市場調查報告書
商品編碼
1470552
圖板遊戲市場:按遊戲類型、年齡層、銷售管道分類 - 2024-2030 年全球預測Board Games Market by Game Type (Chess, Ludo, Monopoly), Age Group (12-25 Years, 2-5 Years, Above 25 Years), Sales Channel - Global Forecast 2024-2030 |
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預計2023年圖板遊戲市場規模為131.2億美元,預計2024年將達到144.2億美元,2030年將達到256.2億美元,複合年成長率為10.02%。
圖板遊戲是一種室內遊戲,通常是利用放置在預先標記的表面上的計數器或令牌的多人桌面遊戲。圖板遊戲的用途多種多樣,尤其是在休閒娛樂活動中。它的使用人群廣泛,從兒童、青少年、成人到老年人。它在家庭和教育機構中用於學習目的,在公司中由專業人員用於團隊建立和社交。線上零售的普及、電子商務的成長以及人們對社交和團體遊戲興趣的復甦都是圖板遊戲擴張的強大推動力。圖板遊戲的顯著成長要素包括社會對社交遊戲興趣的增加、向體驗式和教育性遊戲的文化轉變以及對策略和戰爭模擬遊戲的需求。然而,由於圖板遊戲的窒息危險和有毒化學物質的存在而導致的產品召回不斷增加,阻礙了消費者的普及。此外,圖板遊戲知識產權的複雜問題給該行業的新進入者帶來了挑戰。然而各大廠商總是不遺餘力地開發新的創新遊戲,但又不侵犯現有遊戲的專利或版權。群眾集資遊戲的出現、咖啡館圖板遊戲的激增以及圖板遊戲在學習和發展活動中的日益採用,為該領域帶來了廣闊的成長機會。
主要市場統計 | |
---|---|
基準年[2023] | 131.2億美元 |
預測年份 [2024] | 144.2億美元 |
預測年份 [2030] | 256.2億美元 |
複合年成長率(%) | 10.02% |
遊戲類型 國際象棋比賽和錦標賽在世界範圍內呈上升趨勢
西洋棋是在一個方格棋盤上進行的,棋盤由「文件」(8 個垂直行,每行64 個小方格)和「等級」(8 個水平行,每行64 個小方格)組成。它由六枚棋子組成:兵、象、馬、車、後、王,由兩名玩家玩。 Lourdes 是圖板遊戲投擲骰子、移動棋子並相應地推進計數器。作為一款家庭機會遊戲,它主要吸引尋求輕鬆、有趣互動的顧客。 Monopoly 是一款獨特的房地產圖板遊戲,可供 2 至 8 名玩家玩。每位參與者的主要目標是保持財務迴旋餘地,同時透過購買和開發財產使另一位參與者破產。拼字遊戲是一種棋盤和圖塊遊戲,其中兩到四名玩家透過在方板上用字母圖塊組成單字來競爭。拼字遊戲為消費者提供了豐富的語言體驗。它的吸引力在於它能夠滿足語言和詞彙豐富的需求,吸引了教育機構和家庭。
年齡層:25歲以上成年人對策略性和創新性遊戲的需求
12-25 歲年齡層的人通常喜歡挑戰策略性思考並包含社交互動元素的圖板遊戲。該人群也對與流行文化、歷史和科學相關的主題遊戲有著濃厚的興趣。 2 至 5 歲的兒童喜歡互動、視覺刺激、寓教於樂的圖板遊戲。遊戲主要旨在提高運動技能、顏色識別、基礎數學和語言技能。在25歲以上的年齡層中,有許多圖板遊戲愛好者、收藏者、愛好者。高品質的組件、細緻的藝術作品和身臨其境的故事敘述是團隊尋求的關鍵要素。 25 歲以上的成年人通常喜歡策略、問答或冒險主題的圖板遊戲。 5 至 12 歲的消費者更喜歡引人入勝、令人興奮且富有想像的圖板遊戲。從簡單的任務到複雜的謎題,都有適合各種興趣的主題。
