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The report includes a comprehensive outlook on the market offering forecasts for the industry segmented by Type, which comprises monopoly, scrabble, chess, ludo, and others. Additionally, it categorizes Distribution Channel into offline and online and covers Region, including North America, APAC, Europe, Middle East and Africa, and South America. The report provides market size, historical data spanning from 2018 to 2022, and future projections, all presented in terms of value in USD billion for each of the mentioned segments. The report covers market trends and analysis and also includes an in-depth analysis of the rising number of tabletop game cafes, the growing trend of solo and cooperative tabletop games, and the increasing threat from alternate gaming platforms.
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Companies are implementing various market growth and forecasting strategies by analyzing factors such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product or service launches, to enhance their presence in the market.
Australian Design Group - The company offers table top games such as 7 Age cards and America in Flames games. It also offers Chicago poker cards.
The market report also includes detailed analyses of the competitive landscape of the market and information about 15 market companies, including Archon Studio, Australian Design Group, Buffalo Games LLC, Delano Games Card and Board, Embracer Group AB, Funko LLC, Goliath Games LLC, Hasbro Inc., Hero Time, Imago Groups, Lifestyle Boardgames Ltd., Mattel Inc., NIBCARD Ltd., Panda Game Manufacturing, Quillsilver, Ravensburger AG, Sea Dog Game Studios, Sunday Games LLC, Tabletop Tycoon Inc., and The NSF
Qualitative and quantitative analysis of market growth and trends of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified. Furthermore, market growth and forecasting it is also quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
Our researchers analyzed the market research and growth data with 2023 as the base year, along with the key market growth analysis, trends, and challenges. A holistic analysis of drivers, trends, and challenges will help companies refine their marketing strategies to gain a competitive advantage.
The rising number of tabletop game cafes is notably driving market development. Millennials have shown an increasing interest in tabletop games in recent years. Several bars and cafes have been opened across countries such as the UK and the US to potentially profit from this phenomenon. Board game cafes offer a wide variety of board games such as Scrabble, monopoly and others to choose from alongside a selection of food and drinks on-site. Moreover, normal cafes are introducing board games to attract more customers and make greater profits.
For instance, in May 2022, a new board cafe opened in Altrincham town center, UK. Similarly, in March 2022, a board game cafe named Boardroom Gaming Cafe opened in Wellington, New Zealand. Along with games, people can enjoy a wide menu of snacks as well in this particular cafe. Thus, the rising number of tabletop game cafes globally will induce the growth of the market during the forecast period.
The growing trend of solo and cooperative tabletop games is an emerging trend influencing market growth. Traditionally, tabletop games were often associated with group play, but the rise of solo and cooperative gaming experiences has broadened the appeal of these games, attracting a diverse audience and contributing to market expansion. Solo and cooperative games cater to individuals who may not always have access to a large gaming group. Further, games such as Pandemic and Forbidden Island focus on collaborative gameplay, where players work together to achieve a common goal. Buffalo Games has also recognized the demand for solo and cooperative experiences, releasing games such as Last Defense! and Chronicles of Crime, which incorporate cooperative elements and storytelling.
However, these games provide engaging narratives and challenges that players can navigate either alone or with others. The solo and cooperative trend enhances market inclusivity, appealing to a broader demographic and encouraging new players to explore tabletop gaming. As the gaming industry continues to innovate with engaging mechanics and diverse themes in solo and cooperative games, the market is poised to witness sustained growth during the forecast period.
Intellectual property and licensing challenges associated with tabletop games are significant challenges hindering market growth. Obtaining the necessary licenses to use established franchises, popular characters, or well-known intellectual properties (Ips) can be a complex and costly process, impacting the creative freedom of game developers and potentially limiting the market reach of tabletop games. One major challenge is the high cost associated with securing licenses for popular IPs. Additionally, negotiating licensing agreements can be a time-consuming process.
Further, trademark disputes can erupt over game names, logos, or even character designs. For instance, the popular deck-building game Star Realms encountered legal issues in January 2020 due to similarities with the card game Magic: The Gathering. These disputes can be costly and time-consuming, diverting resources from game development and hindering market momentum. Thus, the above-mentioned factors will hamper the growth of the market during the forecast period.
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The market share growth by the monopoly segment will be significant during the forecast period. Monopoly has a strong nostalgic appeal, and many people have fond memories of playing the game with family and friends. This nostalgia can lead to continued interest and a desire to introduce the game to new generations. Monopoly is one of the most well-known and recognizable board games globally. The monopoly segment was the largest and was valued at USD 1.21 billion in 2018. The game has expanded to include various editions and themes, from classic city versions to pop culture tie-ins. This adaptability allows Monopoly to stay relevant and attract different audiences. The availability of Monopoly on digital platforms and mobile applications has made the game more accessible to a wider audience. People can play online with friends or against computer opponents, providing a convenient way to enjoy the game without the need for a physical board. The availability of Monopoly in digital formats, including mobile apps and online platforms, has expanded its reach. The growing availability of Monopoly will fuel the growth of the market during the forecast period.
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Based on the distribution channel, the market has been segmented into offline and online The offline segment will account for the largest share of this segment.?
Europe is estimated to contribute 34% during the forecast period.
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Technavio's analysts have provided extensive insight into the market forecasting, detailing the regional trends and drivers influencing the market's trajectory throughout the forecast period. Europe hosts several major gaming conventions, such as Essen Spiel in Germany and the UK Games Expo in the UK. These events provide opportunities for publishers to showcase new games and for gamers to explore the latest offerings. Game cafes and dedicated gaming spaces have become increasingly popular in many European cities. These venues provide a social and welcoming environment for gamers to gather and play.
In addition, Europe boasts a diverse gaming community, ranging from casual players to dedicated hobbyists. This diversity is reflected in the types of tabletop games available and the events that cater to various interests. Tabletop games are often recognized for their educational and social benefits. Families, schools, and social groups in Europe appreciate the opportunities for learning and social interaction that tabletop games provide. Such factors are expected to drive the regional market growth during the forecast period.
Tabletop Games Market Scope |
|
Report Coverage |
Details |
Page number |
120 |
Base year |
2023 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.14% |
Market Growth 2024-2028 |
USD 3.05 billion |
Market structure |
Fragmented |
YoY growth (%) |
8.8 |
Regional analysis |
Europe, North America, APAC, South America, and Middle East and Africa |
Performing market contribution |
Europe at 34% |
Key consumer countries |
US, China, Japan, UK, and Germany |
Competitive landscape |
Leading companies, Competitive Strategies, Consumer engagement scope |
Key companies profiled |
Archon Studio, Australian Design Group, Buffalo Games LLC, Delano Games Card and Board, Embracer Group AB, Funko LLC, Goliath Games LLC, Hasbro Inc., Hero Time, Imago Groups, Lifestyle Boardgames Ltd., Mattel Inc., NIBCARD Ltd., Panda Game Manufacturing, Quillsilver, Ravensburger AG, Sea Dog Game Studios, Sunday Games LLC, Tabletop Tycoon Inc., and The NSF |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID-19 impact and recovery analysis and future consumer dynamics, and Market condition analysis for the forecast period. |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
We can help! Our analysts can customize this market research report to meet your requirements. Get in touch
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Type
7 Market Segmentation by Distribution Channel
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
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