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Board Games Market

Board Games Market By Age Group (2-5 Years, Between 5 and 12 Years, 12-25 Years and Above 25 Years), By Game Type (Monopoly, Scrabble, Chess, and Others), By Sales Channel (Offline Retail, Online / E-commerce Platforms, and Others (Direct B2B, etc.)) Industry Analysis, Size, Share, Growth, Trends, and Forecasts 2025-2032

Report ID : 4135 | Publisher ID : Meta | Published : 2025-09-23 | Pages : 255

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Global Board Games Market - Comprehensive Data-Driven Market Analysis & Strategic Outlook  

  • Global board games market valued at approximately USD 15.9 Billion in 2025, growing at a CAGR of around 11.4% through 2032, with potential to exceed USD 33.9 Billion. 
  • 2-5 Years account for a market share of 3.2% in 2024, driving innovation and expanding applications through intense research. 
  • Key trends driving growth: Rising popularity of social and family entertainment activities, Growing demand for strategy-based and educational games 
  • Opportunities: Increasing trend of crowdfunding and niche-themed board games presents new opportunities 
  • Key insight: The market is set to grow exponentially in value over the next decade, highlighting significant growth opportunities.

Market Background & Overview 

The global board games market is a distinctive business where strategy, fun, and social bonding converge to produce engaging gaming experiences. The market will concentrate on games that are intended to unite players around a physical or mixed board so that they can participate in decision-making, narrative, and conflict. In contrast with purely virtual entertainment, this business will persist in highlighting interactive touch, collectible worth, and in-person engagement that promotes collaboration.  

As the sector develops, it will exhibit a wide-ranging portfolio of games from traditional tabletop fare to contemporary designer games that bring new mechanisms and stories. The global board games market will not be confined to those traditional family-friendly titles but will branch out into niche genres that will attract hobbyists, teachers, and competitive players. Board games are likely to gain significant cultural value because they are expected to be used for education, team building, and social bonding in different places such as homes and offices. 

In the days to come, fads are going to integrate technology in a smooth way, for instance, an app-based gameplay, augmented reality boards, and virtual communities that will enable players from diverse geographical locations to connect and play while at the same time, enjoying the charm of physical play. Besides, the ways of distribution will also be diversified, whereby online stores and specialty shops will have more power to access customers from different parts of the world. 

Market Segmentation Analysis 

The global board games market is mainly classified based on Age Group, Game Type, and Sales Channel.  

By Age Group is further segmented into: 

  • 2-5 Years  
    The global board games market will experience growing emphasis on interactive and educative products for early child development. Easy and playful games with simple rules will assist in developing motor skills and problem-solving capacity. Parents will seek durable, safe, and environmentally friendly materials that promote family interaction during play. 
  • Between 5 and 12 Years  
    The global board games market will expand with increased demand for strategy-based and knowledge-development games for kids. Games will focus on enhancing creativity, collaboration, and analytical mindsets without losing the fun factor. Schools and study centers will introduce these games as tools to increase classroom interaction and group activities. 
  • 12-25 Years 
    The global board games market will appeal to teenagers and young adults through multiplayer and competitive games. Board game nights will be promoted by social events, cafés, and campus life, fostering community engagement. New themes, narration, and fantasy mechanics will be the focus of this age category, fueling creativity and social bonding. 
  • Above 25 Years 
    The global board games market will see robust demand from adults for stress relief and good quality leisure. Game nights will gain traction among working professionals and households. Strategy and story-based games will attract attention, leading to opportunities for customized versions and collector's editions to drive long-term customer interaction. 

By Game Type the market is divided into: 

  • Monopoly  
    The global board games market will see Monopoly remain popular as a family favourite. Future editions will unveil digital integrations such as companion apps or AR experiences, keeping the game fresh. Personalized city editions will generate high emotional appeal, making it a great combination of nostalgia and innovative modern gameplay. 
  • Scrabble 
    The global board games market will grow on the back of Scrabble's emphasis on building vocabulary and competitive gameplay. Schools and learning institutions will embrace it as a learning aid to improve language skills. Digital versions will keep fusing online and physical gameplay, drawing in casual players and hardcore competitors from various geographies. 
  • Chess 
    The global board games market will flourish as chess receives new boost from online tournaments and celebrity sponsorships. Demand for mental well-being will fuel participation, and platforms based on AI will make it easy for novices to learn. Limited release boards and theme-based sets will appeal to collectors.  
  • Others 
    Theglobal board games market will become diversified with new game designs outside traditional franchise titles. Card-based strategy games, cooperative problem-solving games, and party games will define the future choice. Independent game designers will bring in original themes for niche markets, paving the way for experimentation and diversity within global distribution channels. 

