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License information was derived automatically
Analysis of ‘Board Games’ provided by Analyst-2 (analyst-2.ai), based on source dataset retrieved from https://www.kaggle.com/andrewmvd/board-games on 14 February 2022.
--- Dataset description provided by original source is as follows ---
This dataset contains data collected on board games from the BoardGameGeek (BGG) website in February 2021. BGG is the largest online collection of board game data which consists of data on more than 100,000 total games (ranked and unranked).
The voluntary online community contributes to the site with reviews, ratings, images, videos, session reports and live discussion forums on the expanding database of board games.
This data set contains all ranked games (~20,000) as of the date of collection from the BGG database. Unranked games are ignored as they have not been rated by enough BGG users (a game should receive at least 30 votes to be eligible for ranking).
- Predict board game rating based on its mechanics and features.
- Explore the landscape of board games
If you use this dataset in your research, please credit the authors
Citation
Dilini Samarasinghe, July 5, 2021, "BoardGameGeek Dataset on Board Games", IEEE Dataport, doi: https://dx.doi.org/10.21227/9g61-bs59.
License
CC BY 4.0
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--- Original source retains full ownership of the source dataset ---
As of September 2024, the highest rated game by users of BoardGameGeek, an online forum and database for board gaming hobbyists, was Brass: Birmingham with an average user rating of 8.41 out of 10. It is followed in the rankings by Pandemic Legacy: Season 1 and Gloomhaven.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
237525 Global import shipment records of Board Game with prices, volume & current Buyer's suppliers relationships based on actual Global export trade database.
Between January 1st and September 3rd 2024, the most played game by users of BoardGameGeek, an online forum and database for board gaming hobbyists, was Ark Nova with more than 100,000 recorded plays. Meanwhile, Azul and Wingspan ranked second and third with 79,247 and 73,970 games played respectively.
According to analysis from a Taiwanese database between January 12 and February 11, 2025, Werewolf was the most discussed board game online in the market. It garnered approximately 2,800 social media feeds, forum discussions, blog posts, online news articles, and other internet user comments. The second popular game Monopoly recorded only 291 online responses.
This statistic shows the results of a survey conducted in the United States in 2018 on the frequency of playing board games in the family. Some 28 percent of respondents stated that they play board games in the family once a week.The Survey Data Table for the Statista survey Toys and Games in the U.S. - Purchase Criteria, Card and Board Games, elec. Toys & Devices, STEM-Toys 2018 contains the complete tables for the survey including various column headings.
Subscribers can find out export and import data of 23 countries by HS code or product’s name. This demo is helpful for market analysis.
Tabletop Games Market Size 2025-2029
The tabletop games market size is forecast to increase by USD 4.76 billion at a CAGR of 12.3% between 2024 and 2029.
The market is experiencing significant growth, driven by the increasing popularity of this social and interactive form of entertainment. A key trend fueling market expansion is the rise of tabletop game cafes, which offer consumers a unique gaming experience in a social setting. These establishments provide access to a wide variety of games, fostering community engagement and driving sales. Another significant driver is the integration of digital elements into traditional tabletop games. This fusion of physical and digital components is attracting a new generation of gamers, who value the tactile experience of playing a board game while also enjoying the convenience and interactivity of digital features. However, the market faces challenges as well. The increasing threat from alternate gaming platforms, such as video games and virtual reality, is forcing tabletop game companies to innovate and differentiate their offerings. To capitalize on market opportunities and navigate challenges effectively, companies must focus on creating unique and engaging gaming experiences that cater to both traditional and digital-savvy consumers.
What will be the Size of the Market during the forecast period?
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The market encompasses a diverse range of products, including board games, puzzles, collectible card games, miniature games, RPG board games, dexterity games, tile-based games, educational games, fantasy games, and various card games. This market exhibits strong growth, fueled by increasing consumer interest in tactile and social gaming experiences. The market size is substantial, with millions of enthusiasts worldwide engaging in these activities. Key trends include the rise of game cafes and bars as social hubs, the integration of tabletop games into family and children's activities, and the expansion of the market on social media platforms. The appeal of tabletop games transcends age and demographic boundaries, catering to diverse audiences.
Brain development benefits, such as improved spatial reasoning and strategic thinking, further underscore the value of these games. Miniature war games, dice games, role-playing games, tile-laying games, and game publishers continue to innovate and release new products, ensuring a steady stream of engaging experiences for players. The market's direction remains positive, as the appeal of tabletop games as a form of entertainment and social interaction continues to resonate with consumers.
How is this Tabletop Games Industry segmented?
The tabletop games industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.
