全球扑克牌和棋盘游戏市场 – 2031 年行业趋势和预测

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全球扑克牌和棋盘游戏市场 – 2031 年行业趋势和预测

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  • Apr 2024
  • Global
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Global Playing Cards And Board Games Market

市场规模(十亿美元)

CAGR :  % Diagram

Diagram Forecast Period
2024 –2031
Diagram Market Size (Base Year)
USD 18.55 Billion
Diagram Market Size (Forecast Year)
USD 37.51 Billion
Diagram CAGR
%
Diagram Major Markets Players
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>全球扑克牌和棋盘游戏市场,按类型(扑克牌和棋盘游戏)、分销渠道(线上和线下)、竞赛类型(一级、二级和三级)划分——行业趋势和预测到 2031 年。

扑克牌和棋盘游戏市场

扑克牌和棋盘游戏市场分析和规模

受多种因素推动,纸牌和棋盘游戏市场正在稳步增长。桌面游戏作为一种社交活动越来越受欢迎,尤其是在千禧一代和年轻一代中,这是主要推动力。这一人群被传统游戏的社交互动、战略思维和怀旧吸引力所吸引。另一个推动市场增长的因素是游戏种类越来越多,既有经典游戏,也有创新的新游戏。游戏设计师不断开发新的和令人兴奋的游戏,吸引休闲和专注的游戏玩家。市场还受益于游戏之夜和游戏咖啡馆日益增长的趋势,人们聚集在那里玩游戏和社交。

2023 年全球扑克牌和棋盘游戏市场规模价值 185.5 亿美元,预计到 2031 年将达到 375.1 亿美元,2024 年至 2031 年预测期内的复合年增长率为 9.2%。除了市场价值、增长率、细分市场、地理覆盖范围、市场参与者和市场情景等市场洞察外,Data Bridge 市场研究团队策划的市场报告还包括深入的专家分析、进出口分析、定价分析、生产消费分析和消费者行为。

报告范围和市场细分

报告指标

细节

预测期

2024-2031

基准年

2023

历史岁月

2022(可定制为 2016 - 2021)

定量单位

收入(单位:十亿美元)、销量(单位:台)、定价(美元)

涵盖的领域

类型(扑克牌和棋盘游戏)、分销渠道(线上和线下)、比赛类型(一级、二级和三级)

覆盖国家

美国、加拿大、墨西哥、德国、瑞典、波兰、丹麦、法国、英国、荷兰、瑞士、比利时、俄罗斯、意大利、西班牙、土耳其、欧洲其他地区、中国、日本、印度、韩国、新加坡、马来西亚、澳大利亚、泰国、印度尼西亚、菲律宾、亚太其他地区、沙特阿拉伯、阿联酋、南非、埃及、以色列、中东和非洲其他地区、巴西、阿根廷和南美洲其他地区

涵盖的市场参与者

Games Workshop Limited(英国)、Disney(美国)、NECA/WizKids LLC(美国)、Grey Fox Games(美国)、Buffalo Games(美国)、Tennent Holdings Ltd.(中国)、LongPack Games(中国)、Nintendo Games(美国)、Blizzard Entertainment, Inc.(美国)、深圳市艾蒂斯包装制品有限公司(中国)、GungHo Online Entertainment, Inc.(日本)、Rovio Entertainment Corporation(芬兰)、Gameloft(法国)、SQUARE ENIX CO., LTD.(日本)

市场机会

  • 创新的游戏设计
  • 可支配收入增加

市场定义

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

扑克牌和棋盘游戏市场竞争格局按竞争对手提供详细信息。详细信息包括公司概况、公司财务状况、收入、市场潜力、研发投资、新市场计划、全球影响力、生产基地和设施、生产能力、公司优势和劣势、产品发布、产品宽度和广度、应用主导地位。以上提供的数据点仅与公司对市场的关注有关。

扑克牌和棋盘游戏市场的一些主要参与者包括:

  • Games Workshop Limited(英国)
  • 迪士尼(美国)
  • NECA/WizKids LLC(美国)
  • Grey Fox Games(美国)
  • 布法罗游戏(美国)
  • 腾能控股有限公司 (中国)
  • 龙包游戏(中国)
  • 任天堂游戏(美国)
  • 暴雪娱乐公司(美国)
  • 深圳市伊蒂斯包装制品有限公司 (中国)
  • GungHo Online Entertainment, Inc.(日本)
  • Rovio 娱乐公司(芬兰)
  • Gameloft(法国)
  • 史克威尔艾尼克斯株式会社(日本)


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研究方法

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.

可定制

Data Bridge Market Research is a leader in advanced formative research. We take pride in servicing our existing and new customers with data and analysis that match and suits their goal. The report can be customized to include price trend analysis of target brands understanding the market for additional countries (ask for the list of countries), clinical trial results data, literature review, refurbished market and product base analysis. Market analysis of target competitors can be analyzed from technology-based analysis to market portfolio strategies. We can add as many competitors that you require data about in the format and data style you are looking for. Our team of analysts can also provide you data in crude raw excel files pivot tables (Fact book) or can assist you in creating presentations from the data sets available in the report.

Frequently Asked Questions

Expansion of Online and Digital Gaming Platforms & Rise of Gaming Cafes and Bars are the growth drivers of the playing cards and board games market.
Type, distribution channel, and competition type are the factors on which the playing cards and board games market research is based.
The major companies 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).
The playing cards and board games market size will be worth USD 37.51 billion by 2031.
The growth rate of the playing cards and board games market is 9.2%.