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PUBLISHER: Arizton Advisory & Intelligence | PRODUCT CODE: 1653695

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PUBLISHER: Arizton Advisory & Intelligence | PRODUCT CODE: 1653695

Tabletop Games Market - Global Outlook & Forecast 2025-2030

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The global tabletop games market is expected to grow at a CAGR of 9.76% from 2024 to 2030.

MARKET TRENDS & DRIVERS

Shift Toward Sustainable & Eco-Friendly Practices

Consumers are increasingly choosing eco-friendly products, including tabletop games, as concerns over environmental issues such as climate change, deforestation, and plastic pollution. This shift is prompting companies to rethink how they design, produce, and market their games, focusing on sustainability. Many manufacturers in the tabletop games market are now turning to sustainable materials, such as biodegradable plastics, recycled paper, and certified wood, to reduce their environmental impact. Companies such as HABA Familygroup are using certified sustainable wood and non-toxic paints, while CMON is opting for biodegradable plastics for their game pieces. Stonemaier Games is cutting down on plastic by using recycled paper for game boards and packaging. Blue Orange Games is replacing plastic packaging with recycled cardboard, and Days of Wonder is ensuring responsible sourcing with FSC-certified paper. These changes are helping to minimize waste and promote a circular economy in the tabletop game industry.

Growing Number of Tabletop Game Cafes

Tabletop game cafes are becoming a key part of the growing tabletop games market. These cafes offer a social space where people can enjoy games, food, and drinks while connecting with others who share the same interests. They host events such as game nights and tournaments to help build a community of tabletop game enthusiasts and create a friendly environment for newcomers. These cafes allow customers to try out a variety of games, including new releases and lesser-known titles, making it easier for people to discover new games without having to buy them. This lowers the barrier to entry for new players and encourages more frequent gaming. The rise of tabletop game cafes is contributing to industry growth by attracting more customers, increasing game sales, and expanding the community. Family-friendly cafes, such as Gamehaus Cafe in Los Angeles and AU BONHEUR DES JEUX in Paris, make it easier for people of all ages to enjoy gaming together. With more cafes opening in 2024, this trend is helping to grow the tabletop game market further.

SEGMENTATION INSIGHTS

INSIGHTS BY GAME TYPE

The global tabletop games market is an ever-evolving industry that has continued to grow in popularity due to the increasing interest in social and recreational activities. The board games hold the most significant share of the global market in 2024. The board games segment dominance can be attributed to their long history, widespread appeal, and versatility. Board games are accessible to a broad audience because they have simple rules that are easy to learn, and they can be played in diverse settings, from family gatherings to social game nights. Additionally, board games cover a wide range of themes and genres, including strategy, party, and cooperative games, catering to different interests and preferences. Their convenience-requiring little setup and providing engaging, structured gameplay-further contributes to their popularity, making them the top choice for many gamers. In comparison, other categories such as dexterity, tile-based, and paper & pencil games often appeal to more specific player preferences or require specialized skills, which limits their overall market reach. This versatility and widespread appeal make board games the leading segment in the tabletop games market.

INSIGHTS BY BOARD GAMES

The board games category of the global tabletop games market can be sub-categorized as tabletop board games, collectible card games, card & dice games, miniature games, and RPG board games. Among these segments, tabletop board games are the dominant category. This dominance can be attributed to their broad appeal and accessibility to a wide range of players. Tabletop board games are easy to understand, require minimal setup, and can be played in various environments, making them highly convenient. Their structured gameplay, combined with a wide variety of themes and genres, such as strategy, cooperative, and party games, makes them suitable for both casual players and serious enthusiasts. In contrast, other segments such as collectible card games, miniature games, and RPG board games often cater to more niche audiences or require a higher level of skill and commitment, limiting their overall reach. This versatility and accessibility make tabletop board games a leading segment in the tabletop games market.

INSIGHTS BY RPG BOARD GAMES

The RPG board games categories of the global tabletop games market can be categorized as traditional, narrative-driven, hybrid, digital, and other RPG board games. Among these segments, traditional RPG board games are the dominant ones. This is primarily due to their long-established presence and strong cultural roots within the tabletop gaming community. Traditional RPGs, such as Dungeons & Dragons, are popular for their immersive storytelling, deep character development, and social interaction. These games have built a dedicated fan base over the years and continue to attract new players due to their rich gameplay and versatility. While newer categories such as digital RPGs and hybrid RPGs are growing, traditional RPG board games maintain dominance because of their established format, extensive content libraries, and strong support networks, including gaming groups, conventions, and online communities. This established presence makes them the dominant segment in the RPG board game category.

