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Board Games Market - Global Forecast 2025-2032

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    Report

  • 196 Pages
  • November 2025
  • Region: Global
  • 360iResearch™
  • ID: 6082546
UP TO OFF until Jan 01st 2026
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The board games market is undergoing significant transformation as consumer preferences, technological integration, and sustainability imperatives shape industry growth. Senior leaders require a clear, actionable analysis to confidently navigate this evolving entertainment landscape and capture new opportunities.

Market Snapshot: Board Games Market Size and Growth

The board games market grew from USD 14.46 billion in 2024 to USD 15.51 billion in 2025. It is expected to continue growing at a CAGR of 7.71%, reaching USD 26.20 billion by 2032. Sustained expansion is fueled by crossover appeal among diverse user groups and a resurgence in analog social experiences, even as digital and hybrid formats gain traction.

Scope & Segmentation

This report offers in-depth analysis of the board games market’s strategic landscape and its driving forces. Senior stakeholders gain clarity on where to allocate resources for maximum growth and resilience:

  • Game Types: Card-based games and dice-based games, each influencing player engagement through distinct mechanics and expansion opportunities.
  • Material Types: Cardboard, plastic, and wood define manufacturing decisions, aesthetic positioning, and sustainability profiles.
  • Age Groups: Adults (18+ years), children (up to 12 years), and teens & families (13-18 years), with product strategies adapting complexity and themes to developmental and social needs.
  • Distribution Channels: Offline settings include supermarkets, hypermarkets, toy shops, and game shops, while direct-to-consumer and online channels drive deeper loyalty and exclusive offerings.
  • End Users: Segments include casual players and households, corporate and team-building clients, as well as educational institutions integrating games into curricula.
  • Regions: The Americas (including North and Latin America), Europe, Middle East & Africa, and Asia-Pacific, each with distinct consumer behaviors and growth patterns. Key countries are detailed, such as the United States, Canada, United Kingdom, China, India, Japan, and more.
  • Key Companies: The research covers leading and emerging names, such as Alderac Entertainment Group, Asmodée Group by Embracer Group, Hasbro Inc., Mattel Inc., Ravensburger North America, Steamforged Games Ltd., and others across the global value chain.

Key Takeaways for Decision Makers

  • Hybrid board game models and companion apps are redefining play by merging digital storytelling, asynchronous multiplayer, and tactile interaction, opening new engagement pathways beyond traditional formats.
  • Shifting toward sustainable manufacturing—via renewable materials and recyclable packaging—enhances brand perception and aligns with demands of eco-conscious consumers globally. Material choices influence both cost and reputation.
  • The rise of direct-to-consumer and online distribution reduces barriers for niche developers, accelerates innovation cycles, and allows companies to validate concepts before committing to mass production.
  • Strategic investment in community-driven initiatives, such as expansions and loyalty programs, fosters long-term player engagement, making recurring revenue a core component of growth strategies.
  • Collaboration with educational and corporate partners creates new revenue streams as board games become tools for skill development, team cohesion, and interactive learning.

Tariff Impact: Navigating New Regulatory Challenges

United States tariff changes in 2025 have impacted production costs and forced manufacturers to rethink supply chain strategies. Companies relying on imported components, such as plastic dice and resin miniatures, shifted toward nearshoring to remain agile. Retailers must reassess pricing strategies to balance margin and competitiveness, while premium brands use this regulatory pressure as an opportunity to emphasize artisanal value and sustainable materials. Dialogue around alternative materials, including eco-friendly cardboard and domestically sourced wood, is accelerating, providing resilience against future trade disruptions.

Methodology & Data Sources

This report synthesizes both primary and secondary research. Structured interviews with executives and supply chain leaders clarified operational responses, while reviews of trade journals and supply chain data identified macro trends. Validation included cross-referencing quantitative metrics with insights from regional market specialists.

Why This Report Matters

  • Enables executives to identify and prioritize high-impact product, material, and channel strategies in an environment of rapid change and diversification.
  • Offers clarity on regulatory, technological, and sustainability trends essential for risk mitigation, innovation, and long-term enterprise resilience.
  • Delivers actionable intelligence to support resource planning, regional investment, and stakeholder communication.

Conclusion

The board games market is defined by its blend of legacy appeal and agile innovation. Organizations embracing emerging technologies, resilient supply chains, and targeted engagement will be primed to thrive within this competitive, global ecosystem.