Type
Monopoly
Scrabble
Chess
Ludo
Others
Distribution Channel
Offline
Online
Geography
Europe
France
Germany
Italy
UK
North America
US
Canada
APAC
China
India
Japan
South Korea
South America
Middle East and Africa
By Type Insights
The monopoly segment is estimated to witness significant growth during the forecast period. Monopoly, a classic board game with strong nostalgic appeal, continues to captivate audiences due to its adaptability and accessibility. With various editions and themes, Monopoly caters to diverse interests, from classic city versions to pop culture tie-ins. Its presence on digital platforms and mobile applications extends its reach, enabling players to enjoy the game online with friends or computer opponents. This convenience attracts new generations while preserving the game's timeless charm. Tabletop games, including board games, puzzles, collectible card games, miniature games, RPGs, dexterity games, tile-based games, educational games, fantasy games, sports games, historical games, and specialty stores, cater to different demographics such as adults, kids, families, and partygoers.
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The monopoly segment was valued at USD 1.3 billion in 2019 and showed a gradual increase during the forecast period.
Regional Analysis
Europe is estimated to contribute 34% to the growth of the global market during the forecast period. Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
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Europe is home to numerous major gaming conventions, including Essen Spiel in Germany and the UK Games Expo, providing publishers with platforms to present new games and gamers with opportunities to discover the latest off
This statistic shows the results of a survey conducted in the United States in 2018 on the willingness to pay for a new board game. Some 21 percent of respondents stated that they consider up to $20 appropriate for a new board game.The Survey Data Table for the Statista survey Toys and Games in the U.S. - Purchase Criteria, Card and Board Games, elec. Toys & Devices, STEM-Toys 2018 contains the complete tables for the survey including various column headings.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Take two! : 32 board games for 2 players is a book. It was written by Frank Tapson and published by A&C Black in 1977.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Mancala game type complexity classifications.
Subscribers can find out export and import data of 23 countries by HS code or product’s name. This demo is helpful for market analysis.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
1004 Global export shipment records of Board Game with prices, volume & current Buyer's suppliers relationships based on actual Global export trade database.
Subscribers can find out export and import data of 23 countries by HS code or product’s name. This demo is helpful for market analysis.
This dataset was created by Yash Khairnar Ml
Released under Other (specified in description)
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data was reported at 0.000 % in Aug 2020. This records an increase from the previous number of -9.090 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data is updated monthly, averaging 11.110 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 57.140 % in Jul 2019 and a record low of -18.180 % in May 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: YoY: Cultural and Entertainment Article.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
This data simulates scrapped board games reviews from mishigeek.com web.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: MoM: Value data was reported at 20.270 % in Aug 2020. This records an increase from the previous number of -20.090 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: MoM: Value data is updated monthly, averaging 9.230 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 109.980 % in Nov 2019 and a record low of -44.580 % in Dec 2019. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: MoM: Value data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: MoM: Cultural and Entertainment Article.
This statistic shows the results of a survey conducted in the United States in 2018 on the frequency of buying new card and board games. Some 27 percent of respondents stated that they buy new board games every few months.The Survey Data Table for the Statista survey Toys and Games in the U.S. - Purchase Criteria, Card and Board Games, elec. Toys & Devices, STEM-Toys 2018 contains the complete tables for the survey including various column headings.
This statistic shows the results of a survey conducted in the United States in 2018 on the occasions for playing board games in the family. Some 72 percent of respondents stated that they play board games for no reason with their family.The Survey Data Table for the Statista survey Toys and Games in the U.S. - Purchase Criteria, Card and Board Games, elec. Toys & Devices, STEM-Toys 2018 contains the complete tables for the survey including various column headings.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Analysis of ‘Board Games’ provided by Analyst-2 (analyst-2.ai), based on source dataset retrieved from https://www.kaggle.com/andrewmvd/board-games on 14 February 2022.
--- Dataset description provided by original source is as follows ---
This dataset contains data collected on board games from the BoardGameGeek (BGG) website in February 2021. BGG is the largest online collection of board game data which consists of data on more than 100,000 total games (ranked and unranked).
The voluntary online community contributes to the site with reviews, ratings, images, videos, session reports and live discussion forums on the expanding database of board games.
This data set contains all ranked games (~20,000) as of the date of collection from the BGG database. Unranked games are ignored as they have not been rated by enough BGG users (a game should receive at least 30 votes to be eligible for ranking).
- Predict board game rating based on its mechanics and features.
- Explore the landscape of board games
If you use this dataset in your research, please credit the authors
Citation
Dilini Samarasinghe, July 5, 2021, "BoardGameGeek Dataset on Board Games", IEEE Dataport, doi: https://dx.doi.org/10.21227/9g61-bs59.
License
CC BY 4.0
Splash banner
--- Original source retains full ownership of the source dataset ---