
Global Games And Puzzle Market: Analysis By Type, By Distribution Channel, By Licensing, By Region Size & Trends with Impact of COVID-19 and Forecast up to 2026
Description
Global Games And Puzzle Market: Analysis By Type, By Distribution Channel, By Licensing, By Region Size & Trends with Impact of COVID-19 and Forecast up to 2026
The report provides an in depth analysis of the global games and puzzle market by value, by type, by distribution channel, by licensing, by region, etc. The report provides a regional analysis of the games and puzzle market, including the following regions: North America, Europe, Asia Pacific, Latin America and Middle East and Africa. The report also provides a detailed analysis of the COVID-19 impact on the global games and puzzle market.
The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the global games and puzzle market has also been forecasted for the period 2022-2026, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.
The global games and puzzle market is fragmented with the presence of many major players. The key players of the market: Hasbro Inc., Mattel Inc., Buffalo Games, and Ravensburger, are also profiled with their financial information and respective business strategies.
Country Coverage
North America
Europe
Asia Pacific
Latin America
Middle East and Africa
Company Coverage
Hasbro Inc.
Mattel Inc.
Buffalo Games
Ravensburger
Executive Summary
Playing games and solving puzzles has several benefits. It reduces screen time, stress, uplifts mood, creates connections with friends and family, offers valuable teaching tools for children like rules and patience, improves memory, productivity and focus and increases IQ and problem solving ability. The games and puzzle market can be divided into three segments: by type (games and puzzle), by distribution channel (brick & mortar and E commerce), and by licensing (non licensed and licensed).
The global games and puzzle market is projected to rise considerably in the next four years i.e. 2022-2026. The global games and puzzle market is expected to rise due to rapid urbanization, rising online sales of games and puzzles, increasing demand of puzzles for kids, shift towards indoor games, commercialization of movies and cartoon characters and improvements in content and functionality of board games. The market also faces some challenges like increasing mobile and pc games, and counterfeiting of games and puzzles.
The report provides an in depth analysis of the global games and puzzle market by value, by type, by distribution channel, by licensing, by region, etc. The report provides a regional analysis of the games and puzzle market, including the following regions: North America, Europe, Asia Pacific, Latin America and Middle East and Africa. The report also provides a detailed analysis of the COVID-19 impact on the global games and puzzle market.
The report also assesses the key opportunities in the market and outlines the factors that are and will be driving the growth of the industry. Growth of the global games and puzzle market has also been forecasted for the period 2022-2026, taking into consideration the previous growth patterns, the growth drivers and the current and future trends.
The global games and puzzle market is fragmented with the presence of many major players. The key players of the market: Hasbro Inc., Mattel Inc., Buffalo Games, and Ravensburger, are also profiled with their financial information and respective business strategies.
Country Coverage
North America
Europe
Asia Pacific
Latin America
Middle East and Africa
Company Coverage
Hasbro Inc.
Mattel Inc.
Buffalo Games
Ravensburger
Executive Summary
Playing games and solving puzzles has several benefits. It reduces screen time, stress, uplifts mood, creates connections with friends and family, offers valuable teaching tools for children like rules and patience, improves memory, productivity and focus and increases IQ and problem solving ability. The games and puzzle market can be divided into three segments: by type (games and puzzle), by distribution channel (brick & mortar and E commerce), and by licensing (non licensed and licensed).
The global games and puzzle market is projected to rise considerably in the next four years i.e. 2022-2026. The global games and puzzle market is expected to rise due to rapid urbanization, rising online sales of games and puzzles, increasing demand of puzzles for kids, shift towards indoor games, commercialization of movies and cartoon characters and improvements in content and functionality of board games. The market also faces some challenges like increasing mobile and pc games, and counterfeiting of games and puzzles.