By Sales Channel the market is further divided into: 

  • Offline Retail 
    The global board games market will gain from physical outlets with demo play spaces for customers to sample games prior to purchase. Retail chains will organize tournaments and events to create foot traffic. Deep discounts during festivals and promotions in store will induce bulk purchases for families and community groups. 
  • Online / E-commerce Platforms 
    The global board games market will pick up pace through e-commerce sites providing convenience, extensive variety, and international shipping. Personalized suggestions, word-of-mouth recommendations from customers, and virtual trials will support decision-making. Subscription boxes and door-to-door delivery models will create loyalty among customers and stimulate repeat interaction with new game launches. 
  • Others (Direct B2B, etc.) 
    The global board games market will be exposed to direct B2B sales to schools, cafés, and offices. Bulk orders for parties, employee activities, and training sessions will grow. Deals with hospitality chains will introduce board games into lounges and resorts as an additional point of contact for exposure and customer interaction. 

 

Forecast Period   

2025-2032  

Market Size in 2025  

$15.9 Billion  

Market Size by 2032  

$33.9 Billion  

Growth Rate from 2025 to 2032  

11.4% 

Base Year  

2024  

Regions Covered  

North America, Europe, Asia-Pacific, South America, Middle East & Africa   

 

By Region: 

  • Based on geography, the global board games market is divided into North America, Europe, Asia-Pacific, South America, and the Middle East & Africa.  
  • North America is further divided into the U.S., Canada, and Mexico, whereas Europe consists of the UK, Germany, France, Italy, and the Rest of Europe.  
  • Asia-Pacific is segmented into India, China, Japan, South Korea, and the Rest of Asia-Pacific.  
  • The South America region includes Brazil, Argentina, and the Rest of South America, while the Middle East & Africa is categorized into GCC Countries, Egypt, South Africa, and the Rest of the Middle East & Africa.

Market Dynamics 

Growth Drivers: 

  • Rising popularity of social and family entertainment activities  
    The sector will be fueled by increasing demand for communal, offline amusement. Board games will provide an interactive means of having families and friends share quality moments together, developing experiences of togetherness independent of screens. Their capacity to initiate discussion and unite different age groups at the same table will render them a desirable option for social nights and weekend activities. 
  • Growing demand for strategy-based and educational games 
    The other key driver will be the growing demand for strategy and educational board games. The games will be prized not just for their entertainment but for how they can help improve cognitive skills like critical thinking, planning, and cooperation. Parents and teachers will continue to regard them as a fun yet effective learning aid, ensuring this category has a long-term place in the global board games market. 

Restraints & Challenges: 

  • High competition from digital and mobile gaming alternatives 
    The upstart market will be confronted with the competition that is particularly fierce coming from the plethora of digital and mobile games which provide users with quick, handy entertainment of their preference. Taking into account the convenience of smartphones and the availability of online multiplayer features, consumers will very frequently opt for digital platforms leaving it as a necessity for the board game developers to come up with special, engaging experiences that validate their physical format. 
  • Counterfeit and low-quality products hinder market growth 
    Moreover, the era of counterfeit and sub-standard board games will be an additional threat looming over the global board games market. Such products will betray the trust of consumers and lower the perceived value of the brands that offer authentic products. Guaranteeing the genuineness of the product, using long-lasting materials, and carrying out quality checks will be the keys to holding the loyalty of customers and achieving growth. 

Opportunities: 

  • Increasing trend of crowdfunding and niche-themed board games presents new opportunities 
    By using crowdfunding platforms and niche-themed concepts, new ways for creators to have direct contact with their audience will unfold. Such a trend will enable indie designers not only to materialize their groundbreaking and multicultural ideas but also to attract loyal communities of players and, thus, increase the total market reach. 