INSIGHTS BY THEME

The educational tabletop games theme segment holds the most prominent share of the global tabletop games market. This dominance is driven by their broad appeal across various age groups, particularly in schools, educational institutions, and family settings. Educational games provide a fun and interactive way to learn, making them highly popular among parents and educators. They are designed to improve cognitive skills, problem-solving abilities, and critical thinking in a way that is engaging and entertaining. Furthermore, with the growing emphasis on hands-on learning and experiential education, these games are increasingly used as effective teaching tools. Countries investing heavily in education reform and interactive teaching methods drive the demand. For instance, North America, Western Europe, and parts of Asia (e.g., Japan, South Korea, and India) are integrating these games into classrooms and homes. Unlike other segments such as strategy & war or fantasy tabletop games, which often cater to more specific interests, educational tabletop games have a universal appeal, making them the leader them the global tabletop games market.

INSIGHTS BY USER GROUP

By the user group, the global tabletop games market can be categorized as adults, kids, and family & party. Adults are the dominant group in this segment, largely due to the growing popularity of tabletop games among adult players, particularly with the rise of strategy games, RPGs, and CCGs, which require higher levels of engagement and cognitive skills. Adults are often more willing to invest time and money into purchasing complex games, attending events, or participating in gaming communities. Additionally, tabletop games for adults offer a social and relaxing way to spend time with friends, providing an alternative to digital entertainment. The increasing trend of game cafes, where adults gather to play, and the rise of hobbyist and competitive gaming has further boosted the dominance of adults in the tabletop games market.

INSIGHTS BY DISTRIBUTION CHANNEL

The offline distribution dominates the global tabletop games market. This is primarily due to the strong presence of physical game stores, specialized hobby shops, and events such as board game conventions, where consumers can directly experience and purchase tabletop games. Offline channels allow customers to interact with the games, get recommendations from knowledgeable staff, and enjoy a hands-on experience that is difficult to replicate online. Additionally, social spaces such as game cafes and community gatherings foster in-person play and encourage people to explore new titles. Despite the growing popularity of online sales, offline distribution still holds a significant share of the tabletop games market because of its ability to provide an immersive and personalized shopping experience for tabletop game enthusiasts.

INSIGHTS BY OFFLINE DISTRIBUTION CHANNEL

The offline distribution channel segment of the global tabletop games market can be further categorized as specialty stores, mass market players, and other offline channels. Specialty Stores are dominant in the category and this dominance is largely due to the expertise and focused selection of products these stores offer. Specialty stores are known for curating a wide range of tabletop games, often including niche and indie titles that may not be available in mass-market outlets. Customers visit specialty stores for personalized experiences, where the staff is knowledgeable about the games, can provide recommendations, and create a community atmosphere for enthusiasts. These stores often host in-store events, game nights, and tournaments, further increasing their appeal. Hence, specialty stores remain the dominant offline channel for tabletop games, catering to the growing demand for both mainstream and unique gaming experiences.

GEOGRAPHICAL ANALYSIS

The global tabletop games market continues to expand globally, driven by the increasing consumer interest in immersive, strategic, and social gameplay experiences. In 2024, North America continued to lead the global tabletop games market, driven by its established gaming culture, high disposable income, and strong retail network. The region holds a significant tabletop games market share, thanks to its ability to innovate and adapt to changing consumer preferences. This dominance is supported by key drivers such as a growing interest in family-friendly games, strategy-based gameplay, and hybrid formats that combine physical and digital elements. Popular conventions such as Gen Con, which attract thousands of gamers annually, also play a crucial role in promoting game discovery and driving sales.

APAC is emerging as a fast-growing tabletop games market, fueled by the increasing demand in countries such as China, Japan, South Korea, India, and Australia. This expansion is driven by a combination of cultural innovation, technological integration, and evolving consumer preferences. With a younger demographic eagerness to explore new gaming formats and the growing popularity of game cafes and e-commerce platforms, the region is transforming into a dynamic hub for tabletop gaming. Furthermore, Europe continues to play a central role in the global tabletop games market, with the UK, Germany, and France leading the charge. Known for its innovative and well-crafted Eurogames (strategy-focused board games), the region remains a preferred market for players who value thoughtful gameplay, high-quality design, and deep strategic elements. Europe's success is driven by a strong focus on strategic gameplay, localized editions, and a robust culture of community-driven events such as game fairs and conventions.