Table of Contents

1. Preface
1.1. Objectives of the Study
1.2. Market Segmentation & Coverage
1.3. Years Considered for the Study
1.4. Currency & Pricing
1.5. Language
1.6. Stakeholders
2. Research Methodology
3. Executive Summary
4. Market Overview
5. Market Insights
5.1. Surging consumer interest in cooperative legacy board games with branching narratives
5.2. Rapid growth of hybrid board games integrating smartphone apps and digital elements
5.3. Increasing demand for sustainable and eco friendly game components and packaging designs
5.4. Expansion of solo mode focused board games optimized for single player experiences
5.5. Rising popularity of licensed franchise deck building games with collectible expansions
5.6. Growing investor interest in crowdfunding campaigns for niche tabletop game development
5.7. Emergence of augmented reality enhanced tabletop experiences blending physical and virtual
5.8. Accelerated release of bilingual and multilingual editions to reach diverse global audiences
5.9. Proliferation of educational board games emphasizing STEM learning and social skills development
5.10. Community driven expansions and modular game systems fostering long term player retention
6. Cumulative Impact of United States Tariffs 2025
7. Cumulative Impact of Artificial Intelligence 2025
8. Board Games Market, by Type
8.1. Card-Based Games
8.2. Dice-Based Games
9. Board Games Market, by Material Type
9.1. Cardboard
9.2. Plastic
9.3. Wood
10. Board Games Market, by Age Group
10.1. Adults (18+ years)
10.2. Children (Up to 12 years)
10.3. Teens & Families (13-18 years)
11. Board Games Market, by Distribution Channel
11.1. Offline
11.1.1. Supermarkets & Hypermarkets
11.1.2. Toy & Game Shops
11.2. Online
12. Board Games Market, by End-User
12.1. Casual Players/Households
12.2. Corporate & Team-Building
12.3. Educational Institutions
13. Board Games Market, by Region
13.1. Americas
13.1.1. North America
13.1.2. Latin America
13.2. Europe, Middle East & Africa
13.2.1. Europe
13.2.2. Middle East
13.2.3. Africa
13.3. Asia-Pacific
14. Board Games Market, by Group
14.1. ASEAN
14.2. GCC
14.3. European Union
14.4. BRICS
14.5. G7
14.6. NATO
15. Board Games Market, by Country
15.1. United States
15.2. Canada
15.3. Mexico
15.4. Brazil
15.5. United Kingdom
15.6. Germany
15.7. France
15.8. Russia
15.9. Italy
15.10. Spain
15.11. China
15.12. India
15.13. Japan
15.14. Australia
15.15. South Korea
16. Competitive Landscape
16.1. Market Share Analysis, 2024
16.2. FPNV Positioning Matrix, 2024
16.3. Competitive Analysis
16.3.1. Alderac Entertainment Group (AEG)
16.3.2. AMIGO Games Inc.
16.3.3. Arcane Wonders
16.3.4. Asmodée Group by Embracer Group
16.3.5. Atlas Games
16.3.6. Bezier Games Inc.
16.3.7. Blue Orange Sarl
16.3.8. Buffalo Game LLC
16.3.9. Facade Games LLC
16.3.10. Gamelyn Games
16.3.11. Games Workshop Group PLC
16.3.12. Grey Gnome Games
16.3.13. HABA USA
16.3.14. Hasbro Inc.
16.3.15. Mattel Inc.
16.3.16. Mindware Inc.
16.3.17. Noris Spiele by Simba Dickie Group
16.3.18. Paizo Inc.
16.3.19. R & R Games Inc.
16.3.20. Ravensburger North America, Inc.
16.3.21. Rio Grande Games
16.3.22. Schmidt Spiele GmbH
16.3.23. Spin Master Ltd
16.3.24. Steamforged Games Ltd.
16.3.25. Thames & Kosmos.
16.3.26. ThinkFun, Inc.
16.3.27. Wiener Spielkartenfabrik Ferd. Piatnik & Söhne

Companies Mentioned

The companies profiled in this Board Games market report include:
  • Alderac Entertainment Group (AEG)
  • AMIGO Games Inc.
  • Arcane Wonders
  • Asmodée Group by Embracer Group
  • Atlas Games
  • Bezier Games Inc.
  • Blue Orange Sarl
  • Buffalo Game LLC
  • Facade Games LLC
  • Gamelyn Games
  • Games Workshop Group PLC
  • Grey Gnome Games
  • HABA USA
  • Hasbro Inc.
  • Mattel Inc.
  • Mindware Inc.
  • Noris Spiele by Simba Dickie Group
  • Paizo Inc.
  • R & R Games Inc.
  • Ravensburger North America, Inc.
  • Rio Grande Games
  • Schmidt Spiele GmbH
  • Spin Master Ltd
  • Steamforged Games Ltd.
  • Thames & Kosmos.
  • ThinkFun, Inc.
  • Wiener Spielkartenfabrik Ferd. Piatnik & Söhne

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