Competitive Landscape & Strategic Insights 

The global board games market will be a vibrant sector in which imagination, culture, and social bonding will come together in face-to-face play. The market will extend far beyond a light-hearted recreational activity, becoming an important cultural pursuit that will unite players of various age groups, geographies, and interests. The market will feature a broad range of games varying from strategy and party games to collectible card and family-friendly products, all influencing the ways in which players will play, collaborate, and compete with one another in shared environments.  

The global board games market will be comprised of international heavyweights and up-and-coming regional players that will battle to provide new, interesting experiences. Market leaders including Asmodee Group, Blue Orange Games, Buffalo Games LLC, Catan Studio, CMON Limited, Czech Games Edition, Days of Wonder, Fantasy Flight Games, Games Workshop, Gibson Games, Goliath Group, HABA – Habermaass GmbH, Hachette Livre, Hasbro Inc., IELLO, Indie Boards and Cards, Kosmos, Masters Traditional Games, Mattel Inc., North Star Games, Pegasus Spiele GmbH, Plan B Games, PlayMonster LLC, Ravensburger AG, Rebellion Developments Ltd., Renegade Game Studios, Repos Production, Schmidt Spiele GmbH, Spin Master Ltd., and Stonemaier Games will shape the competitive market. Meanwhile, regional players will launch regionally inspired themes and locally resonant stories, which will enhance the richness of propositions. 

Over the next few years, the global board games market will not only seize demand from core players but also entice new audiences who are searching for immersive, haptic, and socially interactive experiences. Its future will be defined by design innovation, narrative innovation, and distribution model innovation, which will make it a lasting component of the global entertainment and leisure market.  

Forecast & Future Outlook 

  • Short-Term (1–2 Years): Recovery from COVID-19 disruptions with renewed testing demand as healthcare providers emphasize metabolic risk monitoring. 
  • Mid-Term (3–5 Years): Greater automation and multiplex assay adoption improve throughput and cost efficiency, increasing clinical adoption. 
  • Long-Term (6–10 Years): Potential integration into routine metabolic screening programs globally, supported by replacement of conventional tests with advanced biomarker panels. 

Market size is forecast to rise from USD 15.9 Billion in 2025 to over USD 33.9 Billion by 2032. Board Games will maintain dominance but face growing competition from emerging formats. 

The global board games market will therefore continue to grow as a dynamic niche of the entertainment economy, providing creators and publishers with a chance to test the boundaries of themes, mechanics, and formats that appeal to an ever-diversifying player base. Its emphasis will be on providing memorable shared experiences that will differentiate it from other types of entertainment. 

Report Coverage 

This research report categorizes the global board games market based on various segments and regions, forecasts revenue growth, and analyzes trends in each submarket. The report analyses the key growth drivers, opportunities, and challenges influencing the global board games market. Recent market developments and competitive strategies such as expansion, type launch, development, partnership, merger, and acquisition have been included to draw the competitive landscape in the market. The report strategically identifies and profiles the key market players and analyses their core competencies in each sub-segment of the global board games market.  

By Age Group is further segmented into: 

  • 2-5 Years  
  • Between 5 and 12 Years  
  • 12-25 Years 
  • Above 25 Years 

By Game Type the market is divided into: 

  • Monopoly  
  • Scrabble 
  • Chess 
  • Other 

By Sales Channel the market is further divided into: 

  • Offline Retail 
  • Online / E-commerce Platforms 
  • Others (Direct B2B, etc.) 