The tabletop games market in Latin America is growing steadily, with Brazil, Argentina, and Mexico leading the charge in 2024. This growth is a result of better accessibility through e-commerce, adaptations of games that resonate with local culture, and a focus on family and educational use. While the market is smaller compared to North America or Europe, its untapped potential and young, dynamic audience make it a promising area for growth. Furthermore, the tabletop games market in the Middle East & Africa is steadily gaining momentum, supported by urbanization, a revival of interest in traditional games, and the growing presence of international brands. One of the standout trends in the Middle East & Africa is the modern adaptation of traditional games. For example, ancient games such as Senet, a classic from Egyptian culture, are being reintroduced with modern visuals and updated mechanics. These new versions not only resonate with local players who value their cultural heritage but also attract international audiences curious about the region's history.

SEGMENTATION & FORECAST

Segmentation by Product

  • Board Games
  • Dexterity Games
  • Tile-Based Games
  • Paper & Pencil Games

Segmentation by Board Games

  • Tabletop Board Games
  • Collectible Card Games
  • Card & Dice Games
  • Miniature Games
  • RPG Board Games

Segmentation by RPG Board Games

  • Traditional
  • Narrative-Driven
  • Hybrid
  • Digital
  • Other RPG Board Games

Segmentation by Theme

  • Educational Tabletop Games
  • Strategy & War Tabletop Games
  • Fantasy Tabletop Games
  • Sports Tabletop Games
  • Historical Tabletop Games
  • Other Tabletop Games

Segmentation by User Group

  • Adults
  • Kids
  • Family & Party

Segmentation by Distribution Channel

  • Offline
  • Online

Segmentation by Offline Distribution Channel

  • Specialty Stores
  • Mass Market Players
  • Other Offline Channels

Segmentation by Geography

  • North America
  • The U.S.
  • Canada
  • APAC
  • China
  • India
  • Japan
  • Indonesia
  • South Korea
  • Australia
  • Malaysia
  • Europe
  • The U.K.
  • France
  • Germany
  • Russia
  • Italy
  • Sweden
  • Norway
  • Latin America
  • Brazil
  • Mexico
  • Argentina
  • Columbia
  • Middle East & Africa
  • South Africa
  • Turkey
  • Saudi Arabia
  • UAE

COMPETITIVE LANDSCAPE

The global tabletop games market is experiencing intense competition, driven by an influx of independent vendors and evolving consumer preferences. While traditional giants such as Hasbro and Mattel continue to dominate a significant portion of the global tabletop games market, the industry has become increasingly fragmented due to the emergence of smaller vendors. These independent players are leveraging creative designs, low production costs, and family-oriented game concepts to carve out their niches.

Recent Developments in the Global Tabletop Games Market

  • Asmodee's Strategic Move (2021): Acquiring Plan B Games bolstered its portfolio with hit titles like Azul, expanding its dominance in North America.
  • Embracer Group's Power Play (2022): By acquiring Asmodee, Embracer solidified its foothold in the global tabletop market, securing one of the industry's biggest publishers.
  • Flat River Group's Expansion (2021): The acquisition of Greater Than Games enhanced Flat River's distribution network while adding acclaimed titles like Spirit Island to its catalog.

Key Company Profiles

  • Embracer Group (Asmodee Group)
  • Hasbro
  • Mattel
  • Ravensburger
  • Goliath Games

Other Prominent Vendors

  • Asmadi Games
  • Bezier Games
  • BoardGameDesign.com
  • Buffalo Games
  • Clementoni
  • CMON
  • Disney
  • Funko
  • Games Workshop
  • Gibsons Games
  • Grey Fox Games
  • IELLO Games
  • Indie Boards and Cards
  • INI
  • Epoch Everlasting Play
  • Imago Group
  • Kamings Trade Co
  • Learning Resources
  • Lifestyle Boardgames
  • Looney Labs
  • Ludo Fact
  • Melissa & Doug
  • MindWare
  • North Star Games
  • Orchard Toys
  • Panda Game Manufacturing
  • Pegasus Spiele
  • Piatnik
  • Reaper Miniatures
  • Rio Grande Games
  • Schmidt Spiele
  • Spin Master
  • Spontaneous Games
  • Surprised Stare Games
  • SunsOut
  • Talicor
  • TREND enterprises, Inc.
  • Ultra PRO International
  • University Games
  • USAopoly
  • Winning Moves Games
  • WizKids
  • Zobmondo
  • Stronghold Games
  • Yellow Games
  • Blue Orange Games
  • Fireside Games
  • SmartPlay Games
  • Elzra Games
  • Ludonaute

