Table Top Games Market Research, 2031
The global table top games market size was valued at $2.5 billion in 2021 and is projected to reach $4.1 billion by 2031, growing at a CAGR of 5.3% from 2022 to 2031.
A table top game is any game that is typically played on a flat surface, primarily a table. Miniature war games, board games, dice games, role-playing games, pencil & paper games, card games, and tile-laying games are some examples of table top games. There is no standard number of players in table top games. There are different types of miniature war games and role-playing games offered by game publishers or companies for beginner and intermediate players.
Table top games such as role-playing games and miniature war games 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 table top games market demand, especially in Asia-Pacific.
The global table top games industry is impacted profoundly by the outbreak of the coronavirus. The outbreak was first witnessed in China, resulting in a lockdown and the ceasing of production activities across the country. The demand for table top games is expected to slightly taper across the world, owing to supply chain disruptions and the implementation of stringent restrictions to follow social distancing & consistent lockdowns across the globe.
Playing a tabletop game is an activity with considerable complexity, and the player needs some guidance. That can be done in a variety of ways, such as by a commercial representative of a retailer and game company, by another player, by viewing a video of the play, or by reading the rule books. Recent years in the U.S. have seen a rapid expansion in new opportunities for learning how to play hobby games such as tabletop games, board games, and others, which is expected to propel the growth of the market.
New opportunities, such as programs to demonstrate gameplay at conventions and stores and the creation of videos to teach customers how to play games, are formally organized by game companies as a way to stimulate their sales. The increase in awareness about hobby games such as tabletop games and board games is expected to fuel the growth of the market in the coming years.
Manufacturers are modifying their marketing and branding approaches for their goods to boost sales in various nations. Manufacturers have implemented cutting-edge tactics to boost sales of table top games, including the introduction of new miniatures with eco-friendly materials. A common tactic used by producers to draw in more consumers is the use of durable and eco-friendly materials in miniatures and other table top games. This aids in boosting the revenue of businesses engaged in this sector. Collectively, all these strategies adopted by manufacturers drive the table top games market.
Playing tabletop games is not a solitary activity but requires a group of players. Those groups can form informally, through players recruiting new players to a group or through more formal programs to bring players together in commercial venues. The development of organized play programs in hobby game stores, board game nights at bars and restaurants, game cafes, and restaurants with an ongoing gameplay component is expected to fuel the growth of the table top games market size.
Consumers must have sufficient time and disposable income to play tabletop games for entertainment. A consumer that is working two jobs just to make ends meet is not likely to divert money from necessities or time from income-producing activities to tabletop games. Right now, the U.S. economy appears to be in a sweet spot for tabletop games, many consumers have enough time and money for some entertainment activities, but they do not feel so well-off that they can ignore the value of their entertainment choices.
Table top games publishers 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 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.
The use of digital devices instead of board games and hobby games is expected to hamper the growth of the table top games industry, particularly in the U.S. and EU. The advent of smartphones, computers, video game systems, and tablets has penetrated every household. Rapid market expansion and proliferation of digital infrastructure in developed as well as developing regions have given access to the internet to adults as well as kids. In 2020, the number of internet subscribers in India was 639 million, which was 12% higher than in 2018. Internet penetration across the world is growing steadily. The increase in internet penetration and the rise in highly addicting online games on smartphones and tablets have enormously hampered the tabletop games market. The easy availability of attention-grabbing gadgets, such as smartphones, video games, and computers, poses a significant challenge for the table top games market in the coming years.
According to the market analysis, the market is segmented into type, application, and region. On the basis of type, the market is divided into miniature war games 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).
Role-playing games accounted for more than 50% of the table top games market share in terms of revenue in 2021 as they are the most popular type of table top games among consumers. A role-playing game (RPG) is a type of table top game in which each participant assumes the role of a character to solve quests, defeat enemies, and become stronger by gaining various skills and equipment. There are different types of RPGs available in the market. RPGs' rich story and character development mechanics attract a particularly loyal gamer fan base, who become part of the narrative by creating their unique characters and honing their skills to help their characters progress. The rise in involvement of gamers and different age groups in table top games owing to the COVID-19 situation is expected to positively impact the role-play gaming market. Different types of educational role-playing games are introduced in schools to develop sportsmanship and decision-making processes among school students which are expected to fuel the growth during table top games market forecast.
On the basis of application, the global market is categorized into children, adults, family, and party. The adults segment led the market and accounted for 31.8% of the market share in 2021 and is expected to maintain its dominance during the forecast period. The segment consists of table top games such as role-playing games and miniature war games designed for adults. The publishers in the table top games market offer different types of miniature war games and role-playing games for the adult age group. Dungeons & Dragons, Infinity Miniatures Game, Star Wars Legion, Index Card RPG, Blades in the Dark, Masks, and Feng Shui 2 are some of the popular games among the adult population. The rising count of teenagers and adults interested in strategy and war-based games is expected to propel the growth of the table top games market in the coming years.
On the basis of region, Europe was the largest market in 2021 and had the highest market share of 29.6%. Europe is a major market for table top games. Germany is the leading market in Europe and is also expected to be the fastest-growing market. The rise in adoption of tabletop games by millennials is increasing at a significant rate in Europe. Although a large proportion of manufacturing currently takes place in China, a substantial number of miniature war games are also manufactured in European countries. There are almost 5,000 companies in Europe’s board game sector, which includes both small and medium-sized enterprises (SMEs), as per a report of the Toy Industries of Europe. However, over 99% of all companies are SMEs, which play a key role in Europe’s economic fabric, particularly in rural areas where most companies are located. Approximately 88% of companies in Europe are micro-enterprises with less than ten employees. In the developed economies of Europe, the packaging is becoming more environment-friendly as some use earth-friendly inks and biodegradable boxes, while others simply use less packaging overall which is expected to propel table top games market growth.
The players in the table top games market have adopted acquisitions, business expansion, partnerships, collaborations, and product launches 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 market analysis from 2021 to 2031 to identify the prevailing table top games market opportunity.
- 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.
Table Top Games Market Report Highlights
Aspects | Details |
Market Size By 2031 | USD 4.1 billion |
Growth Rate | CAGR of 5.3% |
Forecast period | 2021 - 2031 |
Report Pages | 300 |
By Application |
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By Type |
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By Region |
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Key Market Players | Lifestyle Boardgames Ltd, Buffalo Games, Australian Design Group, Goliath Games, LLC, Mattel, Inc, Hasbro Inc., Asmodee Group, NSF boardgames and puzzles, Korea BoardGames, Ravensburger |
Analyst Review
According to the insights of CXOs of leading companies, the table top games market holds a substantial scope for growth; however, its contribution to the world market is expected to increase significantly within the next six years. The market is driven by innovation in table top games, expansion of retail channels, and a rise in disposable income. On the contrary, the emergence of smartphones is posing a major challenge for engaged stakeholders. However, the market provides lucrative opportunities with the emergence of educational, interactive, and multiplayer table top games.
However, recent innovations and findings in the manufacturing process of the miniature are expected to create new opportunities in this booming sector. Several players are entering the market with innovative products that incorporate attractive miniatures and game rules is expected to propel the market growth
The global table top games market size was valued at $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.
According to the market analysis, the table top games market is segmented into type, application, and region.
Asia-Pacific
The major players analyzed for the table top games market are 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.).
The global table top games market report is available on request on the website of Allied Market Research.
The forecast period considered in the global table top games market report is from 2022 to 2031. The report analyzes the market sizes from 2022 to 2031 along with the upcoming market trends and opportunities. The report also covers the key strategies adopted by the key players operating in the market.
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