Key Global Temporary Power Industry Players 

  • Asmodee Group
  • Blue Orange Games
  • Buffalo Games LLC
  • Catan Studio
  • CMON Limited
  • Czech Games Edition (CGE)
  • Days of Wonder
  • Fantasy Flight Games
  • Games Workshop
  • Gibson Games
  • Goliath Group (incl. Pressman)
  • HABA - Habermaass GmbH
  • Hachette Livre
  • Hasbro, Inc.
  • IELLO
  • Indie Boards and Cards
  • Kosmos
  • Masters Traditional Games
  • Mattel Inc.
  • North Star Games
  • Pegasus Spiele GmbH
  • Plan B Games
  • PlayMonster LLC
  • Ravensburger AG
  • Rebellion Developments Ltd.
  • Renegade Game Studios
  • Repos Production
  • Schmidt Spiele GmbH
  • Spin Master Ltd.
  • Stonemaier Games

WHAT REPORT PROVIDES 

  • Full in-depth analysis of the parent Industry 
  • Important changes in market and its dynamics 
  • Segmentation details of the market 
  • Former, on-going, and projected market analysis in terms of volume and value 
  • Assessment of niche industry developments 
  • Market share analysis 
  • Key strategies of major players 
  • Emerging segments and regional growth potential

1. Market Introduction
1.1.Executive Summary
1.2.Market Definition
1.3.Market Scope
2. Research Methodology
2.1.Primary Research
2.2.Research Methodology
2.3.Assumptions & Exclusions
2.4.Secondary data sources
3. Board Games market Overview
3.1.Report Segmentation & Scope
3.2.Key Market Trend
3.3.Drivers
3.3.1. Rising popularity of social and family entertainment activities
3.3.2. Growing demand for strategy-based and educational games
3.4.Restraints
3.4.1. High competition from digital and mobile gaming alternatives
3.4.2. Counterfeit and low-quality products hinder market growth
3.5.Opportunity
3.5.1. Increasing trend of crowdfunding and niche-themed board games presents new opportunities
3.6.Market Share Analysis
4. Age Group Overview
4.1.Introduction
4.1.1. Market Size & Forecast
4.2. 2-5 Years
4.2.1. Market Size & Forecast
4.3.Between 5 and 12 Years
4.3.1. Market Size & Forecast
4.4.12-25 Years
4.4.1. Market Size & Forecast
4.5.Above 25 Years
4.5.1. Market Size & Forecast
5. Game Type Overview
5.1.Introduction
5.1.1. Market Size & Forecast
5.2.Monopoly
5.2.1. Market Size & Forecast
5.3.Scrabble
5.3.1. Market Size & Forecast
5.4.Chess
5.4.1. Market Size & Forecast’
5.5.Others
5.5.1. Market Size & Forecast
6. Sales Channel Overview
6.1.Introduction
6.1.1. Market Size & Forecast
6.2.Offline Retail
6.2.1. Market Size & Forecast
6.3.Online / E-commerce Platforms
6.3.1. Market Size & Forecast
6.4.Others (Direct B2B, etc.)
6.4.1. Market Size & Forecast
7. Board Games Market Regional Overview
7.1.Introduction
7.1.1. Market Size & Forecast
7.2.North America Board Games market
7.2.1. North America Market Size & Forecast, By Country
7.2.2. North America Market Size & Forecast, By Age Group
7.2.3. North America Market Size & Forecast, By Game Type
7.2.4. North America Market Size & Forecast, By Sales Channel
7.2.5. U.S.
7.2.5.1. Market Size and Forecast
7.2.6. Canada
7.2.6.1. Market Size and Forecast
7.2.7. Mexico
7.2.7.1. Market Size and Forecast
7.3.Europe Board Games market
7.3.1. Europe Market Size & Forecast, By Country
7.3.2. Europe Market Size & Forecast, By Age Group
7.3.3. Europe Market Size & Forecast, By Game Type
7.3.4. Europe Market Size & Forecast, By Sales Channel
7.3.5. Germany
7.3.5.1. Market Size and Forecast
7.3.6. France
7.3.6.1. Market Size and Forecast
7.3.7. UK
7.3.7.1. Market Size and Forecast
7.3.8. Italy
7.3.8.1. Market Size and Forecast
7.3.9. Spain
7.3.9.1. Market Size and Forecast
7.3.10. Rest of Europe
7.3.10.1. Market Size and Forecast
7.4.Asia-Pacific Board Games market
7.4.1. Asia-Pacific Market Size & Forecast, By Country
7.4.2. Asia-Pacific Market Size & Forecast, By Age Group
7.4.3. Asia-Pacific Market Size & Forecast, By Game Type
7.4.4. Asia-Pacific Market Size & Forecast, By Sales Channel
7.4.5. China
7.4.5.1. Market Size and Forecast
7.4.6. Japan
7.4.6.1. Market Size and Forecast
7.4.7. India
7.4.7.1. Market Size and Forecast
7.4.8. South Korea
7.4.8.1. Market Size and Forecast
7.4.9. Australia
7.4.9.1. Market Size and Forecast
7.4.10. South East Asia
7.4.10.1. Market Size and Forecast
7.4.11. Rest of Asia-Pacific
7.4.11.1. Market Size and Forecast
7.5.South America Board Games market
7.5.1. South America Market Size & Forecast, By Country
7.5.2. South America Market Size & Forecast, By Age Group
7.5.3. South America Market Size & Forecast, By Game Type
7.5.4. South America Market Size & Forecast, By Sales Channel
7.5.5. Brazil
7.5.5.1. Market Size and Forecast
7.5.6. Argentina
7.5.6.1. Market Size and Forecast
7.5.7. Rest of South America
7.5.7.1. Market Size and Forecast
7.6.Middle East & Africa Board Games market
7.6.1. Middle East & Africa Market Size & Forecast, By Country
7.6.2. Middle East & Africa Market Size & Forecast, By Age Group
7.6.3. Middle East & Africa Market Size & Forecast, By Game Type
7.6.4. Middle East & Africa Market Size & Forecast, By Sales Channel
7.6.5. GCC Countries
7.6.5.1. Market Size and Forecast
7.6.6. UAE
7.6.6.1. Market Size and Forecast
7.6.7. Saudi Arabia
7.6.7.1. Market Size and Forecast
7.6.8. South Africa
7.6.8.1. Market Size and Forecast
7.6.9. Rest of Middle East & Africa
7.6.9.1. Market Size and Forecast
8. Company Profile
8.1. Asmodee Group
8.2. Blue Orange Games
8.3. Buffalo Games LLC
8.4. Catan Studio
8.5. CMON Limited
8.6. Czech Games Edition (CGE)
8.7. Days of Wonder
8.8. Fantasy Flight Games
8.9. Games Workshop
8.10. Gibson Games
8.11. Goliath Group (incl. Pressman)
8.12. HABA - Habermaass GmbH
8.13. Hachette Livre
8.14. Hasbro, Inc.
8.15. IELLO
8.16. Indie Boards and Cards
8.17. Kosmos
8.18. Masters Traditional Games
8.19. Mattel Inc.
8.20. North Star Games
8.21. Pegasus Spiele GmbH
8.22. Plan B Games
8.23. PlayMonster LLC
8.24. Ravensburger AG
8.25. Rebellion Developments Ltd.
8.26. Renegade Game Studios
8.27. Repos Production
8.28. Schmidt Spiele GmbH
8.29. Spin Master Ltd.
8.30. Stonemaier Games

