全球桌遊市場 - 2023-2030
市場調查報告書
商品編碼
1372600

全球桌遊市場 - 2023-2030

Global Tabletop Games Market - 2023-2030

出版日期: | 出版商: DataM Intelligence | 英文 203 Pages | 商品交期: 約2個工作天內

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簡介目錄

概述

全球桌上遊戲市場將於 2022 年達到 25 億美元,預計到 2030 年將達到 42 億美元,2023-2030 年預測期間年複合成長率為 6.7%。

隨著數位疲勞的加劇,全球桌上遊戲市場正在經歷大幅成長,而對現實世界社交互動的渴望驅使人們,尤其是千禧世代和 Z 世代轉向桌上遊戲。隨著擴增實境 (AR) 和配套應用程式等技術的增強,市場正在多元化,使傳統棋盤遊戲更加身臨其境且易於使用。

例如,2023 年 7 月,孩之寶宣布與義大利遊戲開發工作室 Xplored 合作,對其經典實體棋盤遊戲進行現代化改造。 Xplored 將利用其 Teburu 技術將數位元素和智慧感測器整合到 Monopoly 和 Clue 等遊戲中。該技術包括配備電子感測器的遊戲板和追蹤遊戲棋子和骰子滾動的智慧骰子。

由於該地區年輕一代和成年一代越來越受歡迎,預計北美將佔據桌面遊戲市場的 1/3。此外,對教育和娛樂遊戲的需求不斷增加,以及重視這些遊戲好處的多元人口結構。不斷成長的咖啡館和餐廳文化也推動了該地區桌面遊戲市場的發展。

動力學

桌上遊戲需求激增,在千禧世代和 Z 世代中越來越受歡迎

全球桌上遊戲市場正在經歷顯著成長。千禧世代和 Z 世代正在推動這種復興,他們傾向於「卡坦島」和「秘密希特勒」等更新的、以策略為重點的遊戲。眾籌平台,尤其是 Kickstarter,使獨立開發者能夠挑戰產業巨頭,透過創新產品振興該產業。在「後棄兵」和線上參與度增加等因素的推動下,國際象棋等傳統遊戲也迎來了復興。

隨著人們在封鎖期間尋求娛樂,以及「桌上型模擬器」等平台的流行,COVID-19 加速了這一成長。 「數位疲勞」發揮了作用,桌上遊戲讓人們擺脫以螢幕為中心的生活方式。從論壇到教學影片,網際網路的影響力擴大了這一愛好的影響力。大學生已經開始接受桌上遊戲,擺脫了陳舊的刻板印象,使其成為一種時尚的社交活動,通常與飲酒遊戲搭配在一起。桌上遊戲的多樣性(從競爭性到協作)確保了每個人都能找到適合自己的遊戲,從而為該行業帶來了當之無愧的受歡迎程度。

科技增強的桌上遊戲:連結全球實體和數位領域

桌上遊戲市場正在全球擴張,利用科技創造傳統和數位體驗的令人興奮的融合。科技增強的棋盤遊戲和桌上遊戲正在蓬勃發展,在實體和數位領域之間架起了一座橋樑。智慧型手機、擴增實境和配套應用程式豐富了棋盤遊戲的觸覺,吸引了經驗豐富的愛好者和新手。擴增實境冒險將玩家帶入沉浸式世界,模糊了現實與數位領域之間的界限,而智慧型裝置則透過即時更新和互動功能增強了遊戲玩法。

Mirrorscape 推出了其擴增實境 (AR) 桌上遊戲平台的公開測試版,該平台與行動裝置和蘋果 Vision Pro 相容。該平台迎合角色扮演遊戲和數位桌面體驗,並計劃將其整合到各種 AR 眼鏡和耳機中,包括蘋果的 Vision Pro。這家位於洛杉磯的工作室為 RPG 玩家設計了 Mirrorscape,提供 AR 功能和傳統桌上遊戲功能。使用者可以建立遊戲區塊、地形和其他玩家並與之互動,營造真實的遊戲氛圍。

成本挑戰

全球桌上遊戲市場可能會受到購買這些遊戲的相關成本的限制。桌上遊戲通常涉及各種組件,如遊戲板、紙牌、模型和專用骰子,這使得它們與其他形式的娛樂相比相對昂貴。高品質的組件和藝術品會進一步推高成本。