KEY QUESTIONS ANSWERED:

1. How big is the global tabletop games market?

2. What is the growth rate of the global tabletop games market?

3. What are the significant trends in the tabletop games market?

4. Which region dominates the global tabletop games market share?

5. Who are the key players in the global tabletop games market?

Product Code: ARZ250204

TABLE OF CONTENTS

1 SCOPE & COVERAGE

  • 1.1 MARKET DEFINITION
    • 1.1.1 INCLUSIONS
    • 1.1.2 EXCLUSIONS
    • 1.1.3 MARKET ESTIMATION CAVEATS
  • 1.2 SEGMENTS COVERED & DEFINITION
    • 1.2.1 MARKET SEGMENTATION BY GAME TYPE
    • 1.2.2 MARKET SEGMENTATION BY BOARD GAMES SUB-TYPE
    • 1.2.3 MARKET SEGMENTATION BY RPG BOARD GAMES
    • 1.2.4 MARKET SEGMENTATION BY THEME
    • 1.2.5 MARKET SEGMENTATION BY USER GROUP
    • 1.2.6 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL
    • 1.2.7 MARKET SEGMENTATION BY OFFLINE DISTRIBUTION CHANNEL
    • 1.2.8 REGIONAL & COUNTRIES COVERED
  • 1.3 MARKET DERIVATION
    • 1.3.1 HISTORIC, BASE & FORECAST YEARS

2 PREMIUM INSIGHTS

  • 2.1 OPPORTUNITY POCKETS
    • 2.1.1 MARKET MATURITY INDICATOR
    • 2.1.2 REGIONAL INSIGHTS
  • 2.2 MARKET OVERVIEW
  • 2.3 MARKET DYNAMICS
    • 2.3.1 MARKET TRENDS
    • 2.3.2 MARKET ENABLERS
  • 2.4 SEGMENT ANALYSIS
    • 2.4.1 INSIGHTS BY GAME TYPE
    • 2.4.2 INSIGHTS BY BOARD GAMES
    • 2.4.3 INSIGHTS BY RPG BOARD GAMES
    • 2.4.4 INSIGHTS BY THEME
    • 2.4.5 INSIGHTS BY USER GROUP
    • 2.4.6 INSIGHTS BY DISTRIBUTION CHANNEL
    • 2.4.7 INSIGHTS BY OFFLINE DISTRIBUTION CHANNEL
  • 2.5 COMPETITIVE LANDSCAPE
  • 2.6 GEOGRAPHICAL ANALYSIS
    • 2.6.1 REGIONS & COUNTRIES

3 MARKET AT A GLANCE

4 INTRODUCTION

  • 4.1 OVERVIEW
    • 4.1.1 NEW EDITIONS AND INTELLECTUAL PROPERTIES (IP) ADAPTATIONS IN RPG BOARD GAMES
    • 4.1.2 INTEGRATION OF DIGITAL TOOLS IN RPG BOARD GAMES
    • 4.1.3 SURGING SOLO ROLE-PLAYING EXPERIENCES
    • 4.1.4 EMPHASIS ON NARRATIVE-DRIVEN AND THEMATIC GAMES
    • 4.1.5 TABLETOP GAMES MARKET OUTLOOK
    • 4.1.6 OVERVIEW OF COMPARISON ANALYSIS: TABLETOP GAMES VS BOARD GAMES
    • 4.1.7 KEY FINDINGS
    • 4.1.8 KEY DEVELOPMENTS
  • 4.2 VALUE CHAIN ANALYSIS
    • 4.2.1 MATERIAL SOURCING & SUSTAINABILITY
    • 4.2.2 GAME DESIGN & DEVELOPMENT
    • 4.2.3 MANUFACTURING & PRODUCTION
    • 4.2.4 DISTRIBUTION & SALES CHANNELS
    • 4.2.5 MARKETING, ENGAGEMENT & FEEDBACK