  • Asmodee Group
  • Blue Orange Games
  • Buffalo Games LLC
  • Catan Studio
  • CMON Limited
  • Czech Games Edition (CGE)
  • Days of Wonder
  • Fantasy Flight Games
  • Games Workshop
  • Gibson Games
  • Goliath Group (incl. Pressman)
  • HABA - Habermaass GmbH
  • Hachette Livre
  • Hasbro, Inc.
  • IELLO
  • Indie Boards and Cards
  • Kosmos
  • Masters Traditional Games
  • Mattel Inc.
  • North Star Games
  • Pegasus Spiele GmbH
  • Plan B Games
  • PlayMonster LLC
  • Ravensburger AG
  • Rebellion Developments Ltd.
  • Renegade Game Studios
  • Repos Production
  • Schmidt Spiele GmbH
  • Spin Master Ltd.
  • Stonemaier Games

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Frequently Asked Questions

Global Board Games market is valued at $15.9 billion in 2025.
Global Board Games market is estimated to grow with a CAGR of 11.4% from 2025 to 2032.
Global Board Games market is estimated to reach $33.9 billion by 2032.
Top players operating in the Asmodee Group, Blue Orange Games, Buffalo Games LLC, Catan Studio, CMON Limited, Czech Games Edition (CGE), Days of Wonde