市場調查報告書
商品編碼
1261652
2022年至2028年全球桌面遊戲市場規模、份額、行業趨勢分析報告,按類型(角色扮演遊戲、微型戰爭遊戲)、分銷渠道、應用(成人、家庭、兒童、派對)、區域展望和預測Global Table Top Games Market Size, Share & Industry Trends Analysis Report By Type (Role Playing Games and Miniature Wargames), By Distribution Channel, By Application (Adults, Family, Children and Party), By Regional Outlook and Forecast, 2022 - 2028 |
到 2028 年,桌遊市場規模預計將達到 34 億美元,預測期內復合年增長率為 5.2%。
人們很少站起來走動或跑來跑去。 儘管如此,一些“桌面遊戲”需要其中的一部分。 桌面遊戲的複雜程度各不相同。 遊戲具有最小的複雜性。 一些桌面遊戲很容易在玩遊戲時學習,而另一些則需要大量的解釋和練習才能完全理解。
棋牌遊戲和卡牌遊戲是最常見的遊戲,但玩家喜歡的子類別也很多。 玩遊戲通常是為了消磨時間、鍛煉大腦以及與朋友和家人進行社交。 現在的遊戲很多,每個人都可以很容易的選擇適合自己的遊戲。 有適合兒童和家庭的遊戲、適合成人的派對遊戲、適合情侶的遊戲,甚至還有適合單人的遊戲。
COVID-19 影響分析
COVID-19 的爆發增加了對桌面遊戲的需求。 由於全世界都呆在家裡以防止 COVID-19 的傳播,桌面遊戲已被證明是防止兒童和年輕人感到無聊的可行選擇。 因此,COVID-19 的爆發無疑增加了對桌面遊戲的需求,並產生了長期影響。 此外,零售店關閉導致的市場下滑被與關閉相關的需求增加所克服,市場顯著擴大。
市場增長因素
桌面遊戲有助於孩子的智力成長。
研究發現,與新手相比,棋盤遊戲玩家伏隔核中的灰質較多,杏仁核中的灰質較少。 稱為伏隔核的大腦部分處理與愉快和不愉快經歷相關的環境輸入。 它的作用是基於神經遞質血清素和多巴胺,它們促進抑制和飽腹感。 增加伏隔核中的灰質可以帶來更熱情和振奮人心的體驗。 杏仁核中灰質的減少可以減輕壓力,讓您過上平靜的生活。
在線桌遊的日益普及
在 COVID-19 封鎖期間,人們可以呆在家裡與朋友和家人一起玩多人棋盤遊戲。 同時,各類手機桌遊的發展為消費者開闢了玩樂解悶的新可能,在疫情期間發揮了不可估量的作用。 隨著智能手機桌面遊戲的出現,許多平台舉辦了大獎池遊戲錦標賽。 桌面遊戲在在線平台上的普及率飆升,推動了市場的增長。
市場製約因素
關於製造桌遊的環境影響
大部分碳影響來自交通。 比賽用集裝箱、飛機、卡車、貨車等長途運輸,到達各地。 遊戲盒的收縮包裝防止零件在附近的遊戲商店被盜,防止盒子在運輸過程中打開和散落零件,並為未來的所有者保持遊戲閃亮和無劃痕。維護和是一個重要原因污染。 因此,不利的環境影響預計將阻礙市場增長。
應用展望
根據應用,桌遊市場分為兒童、成人、家庭和聚會。 2021 年,成人細分市場將佔據桌遊市場最高的收入份額。 這是因為一些傳統遊戲,例如國際象棋,既測試創造性思維過程又測試分析性思維過程,從而刺激大腦的兩側。 即使只是學習規則和玩新遊戲也會增強你的大腦。 許多桌上玩家說他們玩是為了放鬆和放鬆。 許多棋盤遊戲會讓你發笑並刺激你的內啡□。 此外,享受樂趣這個簡單的行為可以提高血清素,減少焦慮症狀,並增強生活其他方面的積極性。
按類型劃分的前景
按類型劃分,桌遊市場分為微型戰爭遊戲和角色扮演遊戲。 角色扮演遊戲板塊在 2021 年桌遊市場中的收入份額最大。 這種增長是由於市場上種類繁多的角色扮演遊戲。 RPG 複雜的故事情節和角色構建系統吸引了遊戲玩家的熱情支持,他們構建獨特的角色並磨練自己的技能來進化角色。
分銷渠道展望
按分銷渠道,桌遊市場分為線上和線下。 到 2021 年,在線業務在桌遊市場的收入份額將佔據顯著份額。 這是由於越來越多的在線存在和對移動遊戲平台的輕鬆訪問。 發展中國家互聯網媒體的快速發展和不斷增長的勞動人口也是如此。 移動遊戲行業的一些主要驅動因素是這些平台的在線存在度不斷提高且訪問方便。
區域展望
它按地區分析了北美、歐洲、亞太地區和 LAMEA 的桌遊市場。 歐洲地區將在 2021 年以最大的收入份額引領桌遊市場。 這是因為桌遊在歐洲有相當大的市場。 歐洲千禧一代玩棋盤遊戲的人數顯著增加。 該地區還生產微型兵棋。 歐洲桌遊行業有很多企業,包括中小型企業 (SME)。 中小企業佔企業的大多數,在歐洲經濟結構中發揮著至關重要的作用,尤其是在企業眾多的地區。
The Global Table Top Games Market size is expected to reach $3.4 billion by 2028, rising at a market growth of 5.2% CAGR during the forecast period.