5 MARKET OPPORTUNITIES & TRENDS

  • 5.1 SHIFT TOWARD SUSTAINABLE & ECO-FRIENDLY PRACTICES
  • 5.2 STRATEGIC PRODUCT INNOVATIONS
    • 5.2.1 KEY EXAMPLES OF HYBRID INNOVATIONS
  • 5.3 FOCUS ON LEISURE ACTIVITIES
    • 5.3.1 NOSTALGIA: RESTORATION OF CHILDHOOD MEMORIES
    • 5.3.2 SOCIAL INTERACTION: STRENGTHENING BONDS
    • 5.3.3 DIVERSION: A CATALYST FOR TABLETOP GAMES MARKET GROWTH
    • 5.3.4 MENTAL STIMULATION & ITS ROLE IN MARKET EXPANSION
    • 5.3.5 CONVENIENCE & ACCESSIBILITY DRIVING ADOPTION
  • 5.4 DIGITIZATION OF TABLETOP GAMES
    • 5.4.1 DIGITIZATION OF TABLETOP GAMES
    • 5.4.2 ACCESSIBILITY & CONVENIENCE
    • 5.4.3 HYBRID GAMES & TECHNOLOGY INTEGRATION
    • 5.4.4 BENEFITS OF DIGITIZATION
    • 5.4.5 EMERGING DIGITAL PLATFORMS

6 MARKET GROWTH ENABLERS

  • 6.1 RISE IN DEMAND FOR ANALOG EXPERIENCE
    • 6.1.1 NOSTALGIA & TRADITION: CONNECTING GENERATIONS
    • 6.1.2 NOSTALGIC REVIVAL
    • 6.1.3 SOCIAL INTERACTION & FAMILY BONDING
    • 6.1.4 BUILDING RELATIONSHIPS THROUGH GAMEPLAY
    • 6.1.5 MULTI-GENERATIONAL APPEAL
  • 6.2 INCORPORATION OF LEARNING QUOTIENT
  • 6.3 INCREASE IN NUMBER OF TABLETOP GAME CAFES
    • 6.3.1 POPULAR EXAMPLES OF TABLETOP GAME CAFES

7 MARKET RESTRAINTS

  • 7.1 COMPETITION FROM ALTERNATIVE GAMING OPTIONS
  • 7.2 HIGH PRODUCTION COST & COMPLEXITY OF LEARNING
    • 7.2.1 PREMIUM COMPONENTS & MANUFACTURING COSTS
  • 7.3 DISRUPTIONS IN THE SUPPLY CHAIN
    • 7.3.1 MATERIAL SHORTAGES & PRODUCTION DELAYS
    • 7.3.2 INCREASED SHIPPING COSTS & FREIGHT DELAYS
    • 7.3.3 STOCK SHORTAGES AT RETAIL LOCATIONS
    • 7.3.4 HIGHER RETAIL PRICES & CUSTOMER DETERRENCE

8 MARKET LANDSCAPE

  • 8.1 MARKET OVERVIEW
    • 8.1.1 RISING POPULARITY OF EUROPEAN-STYLE TABLETOP GAMES
    • 8.1.2 STRATEGY GAMES AS MARKET LEADERS
    • 8.1.3 EMERGENCE OF NEW MARKETS
  • 8.2 MARKET SIZE & FORECAST
  • 8.3 FIVE FORCES ANALYSIS
    • 8.3.1 THREAT OF NEW ENTRANTS
    • 8.3.2 BARGAINING POWER OF SUPPLIERS
    • 8.3.3 BARGAINING POWER OF BUYERS
    • 8.3.4 THREAT OF SUBSTITUTES
    • 8.3.5 COMPETITIVE RIVALRY

9 GAME TYPE

  • 9.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 9.2 MARKET OVERVIEW
  • 9.3 BOARD GAMES
    • 9.3.1 MARKET OVERVIEW
    • 9.3.2 MARKET SIZE & FORECAST
    • 9.3.3 MARKET BY GEOGRAPHY
  • 9.4 DEXTERITY GAMES
    • 9.4.1 MARKET OVERVIEW
    • 9.4.2 MARKET SIZE & FORECAST
    • 9.4.3 MARKET BY GEOGRAPHY
  • 9.5 TILE-BASED GAMES
    • 9.5.1 MARKET OVERVIEW
    • 9.5.2 MARKET SIZE & FORECAST
    • 9.5.3 MARKET BY GEOGRAPHY
  • 9.6 PAPER & PENCIL GAMES
    • 9.6.1 MARKET OVERVIEW
    • 9.6.2 MARKET SIZE & FORECAST
    • 9.6.3 MARKET BY GEOGRAPHY

