barriers for independent creators. This direct-to-consumer approach enables designers to validate ideas and raise funds without depending on conventional distribution networks, resulting in a varied landscape of niche and enthusiast games. By allowing developers to connect directly with backers, these platforms have hastened the creation of complex, high-quality games that might otherwise be considered too risky for general retail. According to Gamefound's 'Gamefound is 1 Board Game CF platform - 2024 summary' post from January 2025, the platform secured over $156 million in funding for tabletop projects in 2024, highlighting a shift toward decentralized production driven by consumer demand.

Additionally, the strategic licensing of well-known media franchises and intellectual properties serves as a major driver for attracting consumers, effectively linking casual audiences with dedicated hobbyists. Publishers are increasingly utilizing established stories from cinema, literature, and video games to ease marketing challenges and ensure instant brand recognition in a crowded market.

This integration allows tabletop games to leverage existing fanbases, thereby extending the commercial life of major entertainment franchises. According to the British Toy & Hobby Association's January 2025 article 'Annual UK toy market trends revealed at London Toy Fair,' licensed products captured a 35% share of the total toy and game market in 2024. This trend is further illustrated by Games Workshop, which reported core revenue of £494.7 million in 2024, proving the financial strength of IP-led tabletop ecosystems.

Market Challenges

The robust competition from digital entertainment platforms significantly hinders the growth of the Global Board Games Market by dominating the leisure time of consumers. Unlike tabletop games, which typically demand physical setup, an understanding of rules, and coordinated group presence, mobile applications and video games provide instant and immersive experiences. This difference in accessibility and sensory feedback makes digital options particularly appealing to tech-savvy individuals and younger demographics. Consequently, the "attention economy" is drifting away from physical gameplay, posing a challenge for manufacturers attempting to maintain engagement or attract new players in a highly saturated entertainment environment.

This shift in consumer focus has led to a quantifiable negative effect on the industry's financial results. As leisure time is increasingly dedicated to screen-based gaming, the frequency of purchasing and playing board games naturally decreases. This trend is reflected in recent market data; according to The Toy Association, sales in the Games and Puzzles supercategory fell by 5% in the first half of 2024. This decline highlights how the ubiquity of digital rivals directly restricts the physical market's growth potential, impeding its ability to fully benefit from broader trends favoring social interaction.

Market Trends

The move toward Sustainable Manufacturing and Eco-Friendly Packaging is rapidly redefining production norms as companies switch to biodegradable materials to reduce their environmental footprint. This industrial transition is primarily driven by growing consumer concern over plastic waste, leading manufacturers to swap traditional shrink wrap and plastic packaging for plant-based solutions and FSC-certified paper. This preference for green supply chains is supported by consumer data; according to The Toy Association's press release 'The Toy Association Announces 2024 Toy Trends' from February 2024, 45% of parents under 40 now factor environmental impact into their purchasing choices. As a result, publishers are re-engineering component storage to remove single-use plastics, setting new material compliance standards globally.

Simultaneously, the expansion of the Kidult and Adult Hobbyist segments is fundamentally changing market demographics, moving the spotlight from family-centric games to complex strategy titles. This group is defined by higher disposable income and a desire for deep tactical gameplay, fueling the need for specialized retail environments that support community building. The strong expansion of this enthusiast market is evident in the growth of physical distribution channels; according to Games Workshop's 'Annual Report 2024' released in July 2024, the company extended its global trade reach to 7,200 independent retailers during the fiscal year. This rise in specialized outlets emphasizes the importance of brick-and-mortar hubs in serving the specific requirements of tabletop veterans and adult collectors.

Key Players Profiled in the Board Games Market

  • Buffalo Games, LLC
  • Cartamundi Services NV
  • Clementoni S.p.a.
  • CMON Limited
  • Franckh-Kosmos Verlags-GmbH & Co. KG
  • Boyd Gaming Corporation
  • H.P Gibson & Sons Ltd.
  • DEVIR AMERICAS, LLC
  • Hasbro Inc.
  • Mattel Inc.

Report Scope

In this report, the Global Board Games Market has been segmented into the following categories:

Board Games Market, by Type:

  • Tabletop Games
  • Card and Dice Games
  • Collectible Card Games
  • Miniature Games
  • RPG Games

Board Games Market, by Game Type:

  • Strategy and War Games
  • Educational Games
  • Fantasy Games
  • Sport Games
  • Others

Board Games Market, by Age Group:

  • 0-2 Years
  • 2-5 Years
  • 5-12 Years
  • Above 12 Years

Board Games Market, by Sales Channel:

  • Supermarkets/Hypermarkets
  • Specialty Stores
  • Online
  • Others

Board Games Market, by Region:

  • North America
  • Europe
  • Asia-Pacific
  • South America
  • Middle East & Africa

Competitive Landscape

Company Profiles: Detailed analysis of the major companies present in the Global Board Games Market.