Any game commonly played on a flat surface, primarily a table, is called a table top game. Table top games include, among others, miniature wargames, board games, dice games, role-playing games, pencil & paper games, card games, and tile-laying games. Tabletop games don't have a set minimum or a maximum number of players. For beginning and intermediate players, game publishers and businesses provide a variety of miniature war games and role-playing games.
A tabletop game is a general phrase that refers to various game kinds and styles often played on a flat surface. This typically implies that they are played on top of a table so players can sit around it and enjoy themselves. However, it is not necessary. More than anything, it is meant to indicate that the game can be contained wholly in a small, flat area.
Rarely do people get up and move around or run about. Nonetheless, some "tabletop games" can need some of this. The complexity of tabletop games varies greatly. There is only a minimum level of complexity for games. Some tabletop games are so easy to learn that one can do it while the game is still in progress, whereas some would want much explanation and practice to comprehend completely.
The most common games are board and card games, and even within those categories, players may like numerous smaller subcategories. People typically play games to pass the time, keep their minds active, and foster social interaction with friends and family. Nowadays, so many games are available that anyone can easily select the one that best suits their needs. There are games for children and families, adult party games, games for couples, and even solo games.
COVID-19 Impact Analysis
The COVID-19 outbreak has raised the demand for tabletop games. During the lockdown restrictions throughout the world, people stayed at home to prevent the spread of COVID-19, and during that time, tabletop games proved to be an effective option for keeping children and young adults busy. Thus, the breakout of COVID-19 has undoubtedly raised the demand for table top gaming, producing a long-lasting influence. The initial fall of the market due to the closure of many retail stores was overcome by the increased demands due to lockdowns, and the market saw a prominent expansion.
Market Growth Factors
Table top games aids in mental growth of children
Researches revealed that compared to novices, board game players had increased grey matter in the nucleus accumbens and decreased grey matter in the amygdala. A part of the brain called the nucleus accumbens processes environmental inputs linked to pleasurable or unpleasant experiences. Its operation is based on the neurotransmitters serotonin and dopamine, which encourage inhibition and satiety. Increasing grey matter in the nucleus accumbens produces more enthusiastic and uplifting experiences. Stress reduction and an increase in serenity are caused by a decrease in grey matter in the amygdala.
The growing popularity of online table top games
People could have fun with their friends and family during the COVID-19 lockdown by playing multiplayer board games without leaving their homes. On the other hand, the development of various board games on mobile phones has opened up many new possibilities for consumers to have fun and save themselves from boredom which came in handy during the pandemic. With the introduction of table top games for smartphones, many tournaments for these games were staged across numerous platforms with a sizable prize pool. The adoption of the table top games on online platforms has surged their popularity and propelled market growth.
Market Restraining Factors
The adverse effect of the manufacturing of table top games on the environment
A significant amount of their carbon impact comes from shipping. The games are transported over great distances in shipping containers, aircraft, lorries, and vans before they arrive at various places. The game box's shrink wrap, which prevents wandering hands from swiping parts in nearby game stores, ensures the box won't open during shipping and disperse pieces, and maintains the game sparkling and scratch-free for future owners, is the major contributor to the pollution. Hence, the market growth is anticipated to get hampered due to its adverse effect on the environment.
Application Outlook
Based on application, the table top games market is segmented into children, adults, family and party. The adults segment held the highest revenue share in the table top games market in 2021. This is because, several traditional games, such as chess, test both creative and analytical mental processes, stimulating both sides of the brain. Even learning the rules and playing a new game will strengthen the player's brain. Many table players claim they play to relax and unwind. Many board games induce laughing, which stimulates endorphins. Furthermore, the simple act of having fun can promote serotonin, alleviate anxiety symptoms, and increase motivation in other aspects of life.
Type Outlook
On the basis of type, the table top games market is divided into miniature wargames and role playing games. The role playing games segment witnessed the largest revenue share in the table top games market in 2021. The growth is attributed due to the presence of numerous varieties of RPGs in the market. RPGs' intricate storylines and character-building systems draw in a devoted following of gamers who construct distinctive characters and hone their skills to advance their characters.
Distribution Channel Outlook
By distribution channel, the table top games market is classified into online and offline. The online segment garnered a prominent revenue share in the table top games market in 2021. This is because of the growing online presence and simple access to mobile gaming platforms. There is a rapid development of internet media and an increase in the working population throughout developing countries. Some of the key growth drivers for the industry for mobile gaming are the increasing online presence and the simple accessibility of these platforms.