Table of Contents
77 Pages
- 1. Executive Summary
- 2. Introduction
- 2.1 Games And Puzzle: An Overview
- 2.1.1 History of Common Board Games And Puzzle
- Table 1: History of Common Board Games And Puzzle
- 2.1.2 Benefits Of Games
- Table 2: Benefits Of Games
- 2.2 Puzzle: An Overview
- 2.2.1 Types of Puzzles
- Table 3: Types of Puzzles
- 2.2.2 Benefits Of Puzzles
- Table 4: Benefits Of Puzzles
- 2.3 Games And Puzzle Segmentation: An Overview
- 2.3.1 Games And Puzzle Segmentation
- Table 5: Games And Puzzle Segmentation
- 3. Global Market Analysis
- 3.1 Global Games And Puzzle Market: An Analysis
- 3.1.1 Global Games And Puzzle Market by Value
- Table 6: Global Games And Puzzle Market by Value; 2018-2021 (US$ Billion)
- Table 7: Global Games And Puzzle Market by Value; 2022-2026 (US$ Billion)
- 3.1.2 Global Games And Puzzle Market Value by Type (Games and Puzzle)
- Table 8: Global Games And Puzzle Market by Type; 2021 (Percentage, %)
- 3.1.3 Global Games And Puzzle Market Value by Distribution Channel (Brick & Mortar and E-commerce)
- Table 9: Global Games And Puzzle Market by Distribution Channel; 2021 (Percentage, %)
- 3.1.4 Global Games And Puzzle Market Value by Region (North America, Europe, Asia Pacific, Latin America, and Middle East and Africa)
- Table 10: Global Games And Puzzle Market by Region; 2021 (Percentage, %)
- 3.2 Global Games And Puzzle Market: Type Analysis
- 3.2.1 Global Games Market by Value
- Table 11: Global Games Market by Value; 2019-2021 (US$ Billion)
- Table 12: Global Games Market by Value; 2022-2026 (US$ Billion)
- 3.2.2 Global Puzzle Market by Value
- Table 13: Global Puzzle Market by Value; 2019-2021 (US$ Billion)
- Table 14: Global Puzzle Market by Value; 2022-2026 (US$ Billion)
- 3.3 Global Games And Puzzle Market: Distribution Channel Analysis
- 3.3.1 Global Games And Puzzle Brick & Mortar Market by Value
- Table 15: Global Games And Puzzle Brick & Mortar Market by Value; 2019-2021 (US$ Billion)
- Table 16: Global Games And Puzzle Brick & Mortar Market by Value; 2022-2026 (US$ Billion)
- 3.3.2 Global Games And Puzzle E-Commerce Market by Value
- Table 17: Global Games And Puzzle E-Commerce Market by Value; 2019-2021 (US$ Billion)
- Table 18: Global Games And Puzzle E-Commerce Market by Value; 2022-2026 (US$ Billion)
- 4. Regional Market Analysis
- 4.1 North America Games and Puzzle Market: An Analysis
- 4.1.1 North America Games and Puzzle Market by Value
- Table 19: North America Games and Puzzle Market by Value; 2018-2021 (US$ Billion)
- Table 20: North America Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.1.2 North America Games and Puzzle Market by Region (The US and Rest of North America)
- Table 21: North America Games and Puzzle Market by Region; 2021 (Percentage, %)
- 4.1.3 The US Games and Puzzle Market by Value
- Table 22: The US Games and Puzzle Market by Value; 2020 & 2021 (US$ Billion)
- Table 23: The US Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.1.4 The US Games and Puzzle Market by Licensing (Non Licensed and Licensed)
- Table 24: The US Games and Puzzle Market by Licensing; 2021 (Percentage, %)
- 4.1.5 The US Non Licensed Games and Puzzle Market by Value
- Table 25: The US Non Licensed Games and Puzzle Market by Value; 2020 & 2021 (US$ Billion)
- Table 26: The US Non Licensed Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.1.6 The US Licensed Games and Puzzle Market by Value
- Table 27: The US Licensed Games and Puzzle Market by Value; 2020 & 2021 (US$ Billion)
- Table 28: The US Licensed Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.1.7 Rest of North America Games and Puzzle Market by Value