銷售管道便利商店導向帶動網路商店擴張
大賣場和超級市場在圖板遊戲的銷售中發揮著重要作用。這些寬敞的商業設施展示了涵蓋各種主題和年齡層的多種圖板遊戲。網路購物平台提供全球可近性、便利性以及來自不同製造商的多種產品選擇。在數位空間中,商店可以儲存幾乎無限的遊戲,而不受實體空間的限制,這對尋找小眾遊戲或鮮為人知的遊戲的客戶很有吸引力。此外,隨著網路普及的不斷提高以及人們對網路購物的偏好,圖板遊戲市場的網路商店成長潛力巨大。專賣店在圖板遊戲領域尤其重要,因為它們可以滿足經驗豐富的圖板遊戲愛好者和收藏家的特定需求。這些利基零售商專注於圖板遊戲,並銷售各種遊戲,從流行的主流遊戲到收藏版。店員對遊戲非常了解,通常能夠提供顧客專家建議。
區域洞察
由於不斷的產品創新,美洲,特別是美國和加拿大對圖板遊戲的需求仍然強勁。人們對懷舊圖板遊戲的興趣重新燃起,以及為現代玩家將經典遊戲數位化的持續努力,都促進了圖板遊戲的成長。此外,千禧世代消費者的胃口不斷成長,對創新和複雜遊戲的需求也不斷增加。由於多元化的供應商和強大的買家力量,歐盟圖板遊戲產業競爭非常激烈。值得注意的是,許多歐洲國家正在引領模擬遊戲之夜運動,並圍繞傳統遊戲培育社區。研究表明,人們越來越偏好環保遊戲,促使產業參與者投資於永續生產方法。在亞太地區,日本、中國和印度等經濟體提供本地和全球圖板遊戲圖板遊戲,以滿足他們的文化和遊戲偏好。政府透過競賽和錦標賽來普及國際象棋等圖板遊戲的努力也刺激了消費者的興趣。
FPNV定位矩陣
FPNV定位矩陣對於評估圖板遊戲市場至關重要。我們檢視與業務策略和產品滿意度相關的關鍵指標,以對供應商進行全面評估。這種深入的分析使用戶能夠根據自己的要求做出明智的決策。根據評估,供應商被分為四個成功程度不同的像限:前沿(F)、探路者(P)、利基(N)和重要(V)。
市場佔有率分析
市場佔有率分析是一種綜合工具,可以對圖板遊戲市場供應商的現狀進行深入而詳細的研究。全面比較和分析供應商在整體收益、基本客群和其他關鍵指標方面的貢獻,以便更好地了解公司的績效及其在爭奪市場佔有率時面臨的挑戰。此外,該分析還提供了對該行業競爭特徵的寶貴見解,包括在研究基準年觀察到的累積、分散主導地位和合併特徵等因素。詳細程度的提高使供應商能夠做出更明智的決策並制定有效的策略,從而在市場上獲得競爭優勢。
1. 市場滲透率:提供有關主要企業所服務的市場的全面資訊。
2. 市場開拓:我們深入研究利潤豐厚的新興市場,並分析其在成熟細分市場的滲透率。
3. 市場多元化:提供有關新產品發布、開拓地區、最新發展和投資的詳細資訊。
4. 競爭評估和情報:對主要企業的市場佔有率、策略、產品、認證、監管狀況、專利狀況和製造能力進行全面評估。
5. 產品開發與創新:提供對未來技術、研發活動和突破性產品開發的見解。
1.圖板遊戲市場的市場規模和預測是多少?
2.圖板遊戲市場預測期內需要考慮投資的產品、細分市場、應用程式和領域有哪些?
3.圖板遊戲市場的技術趨勢與法規結構是什麼?
4.圖板遊戲市場主要廠商的市場佔有率是多少?
5. 進入圖板遊戲市場合適的型態或策略手段是什麼?