Regional Outlook
Region-wise, the table top games market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The Europe region led the table top games market by generating the maximum revenue share in 2021. This is due to the fact that the tabletop games have a sizable market in Europe. In Europe, the number of millennials who play board games is rising noticeably. The region also produces miniature wargames. Europe's tabletop games industry has many businesses, including small and medium-sized firms (SMEs). SMEs, make up the majority of companies and are crucial to the economic structure of Europe, especially in the rural areas where most businesses are found.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Buffalo Games, LLC (Mason Wells), Mattel, Inc., Asmodee (Embracer Group AB), Hasbro, Inc., Grand Prix International, NSF Games (Nederlandse Spellenfabriek), Korea BoardGames Co., Ltd., Australian Design Group, Goliath Games LLC, and Ravensburger AG
Recent Strategies Deployed in Table Top Games Market
Partnerships, Collaborations and Agreements:
Apr-2023: Hasbro came into partnership with Panini America, a sports trading cards publisher, to introduce NBA Prizm Trading Cards to a new Board Game. Through this partnership, the power of the NBA trading card from Panini would be combined with Hasbro's iconic Monopoly to bring Monopoly Prizm, a new NBA trading card edition of the classic Monopoly game. With Monopoly Prizm, players would be able to trade and compete with NBA Prizm trading cards.
Oct-2022: Hasbro extended its partnership with Renegade Game Studios, a creator and publisher of board games, to develop Gaming Classics. With this expansion, Renegade would bring new versions of the classic game Risk featuring Hasbro's well-known strategy games, delivering users a collection of the latest battles and themes for the Axis & Allies brand. The new editions would incorporate Power Rangers, Transformers, and G.I. JOE.
Sep-2022: Asmodee entered into collaboration with Z-Man Games, a board game company, to launch Tabletop Game, namely, Challengers. Through this partnership, Z-Man Games would empower Asmodee in offering users an innovative Tabletop Game, Challengers, that would be a tournament of up to eight participants challenging one another at the same time in a strategic deck-building tournament.
Jul-2022: Mattel, Inc. signed an agreement with SpaceX, an American spacecraft manufacturer, for developing and marketing products that encourage kids and collectors toward space exploration. With this agreement, Mattel would launch SpaceX-themed toys under its renowned Matchbox brand, for developing interest among kids in space exploration.
Oct-2021: Mattel's UNO, came into partnership with Nike, an American multinational corporation engaged in footwear manufacturing and selling, to develop a product line encompassing the game's renowned colors, design components, and a unique 3-4 card design. Nike's footwear line would feature Nike's signature Zoom Freak 3, Air Force 1, and Offline with UNO colorways and Giannis's design. With this partnership, UNO!, a mobile app, would combine the Giannis-branded UNO deck to utilize on iOS and Android devices, enabling players to use the 'force a turnover' rule and personalize their profiles with themed rewards.
Product Launches and Expansions:
Jul-2022: Hasbro announced the launch of classic board games that would now be available in Tamil. The game board and action cards of the games namely, the Monopoly board game, and Monopoly Deal Card game would now also be provided with packaging, instructions, and elements in the Tamil language, empowering Hasbro to strengthen local sourcing and manufacturing in India.
Feb-2022: Hasbro released a creative play and entertainment portfolio including My Little Pony, Peppa Pig, and Power Rangers entertainment games. The lineup would cover categories such as action, arts & crafts, fashion, sports action, etc. to provide engaging play and entertainment experiences to customers.
Aug-2021: Mattel together with Etermax, a game developer, unveiled Trivia Crack-The Board Game. Trivia Crack is a highly interactive family game. With the introduction of Trivia Crack, Instagram users would be able to challenge their opponents for free, and that too from anywhere.
Acquisitions and Mergers:
Mar-2023: Buffalo took over EastPoint Sports, a New Jersey-based company that specializes in offering yard games, to improve Buffalo's suite incorporating outdoor and indoor games. Through this acquisition, EastPoint's popular products would empower Buffalo in providing its customers with an enhanced suite of outdoor games such as tailgate and lawn games as well as indoor games including darts and air hockey.
May-2022: Hasbro acquired Dungeons & Dragons (D&D), a tabletop role-playing game. With this acquisition, D&D expertise in delivering role-playing games focussing on offering engaging experiences to players would be leveraged by Wizards of the Coast, a subsidiary of Hasbro, Inc., in advancing its capabilities in providing a distinct ecosystem of innovative tabletop and digital games to intensify player engagement and satisfaction.
Feb-2021: Asmodee completed the acquisition of Board Game Arena, an online platform for playing board games. With the support of Arena, Asmodee's suite of board games would be digitalized to offer Asmodee's customers powerful virtual tabletop games.
Market Segments covered in the Report:
By Type
By Distribution Channel
By Application
By Geography
Companies Profiled
Unique Offerings from KBV Research
List of Figures