此外,有些桌遊還附有擴充包或附加內容,增加了玩家的整體投入。對於許多潛在的遊戲玩家來說,費用可能是進入的障礙,特別是在經濟受限的地區。雖然有預算友好的選項可供選擇,但某些桌面遊戲的溢價限制了它們對更廣泛受眾的訪問,限制了市場的成長和採用。

目錄

第 1 章:方法與範圍

  • 研究方法論
  • 報告的研究目的和範圍

第 2 章:定義與概述

第 3 章:執行摘要

  • 按類型分類
  • 按配銷通路分類
  • 按應用程式片段
  • 按地區分類

第 4 章:動力學

  • 影響因素
    • 促進要素
      • 桌上遊戲需求激增,在千禧世代和 Z 世代中越來越受歡迎
      • 科技增強的桌上遊戲:連結全球實體和數位領域
    • 限制
      • 成本挑戰
    • 機會
    • 影響分析

第 5 章:產業分析

  • 波特五力分析
  • 供應鏈分析
  • 定價分析
  • 監管分析
  • 俄烏戰爭影響分析
  • DMI 意見

第 6 章:COVID-19 分析

  • COVID-19 分析
    • 新冠疫情爆發前的情景
    • 新冠疫情期間的情景
    • 新冠疫情後的情景
  • COVID-19 期間的定價動態
  • 供需譜
  • 疫情期間政府與市場相關的舉措
  • 製造商策略舉措
  • 結論

第 7 章:按類型

  • 棋盤遊戲
  • 微型戰爭遊戲
  • 角色扮演遊戲
  • 骰子遊戲
  • 紙牌遊戲
  • 抽象遊戲

第 8 章:按配銷通路

  • 3線下
  • 5 線上

第 9 章:按應用

  • 學校
  • 企業大樓
  • 遊戲區
  • 咖啡廳
  • 聚會場地
  • 其他

第 10 章:按地區

  • 北美洲
    • 美國
    • 加拿大
    • 墨西哥
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 南美洲
    • 巴西
    • 阿根廷
    • 南美洲其他地區
  • 亞太
    • 中國
    • 印度
    • 日本
    • 澳洲
    • 亞太其他地區
  • 中東和非洲

第 11 章:競爭格局

  • 競爭場景
  • 市場定位/佔有率分析
  • 併購分析

第 12 章:公司簡介

  • Asmodee Group
    • 公司簡介
    • 產品組合和描述
    • 財務概覽
    • 主要進展
  • Ravensburger AG
  • Hasbro Inc.
  • Mattel Inc.
  • Spin Master Corp.
  • Z-Man Games
  • Fantasy Flight Games
  • Catan Studio
  • Stonemaier Games:
  • Plaid Hat Games

第 13 章:附錄

簡介目錄
Product Code: FMCG7198

Overview

Global Tabletop games Market reached US$ 2.5 billion in 2022 and is expected to reach US$ 4.2 billion by 2030, growing with a CAGR of 6.7% during the forecast period 2023-2030.

The globally tabletop games market is experiencing substantial growth with the rise of digital fatigue and a desire for real-world social interactions have driven people, particularly Millennials and Generation Z, toward tabletop gaming. The market is diversifying with tech enhancements, including augmented reality (AR) and companion apps, making traditional board games more immersive and accessible.

For instance, in July 2023, Hasbro announced a partnership with Italian game development studio Xplored to modernize its classic physical board games. Xplored will integrate digital elements and smart sensors into games like Monopoly and Clue, using its Teburu technology. The technology includes an electronic sensor-equipped game board and smart dice that track game pieces and dice rolls.

North America is expected to hold 1/3 of the tabletop games market driven by growing popularity among the young and adult generations in the region. Also, increasing demand for educational and recreational games and a diverse demographic mix that values the benefits of these games. The growing cafe and restaurant culture also driving the market for tabletop games in the region.

Dynamics

Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z peoples

The globally tabletop games market is experiencing remarkable growth. Millennials and Generation Z are driving this resurgence, gravitating towards newer, strategically-focused games like "Catan" and "Secret Hitler." Crowdfunding platforms, particularly Kickstarter, empower indie developers to challenge industry giants, revitalizing the sector with innovative offerings. Traditional games like Chess also witnessed a revival, bolstered by factors such as "The Queen's Gambit" and increased online engagement.

COVID-19 accelerated this growth as people sought recreation during lockdowns and platforms like "Tabletop Simulator" gained popularity. "Digital fatigue" played a role, with tabletop games offering a break from screen-centric lifestyles. The internet's influence, from forums to instructional videos, has amplified the hobby's reach. College students have embraced tabletop gaming, shedding old stereotypes and making it a trendy social activity, often paired with drinking games. The diverse nature of tabletop games, from competitive to collaborative, ensures there's something for everyone, contributing to the industry's well-deserved popularity.

Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally

The tabletop games market is undergoing a global expansion, embracing technology to create an exciting blend of traditional and digital experiences. Tech-enhanced board games and tabletop gaming are thriving, offering a bridge between the physical and digital realms. Smartphones, augmented reality and companion apps enrich the tactile aspects of board games, attracting both seasoned enthusiasts and newcomers. Augmented reality adventures transport players into immersive worlds, blurring the lines between reality and the digital realm, while smart devices enhance gameplay with real-time updates and interactive features.

Mirrorscape has launched an open beta for its augmented reality (AR) tabletop gaming platform, compatible with mobile devices and Apple's Vision Pro. The platform caters to role-playing games and digital tabletop experiences, with plans to integrate it into various AR glasses and headsets, including Apple's Vision Pro. The Los Angeles-based studio designed Mirrorscape for RPG players, offering AR functionality and traditional tabletop game features. Users can build and interact with game pieces, terrain and fellow players, fostering a physical gaming atmosphere.

Cost Challenges

The tabletop games market globally can be restrained with the cost associated with purchasing these games. Tabletop games often involve various components like game boards, cards, miniatures and specialized dice, making them relatively expensive compared to other forms of entertainment. High-quality components and artwork can further drive up the cost.

Furthermore, some tabletop games have expansions or additional content, increasing the overall investment for players. The expense can be a barrier to entry for many potential gamers, especially in regions with economic constraints. While there are budget-friendly options available, the premium pricing of certain tabletop games restricts their accessibility to a broader audience, limiting market growth and adoption.

Segment Analysis

The global tabletop games market is segmented based on type, distribution channel, application and region.

Board Games Dominate the Global Tabletop Games Market

Board games holds the largest share in the tabletop games market. In 2023 boardgames has witnessed a surge in releases and heightened interest by people globally. For instance, Gen Con, the largest tabletop convention in the Western hemisphere, with a record 70,000 attendees and publishers quickly selling out of their hottest titles, it's evident that board games hold a substantial share of the market.

Among the new releases, Splito stands out as a card game that accommodates up to eight players without the often-insulting aspects of typical party games. Also, The diverse games released in 2023, include "City of the Great Machine," a hidden movement game with creative gameplay; "Dark Venture: Battle of the Ancients," a zany tactical skirmish game; "Earth," a tableau-building game with an open-world feel; "Frosthaven," the highly anticipated Gloomhaven sequel with base-building mechanics; and "Votes for Women," an immersive card-driven area-control game depicting the women's suffrage movement. The early releases showcase the board game industry's commitment to offering engaging and varied gaming experiences.

Geographical Penetration

North America's Dominance in the Tabletop Games Market Fueled by Growing Popularity Among Young Generation

North America holds the largest share in the tabletop games market with the regions substantial and growing young generation. As per Children Defense Fund report, in 2021, U.S. had 74 million children, making up 22% of the nation's population and it continue to grow. Also, the growing demand for tabletop games among the young generation is driven by their multifaceted benefits.

Tabletop games provide early learning opportunities, promote brain development through strategy, enhance language skills and improve focus and attention span. It teaches teamwork, conflict resolution and good sportsmanship, all while offering a fun and engaging way to learn and bond with others. Also, board games are most popular among young kids as there is higher demand for them in schools.

COVID-19 Impact Analysis:

The COVID-19 pandemic significantly impacted the tabletop games market as lockdowns and restrictions forced people indoors. With outdoor activities limited, there was a surge in demand for indoor games such as carrom boards, chess, ludo and card games. globally implemented curfews and schools and colleges closed, leading to a resurgence of exploration of new types of tabletop games.

The demand for indoor game equipment, including chess boards and carrom boards, skyrocketed, with some dealers experiencing tripled sales. The pandemic shifted recreational preferences, emphasizing the appeal of tabletop games during challenging times when outdoor activities were restricted. Also, several companies launched new types of tabletop games during the pandemic times.

Russia-Ukraine War Impact Analysis

The Russia-Ukraine war has disrupted the global lumber market by tightening supply and causing shifts in trade flows of material used in the manufacturing of tabletop games. Russia's significant role as a softwood lumber supplier, combined with sanctions and boycotts, has impacted the supply chain. A shortage of lumber supply could impact the prices of board games in the coming months, since wood is the preferred material for game boards.

