DUBLIN, September 25, 2017 /PRNewswire/ --
The "Global Board Games Market - Strategic Assessment and Forecast 2017-2022" report has been added to Research and Markets' offering.
The board games market will grow at a CAGR of 9% during 2016-2022.
"Global Board Games Market - Strategic Assessment and Forecast 2017-2022," considers the present scenario of the market and its strategic assessment for the period 2017-2022. It includes a detailed study of growth drivers, trends, and restraints. The report includes the leading four vendors in the market and other key vendors.
Board games are witnessing a high-value proposition for investors and general population than other advanced video games. A major factor that is encouraging the general population to invest is that board games are easy to understand and people can connect with the concept rapidly and can set realistic targets. Hence the increase in crowdfunding platforms for the game publishers is a major factor that is driving the growth of the market.
These games, which were traditionally played in their physical format using boards, cards, dice, and playing tokens, are increasingly being translated into the digital form for devices such as smartphones, computers, video game systems, and tablets. The increasing digitization of these games is one the emerging trends that is going to boost the market during the forecast period.
The board games market continues to face a challenge from the digital games segment, however, the market along with other games segment have remained stable in the past three years.
The retail sale has increased tremendously and the demand has mainly been from the teen and adult population. Board games are not only beneficial for learning among toddlers and infants but also, they are helpful in creating learning environment among adults and are increasingly becoming a part of corporate classrooms. Also, the development of mobile applications supporting these games have increased the gaming experience among several age groups. As the purchasing power of middle-class families is increasing, the sale of board games is likely to accelerate.
A high average lifecycle is another factor for the growth of the market. Board games have an average lifecycle of eight years, however with product extensions, it is expected to reach ten years.
The global board games market is dominated by the tabletop segment because of its increasing demand across geographies. Publishers of tabletop games target mass market due to their wide user base, which is driving the growth of the market. The collectible card games segment is the second popular segment in the global board games market.
The report profiles major companies in the global board games market and provides the competitive landscape of the leading players. It covers the entire market outlook regarding the value chain operating in the market.
Key Topics Covered:
Section 1 Research Methodology
Section 2 Executive Summary
Section 3 Report Coverage
3.1 Report Assumption
3.2 Market Derivation
3.3 Currency Exchange Rates
Section 4 Introduction
Section 5 Key Market Drivers
5.1 Increasing Millennials Population
5.2 Increasing Crowdfunding Platforms for Board Game Publishers
5.3 Shifting Themes of Board Games
Section 6 Key Market Trends
6.1 Growing Trend of Board Game Cafes
6.2 Increasing Digitization of Board Games
6.3 Growing Visual and Sensory Appeal in Board Games
6.4 Growing Mobile Applications for Board Games
6.5 Increasing Focus on Online Strategy
Section 7 Key Market Restraints
7.1 Threat from Other Gaming Platforms
7.2 Volatile Raw Material Prices
7.3 Lack of Product Awareness and Limited Access to New Vendors
7.4 Loss on Royalty Fees due to Counterfeit Board Games
Section 8 Global Board Games Market
8.1 Introduction
8.1.1 Case Study
8.2 Global Board Games Market Size and Analysis
Section 9 Global Board Games Market by Type
9.1 Tabletop Board Games Market
9.1.1 Market Size and Forecast
9.2 Card and Dice Games Market
9.2.1 Market Size and Forecast
9.3 Collectible Card Game Market
9.3.1 Market Size and Forecast
9.4 Miniature Games
9.4.1 Market Size and Analysis
9.5 RPGs
9.5.1 Market Size and Analysis
Section 10 Global Board Games Market by Theme
Section 11 Geographical Segmentation
11.1 Geographical Overview of Board Games Market
Section 12 Board Games Market in Europe
Section 13 Board Games Market in North America
Section 14 Board Games Market in APAC
Section 15 Board Games Market in Latin America
Section 16 Market Size and Analysis of MEA
Section 17 Competitive Landscape
17.1 Porter's Five Forces Model
17.1.1 Threat of New Entrants
17.1.2 Bargaining Power of Suppliers
17.1.3 Bargaining Power of Buyers
17.1.4 Threat of Substitutes
17.1.5 Threat of Rivalry
17.2 Competitive Scenario
Section 18 Key Vendor Analysis
18.1 Asmodee
18.1.1 Introduction
18.1.2 Financial Performance
18.1.3 Key Strengths
18.2 Hasbro
18.2.1 Introduction
18.2.2 Hasbro Brand Architecture
18.2.3 Traditional Game Play Portfolio
18.2.4 Emerging Brands
18.2.5 Product Categories
18.2.6 Financial Performance
18.2.7 Key Strengths
18.2.8 Key Strategies
18.2.9 Key Opportunities
18.3 Mattel Inc.
18.3.1 Introduction
18.3.2 Brand Architecture
18.3.3 Traditional Game Play Portfolio
18.3.4 Product Categories
18.3.5 Financial Performance
18.3.6 Key Strengths
18.3.7 Key Strategies
18.3.8 Key Opportunities
18.4 Ravensburger
18.4.1 Introduction
18.4.2 Financial Performance
18.4.3 Key Strengths
18.4.4 Key Strategy
18.4.5 Key Opportunities
Section 19 Other Prominent Vendors
19.1 Asmadi Games
19.2 Bezier Games
19.3 BoardGameDesign.com
19.4 Clementoni
19.5 Disney
19.6 Gibsons Games
19.7 Goliath BV
19.8 Grey Fox Games
19.9 Fremont Die Consumer Products
19.10 Indie Boards and Cards
19.11 INI LLC
19.12 International Playthings
19.13 Kamings Trade
19.14 Learning Resources
19.15 Legendary Games
19.16 Loony Labs
19.17 Ludo Fact
19.18 Mayfair Games
19.19 Melissa & Doug
19.20 Mindware.com
19.21 North Star Games
19.22 Orchard Toys
19.23 Panda GM
19.24 Paul Lamond Games
19.25 Playroom Entertainment
19.26 Pegasus Spiele
19.27 Piatnik
19.28 Pressman Toy
19.29 RoosterFin
19.30 Reaper Miniatures
19.31 Rio Grande Games
19.32 Schmidt Spiele
19.33 Spin Master
19.34 Spontaneous Games
19.35 Surprised Stare Games
19.36 SunsOut
19.37 Talicor
19.38 The Haywire Group
19.39 The Regency Chess Company
19.40 ThinkFun
19.41 TREND Enterprises
19.42 Ultra PRO International
19.43 University Games
19.44 USAopoly
19.45 Winning Moves Games
19.46 Wonder Forge
19.47 Zobmondo
Section 20 Appendix
For more information about this report visit
https://www.researchandmarkets.com/research/bfrmw9/global_board
Media Contact:
Laura Wood, Senior Manager
[email protected]
For E.S.T Office Hours Call +1-917-300-0470
For U.S./CAN Toll Free Call +1-800-526-8630
For GMT Office Hours Call +353-1-416-8900
U.S. Fax: 646-607-1907
Fax (outside U.S.): +353-1-481-1716
SOURCE Research and Markets
Related Links
WANT YOUR COMPANY'S NEWS FEATURED ON PRNEWSWIRE.COM?
Newsrooms &
Influencers
Digital Media
Outlets
Journalists
Opted In
Share this article