Global Playing Cards And Board Games Market
Market Size in USD Billion
CAGR : %
Forecast Period |
2024 –2031 |
Market Size (Base Year) |
USD 18.55 Billion |
Market Size (Forecast Year) |
USD 37.51 Billion |
CAGR |
|
Major Markets Players |
Global Playing Cards and Board Games Market, By Type (Playing Cards and Board Games), Distribution Channel (Online and Offline), Competition Type (Tier 1, Tier 2, and Tier 3)– Industry Trends and Forecast to 2031.
Playing Cards and Board Games Market Analysis and Size
The playing cards and board games market is experiencing steady growth, driven by several factors. The increasing popularity of tabletop gaming as a social activity, particularly among millennials and younger generations, is a major driver. This demographic is attracted to traditional games' social interaction, strategic thinking, and nostalgic appeal. Another factor contributing to the market's growth is the increasing availability of a diverse range of games, including both classic games and innovative new titles. Game designers continuously develop new and exciting games, attracting casual and dedicated gamers. The market also benefits from the growing trend of game nights and gaming cafes, where people gather to play and socialize.
The global playing cards and board games market size was valued at USD 18.55 billion in 2023 and is projected to reach USD 37.51 billion by 2031, with a CAGR of 9.2% during the forecast period of 2024 to 2031. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and consumer behaviour.
Report Scope and Market Segmentation
Report Metric |
Details |
Forecast Period |
2024-2031 |
Base Year |
2023 |
Historic Years |
2022 (Customizable to 2016 - 2021) |
Quantitative Units |
Revenue in USD Billion, Volumes in Units, Pricing in USD |
Segments Covered |
Type (Playing Cards and Board Games), Distribution Channel (Online and Offline), Competition Type (Tier 1, Tier 2, and Tier 3) |
Countries Covered |
U.S., Canada, Mexico, Germany, Sweden, Poland, Denmark, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of Middle East and Africa, Brazil, Argentina, and Rest of South America |
Market Players Covered |
Games Workshop Limited (U.K.), Disney (U.S.), NECA/WizKids LLC (U.S.), Grey Fox Games (U.S.), Buffalo Games (U.S.), Tennent Holdings Ltd. (China), LongPack Games (China), Nintendo Games (U.S.), Blizzard Entertainment, Inc. (U.S.), Shenzhen ITIS Packaging Products Co., Ltd (China), GungHo Online Entertainment, Inc. (Japan), Rovio Entertainment Corporation (Finland), Gameloft (France), SQUARE ENIX CO., LTD. (Japan) |
Market Opportunities |
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Market Definition
Playing cards are typically rectangular pieces of cardstock or cardboard with various designs, used to play games or perform magic tricks. They are often divided into four suits (hearts, diamonds, clubs, and spades) and numbered or ranked cards, along with special cards such as jokers or wild cards. Board games, on the other hand, are tabletop games that involve counters or pieces moved or placed on a pre-marked surface or "board," according to a set of rules. These games often have a goal or objective that players must achieve to win, and they can range from simple games such as Snakes and Ladders to complex strategy games such as Chess or Settlers of Catan.
Playing Cards and Board Games Market Dynamics
Drivers
- Expansion of Online and Digital Gaming Platforms
The expansion of online platforms and digital versions of games have made tabletop gaming more accessible and convenient, allowing players to enjoy their favorite games from the comfort of their homes or on-the-go through mobile devices. The digitalization of tabletop games has also opened up new possibilities for developers to create innovative and immersive gaming experiences. Online platforms offer a wider variety of games, catering to diverse interests and preferences. The convenience of playing digitally, coupled with the ability to connect with other players worldwide, has attracted a new audience to tabletop gaming, driving market expansion.
- Rise of Gaming Cafes and Bars
The rise of gaming cafes and bars has provided dedicated spaces for tabletop gaming enthusiasts to gather, play, and socialize. These establishments offer a unique and immersive gaming experience, with a wide selection of games for patrons to enjoy. Gaming cafes and bars often host events, tournaments, and themed nights, creating a vibrant community around tabletop gaming. The popularity of these venues is due to the social aspect, where people can experiment with new games and connect with similar-minded individuals. As these establishments continue to attract a growing number of patrons, they are driving the overall growth of the playing cards and board games market.
Opportunities
- Innovative Game Designs
Game designers continuously push the boundaries of creativity, developing new and exciting games that captivate players' imaginations. These innovative designs attract new gamers and appeal to existing ones, creating a diverse and engaging gaming landscape. With technological advancements and design techniques, game designers can explore new themes, mechanics, and storytelling techniques, offering players a fresh and immersive gaming experience. There is ample opportunity for market growth, as the demand for unique and innovative games continues to grow.