Ukrainian and Belarusian lumber exports have also been affected. In a worst-case scenario, a 3-4% global lumber supply loss is possible. Production losses in Russia, due to sanctions and corporate boycotts, have led to further disruptions. The North American market may face challenges due to reduced European supply and trade flows will need to be reshuffled. The extent of the impact depends on evolving trade relationships and how quickly alternative supply sources can be established.

By Type

  • Board Games
  • Miniature Wargames
  • Role Playing Games
  • Dice Games
  • Card Games
  • Abstract Games

By Distribution Channel

  • Offline
  • Online

By Application

  • School
  • Corporate Buildings
  • Game Zones
  • Cafes
  • Party Venues
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In July 2023, Mirrorscape's open beta launch of its augmented reality (AR) app, introduces a new dimension to tabletop role-playing games (TTRPGs) like Dungeons & Dragons and Pathfinder. The mixed reality and gaming development company aims to enhance the TTRPG experience by allowing users to incorporate AR elements, create 3D maps, roll digital dice and interact with fellow players within a single platform. As digital gaming gains popularity, Mirrorscape provides game masters (GMs) with customizable tools for crafting immersive game worlds.
  • The collaboration between Skybound Entertainment and Mantic Games is set to release new tabletop games based on these popular television shows in the last quarter of 2023, which means they are expected to be released sometime between October and December 2023.

Competitive Landscape

The major global players in the market include: Asmodee Group, Ravensburger AG, Hasbro Inc., Mattel Inc., Spin Master Corp., Z-Man Games, Fantasy Flight Games, Catan Studio, Stonemaier Games, Plaid Hat Games.

Why Purchase the Report?

  • To visualize the global tabletop games market segmentation based on type, distribution channel, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of tabletop games market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Product mapping available as excel consisting of key products of all the major players.

The global tabletop games market report would provide approximately 61 tables, 63 figures and 203 applications.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Type
  • 3.2. Snippet by Distribution Channel
  • 3.3. Snippet by Application
  • 3.4. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z Peoples
      • 4.1.1.2. Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally
    • 4.1.2. Restraints
      • 4.1.2.1. Cost Challenges
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Type

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 7.1.2. Market Attractiveness Index, By Type
  • 7.2. Board Games*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 7.3. Miniature Wargames
  • 7.4. Role Playing Games
  • 7.5. Dice Games
  • 7.6. Card Games
  • 7.7. Abstract Games

8. By Distribution Channel

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 8.1.2. Market Attractiveness Index, By Distribution Channel
  • 8.2. 3 Offline*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. 5 Online

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. School*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Corporate Buildings
  • 9.4. Game Zones
  • 9.5. Cafes
  • 9.6. Party Venues
  • 9.7. Other

10. By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.2.6.1. U.S.
      • 10.2.6.2. Canada
      • 10.2.6.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
  • 10.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.4.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.4.1.1. Germany
      • 10.4.1.2. UK
      • 10.4.1.3. France
      • 10.4.1.4. Italy
      • 10.4.1.5. Spain
      • 10.4.1.6. Rest of Europe
  • 10.5. South America
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.5.6.1. Brazil
      • 10.5.6.2. Argentina
      • 10.5.6.3. Rest of South America
  • 10.6. Asia-Pacific
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.6.6.1. China
      • 10.6.6.2. India
      • 10.6.6.3. Japan
      • 10.6.6.4. Australia
      • 10.6.6.5. Rest of Asia-Pacific
  • 10.7. Middle East and Africa
    • 10.7.1. Introduction
    • 10.7.2. Key Region-Specific Dynamics
    • 10.7.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.7.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.7.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel

11. Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Company Profiles

  • 12.1. Asmodee Group*
    • 12.1.1. Company Overview
    • 12.1.2. Product Portfolio and Description
    • 12.1.3. Financial Overview
    • 12.1.4. Key Developments
  • 12.2. Ravensburger AG
  • 12.3. Hasbro Inc.
  • 12.4. Mattel Inc.
  • 12.5. Spin Master Corp.
  • 12.6. Z-Man Games
  • 12.7. Fantasy Flight Games
  • 12.8. Catan Studio
  • 12.9. Stonemaier Games:
  • 12.10. Plaid Hat Games

LIST NOT EXHAUSTIVE

13. Appendix

  • 13.1. About Us and Services
  • 13.2. Contact Us