Table Top Games Market By Type (Miniature Wargames, Role Playing Games), By Application (Children, Adults, Family, Party): Global Opportunity Analysis and Industry Forecast, 2021-2031
The global table top games market size was $2,478.2 million in 2021 and is projected to reach $4,105.9 million by 2031, registering a CAGR of 5.3% from 2022 to 2031.
Tabletop games refer to board games and include war games and role-playing. Tabletop games are interactive and focus on small-group play. The scope of the market includes analysis of revenue generated from table top games such as miniature war games and role-playing games (RPGs). The scope of the study considers only physical miniature war games and RPGs and excludes digital and virtual table top games. Furthermore, the market presents a detailed analysis of the trends, future estimations, and a thorough study of the market based on type, application, and region.
Table top games such as role-playing games and miniature wargames play a crucial role in the growth and development of children. Strategic and role-playing games are important in brain development as they aid in acquiring logical & reasoning skills and help to gain spatial reasoning and decision-making. Moreover, playing RPGs assists children in learning as well as building social and communication skills. The rise in demand for strategy and adventure-based games among children propels the growth of the tabletop games market. In addition, in 2019, the Chinese Government relaxed its decades-old one-child policy, allowing all couples to have two kids to address the challenge of an aging population. Therefore, the number of kids is expected to increase in the coming years and positively impact market growth. Around 25.6% of the global population was under the age of 14 in 2020, according to the World Bank. A large consumer base and growing young populations in developing countries, such as India and China, propel the demand for tabletop games, especially in Asia-Pacific.
Tabletop games publisher and miniature manufacturers must constantly innovate their products to stay ahead of the competition. One way to accomplish this is to design new and distinctive games and miniatures. This not only keeps existing customers interested in the product but also helps to attract new ones. Furthermore, creating new and innovative marketing campaigns is another way to innovate and develop in the tabletop games market. Consumer innovativeness, which highlights its independence against the product category, communicated experience, and situational effects, is defined as the extent to which an individual can accept new knowledge and make innovative decisions without being influenced by others. Table top game manufacturers can stay ahead of the competition and attract new customers by constantly innovating their products and marketing campaigns.
New companies starting from scratch have the very difficult task of educating consumers about their products and communicating reasons to buy. In the U.S., unlike in some other markets, novelty is not necessarily an asset in selling a table top game. There are too many entertainment choices with high odds of delivering a satisfying experience for consumers. Table top games from companies with a good reputation or created by people that have designed successful games in the past and ones that are tied to a well-known license can all help overcome this barrier. However, for a new company, this barrier is often insurmountable. The lack of awareness of different types of table top games is expected to hinder the growth of the table top games market.
According to the market analysis, the table top games market is segmented into type, application, and region. On the basis of type, the market is divided into miniature wargames and role-playing games. On the basis of application, the market is divided into children, adults, family, and party. On the basis of region, the market is analyzed across North America (the U.S., Canada, and Mexico), Europe (Germany, UK, France, Italy, Spain, and rest of Europe), Asia-Pacific (China, Japan, India, Australia, Malaysia, Thailand, and rest of Asia-Pacific), and LAMEA (Latin America, Middle East, and Africa).
The impact of the COVID-19 outbreak was moderate for the growth of the global table top games market. The trade restrictions and lockdown resulted in the halting of production and manufacturing units. The recovery of the table top games market is expected in near future.
The players in the table top games market have adopted acquisition, business expansion, partnership, collaboration, and product launch as their key development strategies to increase profitability and improve their position in the table top games market.
Some of the key players profiled in the table top games market analysis include Asmadi Games (U.S.), Bezier Games (U.S.), Fremont Die Consumer Products (U.S.), Games Workshop (Slovakia), Gibsons Games (UK), Goliath (Netherlands), Hasbro (U.S.), Iello Games (France), Indie Boards And Cards (U.S.), Mattel (U.S.), Ravensburger (Germany), and The Grey Fox Games (U.S.).
Key Benefits For Stakeholders
This report provides a quantitative analysis of the market segments, current trends, estimations, and dynamics of the table top games market analysis from 2021 to 2031 to identify the prevailing table top games market opportunities.
The market research is offered along with information related to key drivers, restraints, and opportunities.
Porter's five forces analysis highlights the potency of buyers and suppliers to enable stakeholders make profit-oriented business decisions and strengthen their supplier-buyer network.
In-depth analysis of the table top games market segmentation assists to determine the prevailing market opportunities.
Major countries in each region are mapped according to their revenue contribution to the global market.
Market player positioning facilitates benchmarking and provides a clear understanding of the present position of the market players.
The report includes the analysis of the regional as well as global table top games market trends, key players, market segments, application areas, and market growth strategies.
Key Market Segments
By Application
Children
Adults
Family
Party
By Type
Miniature Wargames
Sub-type
Online
Offline
Role Playing Games
Sub-type
Online
Offline
By Region
North America
U.S.
Canada
Mexico
Europe
Germany
UK
France
Italy
Spain
Rest of Europe
Asia-Pacific
China
Japan
India
Australia
Malaysia
Thailand
Rest of Asia-Pacific
LAMEA
Latin America
Middle East
Africa
Key Market Players
Mattel, Inc
Buffalo Games
Lifestyle Boardgames Ltd
Australian Design Group
Asmodee Group
Ravensburger
Goliath Games, LLC
NSF boardgames and puzzles
Korea BoardGames
Hasbro Inc.
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