시장보고서
상품코드
1975361

보드게임 시장(2026-2030년)

Global Board Games Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 291 Pages | 배송안내 : 즉시배송

    
    
    




※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 보드게임 시장은 2025년부터 2030년까지 56억 6,890만 달러 증가하고, 예측 기간 동안 CAGR은 9.7%로 예측됩니다.

세계의 보드게임 시장에 대해 조사 분석했으며, 시장 규모와 예측, 동향, 성장요인, 과제, 25개 벤더 분석 등의 정보를 전해드립니다.

본 보고서는 현재 시장 상황, 최신 동향 및 촉진요인, 시장 환경 전반에 대한 최신 분석을 제공합니다. 시장 성장은 인지적 참여와 사회적 교류에 대한 소비자 수요 증가, 세계 지적재산권과 인기 미디어 프랜차이즈의 통합, 유통 네트워크의 변화, 크라우드펀딩 플랫폼의 부상 등에 의해 주도되고 있습니다.

이번 조사는 업계 주요 관계자들의 정보를 포함한 1차 정보와 2차 정보의 객관적인 조합을 통해 이루어졌습니다. 이 보고서에는 주요 기업 분석과 함께 종합적인 시장 규모 데이터, 지역별 분석과 함께 부문 및 공급업체 현황이 포함되어 있습니다. 보고서에는 과거 데이터와 예측 데이터가 수록되어 있습니다.

시장 범위
기준 연도 2026년
종료 연도 2030년
예측 기간 2026-2030년
성장 모멘텀 가속
전년비 2026년 8.5%
CAGR 9.7%
증가액 56억 6,890만 달러

이번 조사에서는 향후 몇 년 동안 세계 보드게임 시장 성장을 주도할 주요 요인 중 하나로 보드게임의 디지털 하이브리드화와 기술 통합을 꼽았습니다. 또한, 생산의 지속가능성과 환경적 책임, 문화적 다양성, 그리고 세계 시장에서의 대표성이 시장에서 상당한 수요를 창출할 것으로 예상됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 제품별

제9장 시장 세분화 : 유통 채널별

제10장 시장 세분화 : 연령층별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인, 과제, 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSM 26.04.03

The global board games market is forecasted to grow by USD 5668.9 mn during 2025-2030, accelerating at a CAGR of 9.7% during the forecast period. The report on the global board games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by rising consumer demand for cognitive engagement and social interaction, integration of global intellectual property and popular media franchises, transformation of distribution networks and rise of crowdfunding platforms.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2026
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20268.5%
CAGR9.7%
Incremental Value$5668.9 mn

Technavio's global board games market is segmented as below:

By Product

  • Tabletop
  • Card and dice
  • Role-playing

By Distribution Channel

  • Online
  • Offline

By Age Group

  • Children (2-12 years)
  • Teenagers (12-25 years)
  • Adults (25 and above years)

Geography

  • Europe
    • UK
    • Germany
    • Italy
    • France
    • Spain
    • Poland
  • North America
    • US
    • Canada
    • Mexico
  • APAC
    • China
    • Japan
    • India
    • South Korea
    • Australia
    • Vietnam
  • Middle East and Africa
    • South Africa
    • UAE
    • Egypt
  • South America
    • Brazil
    • Argentina
    • Colombia
  • Rest of World (ROW)

This study identifies the digital hybridization and technological integration in board games as one of the prime reasons driving the global board games market growth during the next few years. Also, sustainability and environmental responsibility in production and cultural diversification and global market representation will lead to sizable demand in the market.

The report on the global board games market covers the following areas:

  • Global board games market sizing
  • Global board games market forecast
  • Global board games market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global board games market vendors that include Alderac Entertainment Group, Atlas Games, Bezier Games Inc., Buffalo Games LLC, Claranet Ltd., Embracer Group AB, Franckh Kosmos Verlags GmbH, Ghost Galaxy Inc., Gibsons Games Ltd., Grey Fox Games, GungHo Online Entertainment Inc, Hasbro Inc., Indie Boards and Cards, Mattel Inc., Pandasaurus Games, PD Verlag GmbH and Co. KG, Ravensburger AG, Stonemaier Games, The Walt Disney Co., Warlord Games. Also, the global board games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Product
    • Executive Summary - Chart on Market Segmentation by Distribution Channel
    • Executive Summary - Chart on Market Segmentation by Age Group
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Board Games Market 2020 - 2024
    • Historic Market Size - Data Table on Global Board Games Market 2020 - 2024 ($ million)
  • 5.2 Product segment analysis 2020 - 2024
    • Historic Market Size - Product Segment 2020 - 2024 ($ million)
  • 5.3 Distribution Channel segment analysis 2020 - 2024
    • Historic Market Size - Distribution Channel Segment 2020 - 2024 ($ million)
  • 5.4 Age Group segment analysis 2020 - 2024
    • Historic Market Size - Age Group Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Board Games Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Product

  • 8.1 Market segments
  • 8.2 Comparison by Product
  • 8.3 Tabletop - Market size and forecast 2025-2030
  • 8.4 Card and dice - Market size and forecast 2025-2030
  • 8.5 Role-playing - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Product
    • Market opportunity by Product ($ million)

9 Market Segmentation by Distribution Channel

  • 9.1 Market segments
  • 9.2 Comparison by Distribution Channel
  • 9.3 Online - Market size and forecast 2025-2030
  • 9.4 Offline - Market size and forecast 2025-2030
  • 9.5 Market opportunity by Distribution Channel
    • Market opportunity by Distribution Channel ($ million)