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The analyst offers customization according to your specific needs. The following customization options are available for the report:
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Table of Contents

1. Product Overview
1.1. Market Definition
1.2. Scope of the Market
1.2.1. Markets Covered
1.2.2. Years Considered for Study
1.2.3. Key Market Segmentations
2. Research Methodology
2.1. Objective of the Study
2.2. Baseline Methodology
2.3. Key Industry Partners
2.4. Major Association and Secondary Sources
2.5. Forecasting Methodology
2.6. Data Triangulation & Validation
2.7. Assumptions and Limitations
3. Executive Summary
3.1. Overview of the Market
3.2. Overview of Key Market Segmentations
3.3. Overview of Key Market Players
3.4. Overview of Key Regions/Countries
3.5. Overview of Market Drivers, Challenges, Trends
4. Voice of Customer
5. Global Board Games Market Outlook
5.1. Market Size & Forecast
5.1.1. By Value
5.2. Market Share & Forecast
5.2.1. By Type (Tabletop Games, Card and Dice Games, Collectible Card Games, Miniature Games, RPG Games)
5.2.2. By Game Type (Strategy and War Games, Educational Games, Fantasy Games, Sport Games, Others)
5.2.3. By Age Group (0-2 Years, 2-5 Years, 5-12 Years, Above 12 Years)
5.2.4. By Sales Channel (Supermarkets/Hypermarkets, Specialty Stores, Online, Others)
5.2.5. By Region
5.2.6. By Company (2025)
5.3. Market Map
6. North America Board Games Market Outlook
6.1. Market Size & Forecast
6.1.1. By Value
6.2. Market Share & Forecast
6.2.1. By Type
6.2.2. By Game Type
6.2.3. By Age Group
6.2.4. By Sales Channel
6.2.5. By Country
6.3. North America: Country Analysis
6.3.1. United States Board Games Market Outlook
6.3.2. Canada Board Games Market Outlook
6.3.3. Mexico Board Games Market Outlook
7. Europe Board Games Market Outlook
7.1. Market Size & Forecast
7.1.1. By Value
7.2. Market Share & Forecast
7.2.1. By Type
7.2.2. By Game Type
7.2.3. By Age Group
7.2.4. By Sales Channel
7.2.5. By Country
7.3. Europe: Country Analysis
7.3.1. Germany Board Games Market Outlook
7.3.2. France Board Games Market Outlook
7.3.3. United Kingdom Board Games Market Outlook
7.3.4. Italy Board Games Market Outlook
7.3.5. Spain Board Games Market Outlook
8. Asia-Pacific Board Games Market Outlook
8.1. Market Size & Forecast
8.1.1. By Value
8.2. Market Share & Forecast
8.2.1. By Type
8.2.2. By Game Type
8.2.3. By Age Group
8.2.4. By Sales Channel
8.2.5. By Country
8.3. Asia-Pacific: Country Analysis
8.3.1. China Board Games Market Outlook
8.3.2. India Board Games Market Outlook
8.3.3. Japan Board Games Market Outlook
8.3.4. South Korea Board Games Market Outlook
8.3.5. Australia Board Games Market Outlook
9. Middle East & Africa Board Games Market Outlook
9.1. Market Size & Forecast
9.1.1. By Value
9.2. Market Share & Forecast
9.2.1. By Type
9.2.2. By Game Type
9.2.3. By Age Group
9.2.4. By Sales Channel
9.2.5. By Country
9.3. Middle East & Africa: Country Analysis
9.3.1. Saudi Arabia Board Games Market Outlook
9.3.2. UAE Board Games Market Outlook
9.3.3. South Africa Board Games Market Outlook
10. South America Board Games Market Outlook
10.1. Market Size & Forecast
10.1.1. By Value
10.2. Market Share & Forecast
10.2.1. By Type
10.2.2. By Game Type
10.2.3. By Age Group
10.2.4. By Sales Channel
10.2.5. By Country
10.3. South America: Country Analysis
10.3.1. Brazil Board Games Market Outlook
10.3.2. Colombia Board Games Market Outlook
10.3.3. Argentina Board Games Market Outlook
11. Market Dynamics
11.1. Drivers
11.2. Challenges
12. Market Trends & Developments
12.1. Mergers & Acquisitions (If Any)
12.2. Product Launches (If Any)
12.3. Recent Developments
13. Global Board Games Market: SWOT Analysis
14. Porter's Five Forces Analysis
14.1. Competition in the Industry
14.2. Potential of New Entrants
14.3. Power of Suppliers
14.4. Power of Customers
14.5. Threat of Substitute Products
15. Competitive Landscape
15.1. Buffalo Games, LLC
15.1.1. Business Overview
15.1.2. Products & Services
15.1.3. Recent Developments
15.1.4. Key Personnel
15.1.5. SWOT Analysis
15.2. Cartamundi Services NV
15.3. Clementoni S.p.a.
15.4. CMON Limited
15.5. Franckh-Kosmos Verlags-GmbH & Co. KG
15.6. Boyd Gaming Corporation
15.7. H.P Gibson & Sons Ltd
15.8. DEVIR AMERICAS, LLC
15.9. Hasbro Inc.
15.10. Mattel Inc.
16. Strategic Recommendations

Companies Mentioned

The key players profiled in this Board Games market report include:
  • Buffalo Games, LLC
  • Cartamundi Services NV
  • Clementoni S.p.a.
  • CMON Limited
  • Franckh-Kosmos Verlags-GmbH & Co. KG
  • Boyd Gaming Corporation
  • H.P Gibson & Sons Ltd
  • DEVIR AMERICAS, LLC
  • Hasbro Inc.
  • Mattel Inc.

Table Information