[195 Pages Report] The Board Games Market size was estimated at USD 13.12 billion in 2023 and expected to reach USD 14.42 billion in 2024, at a CAGR 10.02% to reach USD 25.62 billion by 2030.
Board games refer to indoor games that are typically multi-player tabletop games utilizing counters or tokens positioned on a pre-marked surface. The application of board games stretches across various spectrums, particularly leisure and entertainment activities. Their end-use is predominantly found amongst a wide demographic from children, teenagers, and adults to the geriatric population. They are utilized in homes and educational institutions for learning purposes and by professionals in corporate setups for team building and social interaction. The prevalence of online retail, the growth of e-commerce, and a resurgence of interest in social and group-oriented gaming are all robust driving measures contributing to board game escalation. Notable growth factors for board games include increased public interest in social gameplay, a cultural shift towards experiential and educational gaming, and the demand for strategic and war simulation games. However, the growing incidences of product recall of board games due to choking hazards and the presence of toxic chemicals impede widespread adoption among consumers. Furthermore, complications related to the intellectual property rights of board games present challenges for new entrants in the industry. However, major manufacturers are constantly investing efforts to develop novel, innovative games without infringing on the patents or copyrights of existing games. The emergence of crowdfunded games, the surge in board games in cafes, and the increased adoption of board games in learning and development activities are presenting promising opportunities for growth in this space.
KEY MARKET STATISTICS | |
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Base Year [2023] | USD 13.12 billion |
Estimated Year [2024] | USD 14.42 billion |
Forecast Year [2030] | USD 25.62 billion |
CAGR (%) | 10.02% |
Game Type: Rising number of chess competitions and championships across the world
Chess is played on a square board made of 64 smaller squares arranged in eight vertical rows called files and eight horizontal rows called ranks. It consists of six chess pieces: pawn, bishop, knight, rook, queen, and king, and is played between two players. Ludo refers to a board game in which players advance counters by throwing dice and moving the disc pieces accordingly. As a luck-based family game, it primarily attracts customers seeking a light-hearted, entertainment-filled interaction. Monopoly is a unique real-estate board game played between two to eight players. Every player's primary aim is to remain financially solvent while forcing opponent players into bankruptcy by buying and developing pieces of property. Scrabble is a board-and-tile game in which two to four players compete by forming words with lettered tiles on a square board. Scrabble provides an enriching linguistic experience for consumers. Its appeal lies in its ability to cater to the language and vocabulary enhancement needs, attracting both educational institutions and households.
Age group: Demand for strategic and innovative games catering to adults above 25 Years
The 12-25 age group typically gravitates towards board games that challenge their strategic thinking and include a social interaction element. This demographic also shows a keen interest in games with themes related to pop culture, history, and science. Children in the age bracket between 2 and 5 prefer interactive and visually stimulating board games that focus more on fun and learning. Games are mainly designed to promote motor skills, color recognition, and basic math or language abilities. The above 25 years age category typically consists of active board game hobbyists, collectors, and enthusiasts. High-quality components, detailed artwork, and immersive storytelling are key elements desired by this group. Adults above 25 often enjoy board games that incorporate themes of strategy, trivia, and adventure. The preference for the age group of 5 to 12-year consumers leans toward engaging, exciting, and imaginative board games. The products here are wide-ranging, from simple quests to intricate puzzles, offering an array of themes that cater to diverse interests.
Sales Channel: Preference for convenience shopping leading to expansion of online stores
Hypermarkets and supermarkets play a crucial role in the sales of board games as they display a wide array of physical game products, catering to consumers who prefer to inspect physically before purchase. These spacious commercial venues showcase a broad assortment of board games covering various themes and age groups. Online shopping platforms provide global accessibility, convenience, and an extensive selection from various manufacturers. The digital space allows stores to stock virtually unlimited games without the constraint of physical space, making them attractive to customers seeking niche or less-known games. Additionally, due to the increasing internet penetration and preference for online shopping, the growth of online stores in the board games market shows significant promise. Specialty Stores are particularly vital in the context of board games as they cater to the specific needs of seasoned board game enthusiasts and collectors. These niche retail outlets focus entirely on board games, offering a wide array of games ranging from popular mainstream choices to obscure collector editions. Store staff often have deep knowledge about the games and can provide expert advice to customers.
