NEW YORK, August 29, 2022 /PRNewswire/ — The TABLE GAMES MARKET the value is set to grow by $3.02 billion, progressing at a CAGR of 7.31% from 2021 to 2026, according to the latest Technavio report. The year-on-year growth rate for 2022 is estimated at 6.52%. Technavio classifies the global board games market as part of the global leisure products industry within the global household durables market. The main market, the global market for leisure products, covers a variety of categories, including sports equipment, musical instruments, camping equipment, recreational vehicles, bicycles, toys and other consumer-oriented games. Technavio calculates the size of the global household durables market based on the combined revenue generated by manufacturers of household durables, including consumer electronics, home furnishings, home building products, appliances, housewares and specialty items, and leisure products.
The growth of the global leisure products market will be driven by the following factors:
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Increased memberships in health and fitness clubs.
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Increased awareness of the benefits of a healthy lifestyle.
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Growing number of dual income households
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Strong growth in online sales
Rapid improvements in content and gameplay are notably driving the growth of the board game market, although factors such as the threat of alternative gaming platforms may impede market growth. The board game market is fragmented. This market report also provides information on various vendors in the market including Atlas Games, Bezier Games Inc., Buffalo Games LLC, Clementoni Spa, CMON Ltd., Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc. , Gibsons Games Ltd., Gray Fox Games, Hasbro Inc., Indie Boards and Cards, Mattel Inc., National Entertainment Collectibles Association Inc., PD Verlag GmbH and Co. KG, Ravensburger Group, Goliath Games LLC, The Walt Disney Co. , Games Workshop Group PLC, Mindware Inc. and Warlord Games, among others. Additionally, to make the most of opportunities and recover from the post-COVID-19 shock, market vendors are focusing more on growth prospects in fast-growing segments, while maintaining their positions in slow-growing segments.
Browse Summary of the TABLE GAMES MARKET Research report for more information
Board Games Market 2022-2026: Segmentation
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Distribution channel
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Product
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Geography
Board Games Market 2022-2026: Scope
Technavio presents a detailed picture of the market by studying, synthesizing and adding data from multiple sources. The table games market saw slow growth in 2020 due to the COVID-19 outbreak. However, the governments of several countries lifted lockdown restrictions in the third quarter of 2020, allowing table game producers and distribution channels to resume operations. Therefore, this is expected to boost the demand for board games in the region during the forecast period. The report covers the following areas:
Board Games Market 2022-2026: Highlights
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Market CAGR during the forecast period 2022-2026
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Detailed information on the factors that will contribute to the growth of the board games market during the next five years
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Estimation of the size of the board games market and its contribution to the parent market
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Predictions about upcoming trends and changes in consumer behavior
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The growth of the board game market.
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Analysis of the competitive landscape of the market and detailed information on the suppliers.
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Comprehensive details of factors that will challenge the growth of the board games market, vendors
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Scope of the board game market |
|
Report Coverage |
Details |
Page number |
120 |
base year |
2021 |
forecast period |
2022-2026 |
Growth momentum and CAGR |
Accelerates to a CAGR of 7.31% |
Market growth 2022-2026 |
$3.02 billion |
market structure |
Fragmented |
YoY growth (%) |
6.52 |
regional analysis |
Europe, North America, APAC, Middle East and Africa, and South America |
Contribution to the real market |
Europe at 34% |
Main consuming countries |
United States, China, France, Germany and United Kingdom |
competitive landscape |
Leading companies, competitive strategies, scope of consumer engagement |
Profiled companies |
Atlas Games, Bezier Games Inc., Buffalo Games LLC, Clementoni Spa, CMON Ltd., Franckh-Kosmos Verlags-GmbH and Co. KG, Fremont Die Consumer Products Inc., Gibsons Games Ltd., Gray Fox Games, Hasbro Inc., Indie Boards and Cards, Mattel Inc., National Entertainment Collectibles Association Inc., PD Verlag GmbH and Co. KG, Ravensburger Group, Goliath Games LLC, The Walt Disney Co., Games Workshop Group PLC, Mindware Inc. and Warlord Games |
market dynamics |
Major market analysis, market growth drivers and obstacles, fast and slow growing segments analysis, impact of COVID 19 and future consumer dynamics, and market condition analysis for the forecast period. |
Personalization Preview |
If our report didn’t include the data you’re looking for, you can contact our analysts and get custom segments. |
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Table of Contents:
1. Executive Summary
2 Market Landscape
3 Market size
4 Five Forces Analysis
5 Market segmentation by distribution channel
6 Market segmentation by product
7 Customer landscape
8 Geographic Landscape
9 drivers, challenges and trends
10 Provider Landscape
11 Supplier Analysis
12 Appendix
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SOURCE Technavio