10 Market Segmentation by Age Group

  • 10.1 Market segments
  • 10.2 Comparison by Age Group
  • 10.3 Children (2-12 years) - Market size and forecast 2025-2030
  • 10.4 Teenagers (12-25 years) - Market size and forecast 2025-2030
  • 10.5 Adults (25 and above years) - Market size and forecast 2025-2030
  • 10.6 Market opportunity by Age Group
    • Market opportunity by Age Group ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 Europe - Market size and forecast 2025-2030
    • 12.3.1 UK - Market size and forecast 2025-2030
    • 12.3.2 Germany - Market size and forecast 2025-2030
    • 12.3.3 Italy - Market size and forecast 2025-2030
    • 12.3.4 France - Market size and forecast 2025-2030
    • 12.3.5 Spain - Market size and forecast 2025-2030
    • 12.3.6 Poland - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 APAC - Market size and forecast 2025-2030
    • 12.5.1 China - Market size and forecast 2025-2030
    • 12.5.2 Japan - Market size and forecast 2025-2030
    • 12.5.3 India - Market size and forecast 2025-2030
    • 12.5.4 South Korea - Market size and forecast 2025-2030
    • 12.5.5 Australia - Market size and forecast 2025-2030
    • 12.5.6 Vietnam - Market size and forecast 2025-2030
  • 12.6 Middle East and Africa - Market size and forecast 2025-2030
    • 12.6.1 South Africa - Market size and forecast 2025-2030
    • 12.6.2 Saudi Arabia - Market size and forecast 2025-2030
    • 12.6.3 UAE - Market size and forecast 2025-2030
    • 12.6.4 Egypt - Market size and forecast 2025-2030
    • 12.6.5 Morocco - Market size and forecast 2025-2030
  • 12.7 South America - Market size and forecast 2025-2030
    • 12.7.1 Brazil - Market size and forecast 2025-2030
    • 12.7.2 Argentina - Market size and forecast 2025-2030
    • 12.7.3 Colombia - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Rising consumer demand for cognitive engagement and social interaction
    • Integration of global intellectual property and popular media franchises
    • Transformation of distribution networks and rise of crowdfunding platforms
  • 13.2 Market challenges
    • Fluctuating raw material costs and logistical constraints
    • Intense competition from digital entertainment and mobile gaming
    • Prevalence of counterfeit products and intellectual property theft
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Digital hybridization and technological integration in board games
    • Sustainability and environmental responsibility in production
    • Cultural diversification and global market representation

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Alderac Entertainment Group
    • Alderac Entertainment Group - Overview
    • Alderac Entertainment Group - Product / Service
    • Alderac Entertainment Group - Key offerings
    • SWOT
  • 15.5 Atlas Games
    • Atlas Games - Overview
    • Atlas Games - Product / Service
    • Atlas Games - Key offerings
    • SWOT
  • 15.6 Bezier Games Inc.
    • Bezier Games Inc. - Overview
    • Bezier Games Inc. - Product / Service
    • Bezier Games Inc. - Key offerings
    • SWOT
  • 15.7 Buffalo Games LLC
    • Buffalo Games LLC - Overview
    • Buffalo Games LLC - Product / Service
    • Buffalo Games LLC - Key offerings
    • SWOT
  • 15.8 Claranet Ltd.
    • Claranet Ltd. - Overview
    • Claranet Ltd. - Product / Service
    • Claranet Ltd. - Key offerings
    • SWOT
  • 15.9 Embracer Group AB
    • Embracer Group AB - Overview
    • Embracer Group AB - Business segments
    • Embracer Group AB - Key offerings
    • Embracer Group AB - Segment focus
    • SWOT
  • 15.10 Gibsons Games Ltd.
    • Gibsons Games Ltd. - Overview
    • Gibsons Games Ltd. - Product / Service
    • Gibsons Games Ltd. - Key offerings
    • SWOT
  • 15.11 Grey Fox Games
    • Grey Fox Games - Overview
    • Grey Fox Games - Product / Service
    • Grey Fox Games - Key offerings
    • SWOT
  • 15.12 Hasbro Inc.
    • Hasbro Inc. - Overview
    • Hasbro Inc. - Business segments
    • Hasbro Inc. - Key offerings
    • Hasbro Inc. - Segment focus
    • SWOT
  • 15.13 Indie Boards and Cards
    • Indie Boards and Cards - Overview
    • Indie Boards and Cards - Product / Service
    • Indie Boards and Cards - Key offerings
    • SWOT
  • 15.14 Mattel Inc.
    • Mattel Inc. - Overview
    • Mattel Inc. - Business segments
    • Mattel Inc. - Key news
    • Mattel Inc. - Key offerings
    • Mattel Inc. - Segment focus
    • SWOT
  • 15.15 Pandasaurus Games
    • Pandasaurus Games - Overview
    • Pandasaurus Games - Product / Service
    • Pandasaurus Games - Key offerings
    • SWOT
  • 15.16 Ravensburger AG
    • Ravensburger AG - Overview
    • Ravensburger AG - Product / Service
    • Ravensburger AG - Key offerings
    • SWOT
  • 15.17 Stonemaier Games
    • Stonemaier Games - Overview
    • Stonemaier Games - Product / Service
    • Stonemaier Games - Key offerings
    • SWOT
  • 15.18 The Walt Disney Co.
    • The Walt Disney Co. - Overview
    • The Walt Disney Co. - Business segments
    • The Walt Disney Co. - Key offerings
    • The Walt Disney Co. - Segment focus
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
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