Regional Insights
In the Americas, particularly in the United States and Canada, the demand for board games remains robust due to constant product innovation. A rejuvenated interest in nostalgic board games and ongoing initiatives to digitize classics for modern players contribute to the board games's growth. Furthermore, due to the increased spending power of millennial consumers, the demand for creative and complex games is on the rise. The board games industry in the EU is categorized by high buyer power and intense competition, driven by a diversified supplier landscape. Notably, many European countries are spearheading the trend of analog game nights,' fostering a community around traditional gaming. Research indicates a growing preference for eco-friendly board games, which has prompted industry players to invest in sustainable production methods. In the Asia-Pacific region, economies such as Japan, China, and India offer a mixture of local and global board games that uniquely cater to their culture and gameplay preferences. Government initiatives to promote board games such as chess through competitions and championships have also stimulated interest among consumers.
FPNV Positioning Matrix
The FPNV Positioning Matrix is pivotal in evaluating the Board Games Market. It offers a comprehensive assessment of vendors, examining key metrics related to Business Strategy and Product Satisfaction. This in-depth analysis empowers users to make well-informed decisions aligned with their requirements. Based on the evaluation, the vendors are then categorized into four distinct quadrants representing varying levels of success: Forefront (F), Pathfinder (P), Niche (N), or Vital (V).
Market Share Analysis
The Market Share Analysis is a comprehensive tool that provides an insightful and in-depth examination of the current state of vendors in the Board Games Market. By meticulously comparing and analyzing vendor contributions in terms of overall revenue, customer base, and other key metrics, we can offer companies a greater understanding of their performance and the challenges they face when competing for market share. Additionally, this analysis provides valuable insights into the competitive nature of the sector, including factors such as accumulation, fragmentation dominance, and amalgamation traits observed over the base year period studied. With this expanded level of detail, vendors can make more informed decisions and devise effective strategies to gain a competitive edge in the market.
Key Company Profiles
The report delves into recent significant developments in the Board Games Market, highlighting leading vendors and their innovative profiles. These include Alderac Entertainment Group (AEG), AMIGO Games Inc., Arcane Wonders, Asmodee 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., National Entertainment Collectibles Association Inc., Noris Spiele by Simba Dickie Group, Paizo Inc., Queen Games by XSET, R & R Games Inc., Ravensburger North America, Inc., Rio Grande Games, Schmidt Spiele GmbH, Spin Master Ltd, Steamforged Games Ltd., Tasty Minstrel Games, Thames & Kosmos., ThinkFun, Inc., and Wiener Spielkartenfabrik Ferd. Piatnik & Sohne.
Market Segmentation & Coverage
1. Market Penetration: It presents comprehensive information on the market provided by key players.
2. Market Development: It delves deep into lucrative emerging markets and analyzes the penetration across mature market segments.
3. Market Diversification: It provides detailed information on new product launches, untapped geographic regions, recent developments, and investments.
4. Competitive Assessment & Intelligence: It conducts an exhaustive assessment of market shares, strategies, products, certifications, regulatory approvals, patent landscape, and manufacturing capabilities of the leading players.
5. Product Development & Innovation: It offers intelligent insights on future technologies, R&D activities, and breakthrough product developments.
1. What is the market size and forecast of the Board Games Market?
2. Which products, segments, applications, and areas should one consider investing in over the forecast period in the Board Games Market?
3. What are the technology trends and regulatory frameworks in the Board Games Market?
4. What is the market share of the leading vendors in the Board Games Market?
5. Which modes and strategic moves are suitable for entering the Board Games Market?