A survey conducted in 2023 revealed that the majority of board game enthusiasts globally were between the ages of 18 and 34. Meanwhile, only 18 percent of people aged above 55 were board game enthusiasts.
According to a survey conducted during the third quarter of 2023, approximately 65 percent of Baby Boomers in the United States said that they liked board games. Meanwhile, 66 percent of Millennials said that they liked board games.
The global market value of board games, alternatively known as tabletop games, was estimated to be around 7.2 billion U.S. dollars in 2017 and was forecast to reach a value of 12 billion U.S. dollars by 2023.
What are tabletop games?
Tabletop games are games which are typically played on a hard surface or table. These types of games usually include a board, game pieces, figurines, cards, dice, and an assortment of other accessories which vary depending on the complexity of the game in question. Chess is one example of a two-player board game. Tabletop games can also be group oriented with the number of players varying according to the capacity and rules of the game. These games can be strategy based but may also have an element of chance.
Who are the key players in this market?
There are several dominant players within the toy industry. Board games do not form the core business for many of these companies, but are typically part of their diversified product offerings, which are spread across the toys and gaming industry. Hasbro, who have the well-known board game Monopoly as part of their product offering, also manufacture and sell action figures and plush toys, as well as many other types of toys and games.
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
A survey conducted in 2023 revealed that 51 percent of board game enthusiasts globally were women. Meanwhile, the remaining share were men.
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The Board Games Market Share size and share are expected to exceed USD 44.10 billion by 2034, with a compound annual growth rate (CAGR) of 9.1% during the forecast period.
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BASE YEAR | 2024 |
HISTORICAL DATA | 2019 - 2024 |
REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
MARKET SIZE 2023 | 12.35(USD Billion) |
MARKET SIZE 2024 | 12.93(USD Billion) |
MARKET SIZE 2032 | 18.6(USD Billion) |
SEGMENTS COVERED | Game Type, Target Audience, Distribution Channel, Theme, Regional |
COUNTRIES COVERED | North America, Europe, APAC, South America, MEA |
KEY MARKET DYNAMICS | Increasing popularity of tabletop gaming, Growth of online gaming platforms, Rising demand for strategic games, Expanding target demographic base, Innovative game designs and themes |
MARKET FORECAST UNITS | USD Billion |
KEY COMPANIES PROFILED | Days of Wonder, Mattel, Wizards of the Coast, Renegade Game Studios, Steve Jackson Games, Cowabunga, Ravensburger, Blue Orange Games, Hasbro, Winning Moves Games, Asmodee, Gameworks, IELLO, Fantasy Flight Games, ZMan Games |
MARKET FORECAST PERIOD | 2025 - 2032 |
KEY MARKET OPPORTUNITIES | Expansion into digital platforms, Eco-friendly game production, Customizable and personalized designs, Targeting niche demographics, Collaborative multiplayer experiences |
COMPOUND ANNUAL GROWTH RATE (CAGR) | 4.65% (2025 - 2032) |
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.
Board games are a widely-known type of entertainment that are typically played between two or more people. When surveyed in May 2020, 44 percent of respondents in the United States stated that they found playing board games very enjoyable. Comparatively, 11 percent of respondents said that board games were not very enjoyable.
A September 2023 survey analyzed the level of interest in playing board games or cards in selected countries worldwide. Overall, Belgium recorded the highest figure, with 31 percent of respondents being interested in such activities. Meanwhile, the United States placed second in the ranking, with 23 percent of the sample enjoying either board games or cards.
The most funded tabletop Kickstarter project as of January 2025 was Brandon Sanderson's Cosmere RPG, which raised over 15 million U.S. dollars. It was followed by Frosthaven and Kingdom Death: Monster 1.5, each with over 12 million U.S. dollars raised.
A survey conducted in April 2022 examined the frequency of board game participation in the United States. The majority of respondents, 25 percent, stated that they never played board games. Meanwhile, 22 percent of respondents stated that they played board games once every few months.
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Product innovations include the introduction of augmented reality and virtual reality elements in games, enhancing player engagement and creating a more immersive experience. Licensing agreements with popular franchises, such as movies, TV shows, and board games, continue to drive product development and market growth. Notable trends are: Rising popularity of games such as card games, and board games among the millennial population is driving the market growth.
According to a 2020 survey, younger generations in the United States found board games to be more enjoyable than their older counterparts. As of May 2020, 38 percent of Gen Z respondents found playing board games very enjoyable. Comparatively, 29 percent of respondents from the Silent Generation found board games very enjoyable.
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Statistics illustrates consumption, production, prices, and trade of Games Operated by Coins, Banknotes or Discs in Anguilla from 2007 to 2024.
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Statistics illustrates market overview of games; articles for funfair, table or parlour games, including pintables, tables for casino games, bowling alley equipment, n.e.s. in heading no. 9504 in Cuba from 2007 to 2024.
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.
Over the five years through 2025, industry revenue is expected to swell at a compound annual rate of 3.5%. The French toy and game retail industry is navigating seismic shifts driven by evolving demographics, digital shifts and changing consumer behaviour. With birth rates down by 16% since 2010 according to the INSEE, retailers face a shrinking core customer base. However, the surge of adult gaming offers a lucrative silver lining. Kid-adult games now account for nearly 30% of toy sales, with adult-oriented products like strategy board games, high-end collectables and intricate LEGO sets driving significant revenue growth. Licensed products dominate shelves, fuelled by emotional connections to franchises like Barbie, Star Wars and Pokémon. While blockbuster hits can drive massive sales, flops pose risks. Leading retailers must balance licensed and non-licensed options strategically. Behind the scenes, digitisation and centralised platforms streamline inventory and delivery, improving efficiency. With nostalgia marketing, in-store events and influencer collaborations shaping trends, French retailers are redefining how toys are sold, ensuring they remain relevant and profitable in a competitive, evolving market. In 2025, revenue is expected to drop by 3.8% to €2.2 billion. Profit is anticipated to reach 3.1%, falling over the coming five years, pushed down by the high price of licensed toys and the costs of overhauling operations. Over the five years through 2030, revenue is expected to inch up at a compound annual rate of 0.9% to €2.3 billion, while profit is anticipated to remain under pressure thanks to shifts in products and the cost of digitisation. The French game and toy market will continue evolving, driven by demographic shifts, adult gaming trends and tech-savvy consumer demands. With declining birth rates and an ageing population, retailers are capitalising on adult nostalgia and social gaming. Diversity and inclusivity also take centre stage, reflecting France’s growing multicultural society. Licensed toys remain a retail staple, powered by cross-industry collaborations with popular franchises. Digitisation is reshaping the sector. Augmented reality toys, AI-enhanced games and STEM kits cater to tech-savvy consumers, while in-store demos and educational toys appeal to parents prioritising active, cognitive play. The future lies in blending nostalgia, innovation and inclusivity, ensuring toy retail thrives in a rapidly evolving market.
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Georgia Exports of articles for funfair, table or parlour games to Russia was US$96 during 2024, according to the United Nations COMTRADE database on international trade. Georgia Exports of articles for funfair, table or parlour games to Russia - data, historical chart and statistics - was last updated on March of 2025.
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Statistics illustrates consumption, production, prices, and trade of Games; funfair, table or parlour, articles thereof including pintables billiards, special tables for casino games and automatic bowling alley equipment in Barbados from 2007 to 2024.
A survey conducted in 2023 revealed that the majority of board game enthusiasts globally were between the ages of 18 and 34. Meanwhile, only 18 percent of people aged above 55 were board game enthusiasts.