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Board Games Market - Global Forecast 2025-2032

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    Report

  • 196 Pages
  • October 2025
  • Region: Global
  • 360iResearch™
  • ID: 6082546
UP TO OFF until Jan 01st 2026
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The board games market is evolving rapidly, shaped by changing consumer preferences and innovative product development strategies. Senior decision-makers can leverage this report for actionable intelligence that sharpens strategic planning, optimizes supply chains, and drives stakeholder value in a competitive landscape.

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 expanding at a CAGR of 7.71%, reaching USD 26.20 billion by 2032. This sustained growth reflects increasing global demand, the revival of in-person experiences, and technology-driven product innovation.

Scope & Segmentation

  • Type: Card-Based Games, Dice-Based Games
  • Material Type: Cardboard, Plastic, Wood
  • Age Group: Adults (18+ years), Children (Up to 12 years), Teens & Families (13-18 years)
  • Distribution Channel: Supermarkets & Hypermarkets, Toy & Game Shops, Online
  • End-User: Casual Players/Households, Corporate & Team-Building, Educational Institutions
  • Regional Coverage: North America (United States, Canada, Mexico), Latin America (Brazil, Argentina, Chile, Colombia, Peru), Europe (United Kingdom, Germany, France, Russia, Italy, Spain, Netherlands, Sweden, Poland, Switzerland), Middle East (United Arab Emirates, Saudi Arabia, Qatar, Turkey, Israel), Africa (South Africa, Nigeria, Egypt, Kenya), Asia-Pacific (China, India, Japan, Australia, South Korea, Indonesia, Thailand, Malaysia, Singapore, Taiwan)
  • Company Coverage: 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

Key Takeaways: Board Games Market Dynamics

  • The convergence of analog gameplay with digital features is broadening the appeal and replay value of board games, attracting both established hobbyists and new player segments.
  • Companies focusing on sustainable materials and ethical sourcing are strengthening brand loyalty, as environmental responsibility becomes increasingly important for buyers and partners.
  • Emerging direct-to-consumer models and targeted crowdfunding campaigns have accelerated innovation cycles and facilitated rapid validation of new concepts in niche markets.
  • Age-tailored game design is proving critical, with adult, child, and teen/family segments each driving demand for distinct play mechanics and engagement models.
  • Regional trends highlight the relevance of local culture and distribution practices, making market-specific adaptation a factor in international expansion strategies.
  • Crowdfunding and online engagement continue to foster tightly knit communities, translating early excitement into extended product lifecycles and ongoing advocacy.

Tariff Impact: Navigating Cost and Supply Chain Dynamics

Revisions in United States tariff regulations in 2025 introduced additional levies on imported board game components, increasing the focus on vendor relationships and nearshoring strategies. These regulatory changes prompted companies to seek cost-effective materials and establish production facilities in favorable trade regions, consequently affecting lead times and supply chain efficiency. Forward-thinking game producers leveraged this shift to explore sustainable domestic alternatives, further reinforcing commitments to brand responsibility and operational resilience.

Methodology & Data Sources

This research employs a dual-track approach, combining structured interviews with industry executives and comprehensive secondary analysis of trade publications, financial reports, patent databases, and customs data. Findings were validated through triangulation with regional specialists to support precise, actionable market insights.

Why This Report Matters

  • Equip executive teams with timely visibility into emerging trends, innovation catalysts, and evolving consumer expectations in the global board games market.
  • Empower supply chain, product, and marketing leaders to make agile data-driven decisions that manage regulatory shifts and tap into cross-regional growth opportunities.

Conclusion

The board games market displays strong momentum, guided by innovation in design, sustainability, and distribution. Stakeholders equipped with strategic insights from this report will be well-prepared to capture growth and enhance competitiveness in a dynamic sector.

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
List of Tables
List of Figures

Samples

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Companies Mentioned

The key 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

Table Information