- Table 29: Rest of North America Games and Puzzle Market by Value; 2020 & 2021 (US$ Billion)
- Table 30: Rest of North America Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.2 Europe Games and Puzzle Market: An Analysis
- 4.2.1 Europe Games and Puzzle Market by Value
- Table 31: Europe Games and Puzzle Market by Value; 2018-2021 (US$ Billion)
- Table 32: Europe Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.3 Asia Pacific Games and Puzzle Market: An Analysis
- 4.3.1 Asia Pacific Games and Puzzle Market by Value
- Table 33: Asia Pacific Games and Puzzle Market by Value; 2018-2021 (US$ Billion)
- Table 34: Asia Pacific Games and Puzzle Market by Value; 2022-2026 (US$ Billion)
- 4.4 Latin America Games and Puzzle Market: An Analysis
- 4.4.1 Latin America Games and Puzzle Market by Value
- Table 35: Latin America Games and Puzzle Market by Value; 2018-2021 (US$ Million)
- Table 36: Latin America Games and Puzzle Market by Value; 2022-2026 (US$ Million)
- 4.5 Middle East And Africa Games and Puzzle Market: An Analysis
- 4.5.1 Middle East And Africa Games and Puzzle Market by Value
- Table 37: Middle East And Africa Games and Puzzle Market by Value; 2018-2021 (US$ Million)
- Table 38: Middle East And Africa Games and Puzzle Market by Value; 2022-2026 (US$ Million)
- 5. Impact of COVID-19
- 5.1 Impact of COVID-19
- 5.1.1 Impact of COVID-19 on Global Games And Puzzle Market
- 5.1.2 Post-COVID Scenario
- 6. Market Dynamics
- 6.1 Growth Drivers
- 6.1.1 Rapid Urbanization
- Table 39: Global Urban Population as a Share of Total Population; 2016-2021 (Percentage, %)
- 6.1.2 Rising Online Sales of Games And Puzzles
- Table 40: Global E-Commerce Sales as a Percentage of Total Retail Sales; 2017-2022 (Percentage, %)
- 6.1.3 Increasing Demand of Puzzles for Kids
- Table 41: Global Kids Population by Age Group; 2016-2020 (Million)
- 6.1.4 Shift Towards Indoor Games
- 6.1.5 Commercialization of Movies and Cartoon Characters
- 6.1.6 Improvements in Content and Functionality of Board Games
- 6.2 Challenges
- 6.2.1 Increasing Mobile and PC Games
- 6.2.2 Counterfeiting of Games and Puzzles
- 6.3 Market Trends
- 6.3.1 Growing Usage of Social Media
- Table 42: Global Social Media Users ; 2018-2022 (Billion)
- 6.3.2 Increasing Mental Illness
- Table 43: Global Number of People Suffering with Dementia; 2018, 2030 & 2050 (Million)
- 6.3.3 Introduction of New and Innovative Puzzles
- 6.3.4 Integration of Board Games in Cafes
- 7. Competitive Landscape
- 7.1 Global Games And Puzzle Market Players: A Financial Comparison
- Table 44: Global Games And Puzzle Market Players: A Financial Comparison; 2020
- 7.2 Global Games And Puzzle Market Players by Research & Development (R&D) Expenses
- Table 45: Global Games And Puzzle Market Players by Research & Development (R&D) Expenses; 2019 & 2020 (US$ Million)
- 8. Company Profiles
- 8.1 Hasbro Inc.
- 8.1.1 Business Overview
- 8.1.2 Financial Overview
- Table 46: Hasbro Inc. Net Revenues; 2016-2020 (US$ Billion)
- Table 47: Hasbro Inc. Net Revenues by Segments; 2020 (Percentage, %)
- Table 48: Hasbro Inc. Net Revenues by Region; 2020 (Percentage, %)
- 8.1.3 Business Strategy
- 8.2 Mattel Inc.
- 8.2.1 Business Overview
- 8.2.2 Financial Overview
- Table 49: Mattel Inc. Net Sales; 2016-2020 (US$ Billion)
- Table 50: Mattel Inc. Net Sales by Segments; 2020 (Percentage, %)
- Table 51: Mattel Inc. Net Sales by Region; 2020 (Percentage, %)
- 8.2.3 Business Strategy
- 8.3 Buffalo Games
- 8.3.1 Business Overview
- 8.3.2 Business Strategy
- 8.4 Ravensburger
- 8.4.1 Business Overview
- 8.4.2 Business Strategy
Pricing
Currency Rates
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