- Rising Disposable Incomes
As people have more money to spend on leisure activities, they are increasingly willing to invest in tabletop gaming for entertainment and socialization, which is especially noticeable among millennials and younger generations. With more disposable income, consumers are more likely to purchase premium board games, expansion packs, and accessories, driving revenue growth in the market. Higher disposable incomes enable consumers to participate in gaming events, conventions, and tournaments, fueling the demand for cards and board games.
Restraints/Challenges
- Supply Chain Disruptions
The playing cards and board games market relies on a complex global supply chain for raw materials, manufacturing, and distribution. Disruptions such as natural disasters, trade disputes, or pandemics can lead to production delays, components shortages, and logistical challenges. These disruptions can result in increased costs, reduced product availability, and lower customer satisfaction, creating challenges for the market.
- Cost of Production
High-quality components, complex designs, and durable materials can increase production costs. In addition, factors such as labor costs, supply chain disruptions, and fluctuating raw material prices can further impact production expenses. Balancing the need to maintain high-quality standards while keeping costs competitive can be a delicate balance for manufacturers in the playing cards and board games market, and it can be a significant challenge for manufacturers.
This playing cards and board games market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the global playing cards and board games market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Recent Development
- In April 2022, University Games Corporation, a prominent player in the playing and board games industry, acquired Racoon Tycoon, Mosaic, and the intellectual property of Forbidden Games. This acquisition also included Glenn Drover, the game designer and president of Forbidden Games. In addition, University Games acquired The Learning Journey International, a renowned maker of educational toys
- In September 2022, Grey Fox Games launched a puzzle website for their 4x board game Last Light, which is set to be crowdfunded in the first quarter of 2022. The game features mechanics such as area majority/influence, dice rolling, grid movement, hand management, simultaneous action selection, variable phase order, and player powers
Playing Cards and Board Games Market Scope
The playing cards and board games market is segmented on the basis of type, distribution channel, and competition type. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Type
- Playing Cards
- Board Games
- Chess
- Scrabble
- Monopoly
- Ludo
- Others
Distribution Channel
- Online
- Offline
Competition Type
- Tier 1
- Tier 2
- Tier 3
Playing Cards and Board Games Market Regional Analysis/Insights
The playing cards and board games market is analyzed and market size insights and trends are provided by country, type, distribution channel, and competition type as referenced above.
The countries covered in the market report are U.S., Canada, and Mexico in North America, Germany, Sweden, Poland, Denmark, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific, Saudi Arabia, U.A.E., South Africa, Egypt, Israel, Rest of Middle East and Africa, Brazil, Argentina, and Rest of South America.
Asia-Pacific is expected to dominate due to increased recognition at events such as the Asian Games, which has boosted the popularity of these games in the region. China and India are particularly dominant in the Asia-Pacific market, thanks to the growing availability of entertainment and recreational activities.
North America is expected to experience rapid growth in the market due to millennials seeking traditional recreational and entertainment options. The U.S. is projected to lead this growth in North America, fueled by the expansion of casinos and the rising trend of recreational activities.
The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points such as down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Playing Cards and Board Games Market Share Analysis
The playing cards and board games market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to the market.
Some of the major players operating in the playing cards and board games market are:
- Games Workshop Limited (U.K.)
- Disney (U.S.)
- NECA/WizKids LLC (U.S.)
- Grey Fox Games (U.S.)
- Buffalo Games (U.S.)
- Tennent Holdings Ltd. (China)
- LongPack Games (China)
- Nintendo Games (U.S.)
- Blizzard Entertainment, Inc. (U.S.)
- Shenzhen ITIS Packaging Products Co., Ltd (China)
- GungHo Online Entertainment, Inc. (Japan)
- Rovio Entertainment Corporation (Finland)
- Gameloft (France)
- SQUARE ENIX CO., LTD. (Japan)
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Research Methodology
Data collection and base year analysis are done using data collection modules with large sample sizes. The stage includes obtaining market information or related data through various sources and strategies. It includes examining and planning all the data acquired from the past in advance. It likewise envelops the examination of information inconsistencies seen across different information sources. The market data is analysed and estimated using market statistical and coherent models. Also, market share analysis and key trend analysis are the major success factors in the market report. To know more, please request an analyst call or drop down your inquiry.
The key research methodology used by DBMR research team is data triangulation which involves data mining, analysis of the impact of data variables on the market and primary (industry expert) validation. Data models include Vendor Positioning Grid, Market Time Line Analysis, Market Overview and Guide, Company Positioning Grid, Patent Analysis, Pricing Analysis, Company Market Share Analysis, Standards of Measurement, Global versus Regional and Vendor Share Analysis. To know more about the research methodology, drop in an inquiry to speak to our industry experts.
Customization Available
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