10 BOARD GAMES

  • 10.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 10.2 MARKET OVERVIEW
  • 10.3 TABLETOP BOARD GAMES
    • 10.3.1 MARKET OVERVIEW
    • 10.3.2 MARKET SIZE & FORECAST
    • 10.3.3 MARKET BY GEOGRAPHY
  • 10.4 COLLECTIBLE CARD GAMES
    • 10.4.1 MARKET OVERVIEW
    • 10.4.2 MARKET SIZE & FORECAST
    • 10.4.3 MARKET BY GEOGRAPHY
  • 10.5 CARD & DICE GAMES
    • 10.5.1 MARKET OVERVIEW
    • 10.5.2 MARKET SIZE & FORECAST
    • 10.5.3 MARKET BY GEOGRAPHY
  • 10.6 MINIATURE GAMES
    • 10.6.1 MARKET OVERVIEW
    • 10.6.2 MARKET SIZE & FORECAST
    • 10.6.3 MARKET BY GEOGRAPHY
  • 10.7 RPG BOARD GAMES
    • 10.7.1 MARKET OVERVIEW
    • 10.7.2 MARKET SIZE & FORECAST
    • 10.7.3 MARKET BY GEOGRAPHY

11 RPG BOARD GAMES

  • 11.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 11.2 MARKET OVERVIEW
  • 11.3 TRADITIONAL
    • 11.3.1 MARKET OVERVIEW
    • 11.3.2 MARKET SIZE & FORECAST
    • 11.3.3 MARKET BY GEOGRAPHY
  • 11.4 NARRATIVE-DRIVEN
    • 11.4.1 MARKET OVERVIEW
    • 11.4.2 MARKET SIZE & FORECAST
    • 11.4.3 MARKET BY GEOGRAPHY
  • 11.5 HYBRID
    • 11.5.1 MARKET OVERVIEW
    • 11.5.2 MARKET SIZE & FORECAST
    • 11.5.3 MARKET BY GEOGRAPHY
  • 11.6 DIGITAL
    • 11.6.1 MARKET OVERVIEW
    • 11.6.2 MARKET SIZE & FORECAST
    • 11.6.3 MARKET BY GEOGRAPHY
  • 11.7 OTHER RPG BOARD GAMES
    • 11.7.1 MARKET OVERVIEW
    • 11.7.2 MARKET SIZE & FORECAST
    • 11.7.3 MARKET BY GEOGRAPHY

12 THEME

  • 12.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 12.2 MARKET OVERVIEW
  • 12.3 EDUCATIONAL TABLETOP GAMES
    • 12.3.1 MARKET OVERVIEW
    • 12.3.2 MARKET SIZE & FORECAST
    • 12.3.3 MARKET BY GEOGRAPHY
  • 12.4 STRATEGY & WAR TABLETOP GAMES
    • 12.4.1 MARKET OVERVIEW
    • 12.4.2 MARKET SIZE & FORECAST
    • 12.4.3 MARKET BY GEOGRAPHY
  • 12.5 FANTASY TABLETOP GAMES
    • 12.5.1 MARKET OVERVIEW
    • 12.5.2 MARKET SIZE & FORECAST
    • 12.5.3 MARKET BY GEOGRAPHY
  • 12.6 SPORTS TABLETOP GAMES
    • 12.6.1 MARKET OVERVIEW
    • 12.6.2 MARKET SIZE & FORECAST
    • 12.6.3 MARKET BY GEOGRAPHY
  • 12.7 HISTORICAL TABLETOP GAMES
    • 12.7.1 MARKET OVERVIEW
    • 12.7.2 MARKET SIZE & FORECAST
    • 12.7.3 MARKET BY GEOGRAPHY
  • 12.8 OTHER TABLETOP GAMES
    • 12.8.1 MARKET OVERVIEW
    • 12.8.2 MARKET SIZE & FORECAST
    • 12.8.3 MARKET BY GEOGRAPHY

13 USER GROUP

  • 13.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 13.2 MARKET OVERVIEW
  • 13.3 ADULTS
    • 13.3.1 MARKET OVERVIEW
    • 13.3.2 MARKET SIZE & FORECAST
    • 13.3.3 MARKET BY GEOGRAPHY
  • 13.4 KIDS
    • 13.4.1 MARKET OVERVIEW
    • 13.4.2 MARKET SIZE & FORECAST
    • 13.4.3 MARKET BY GEOGRAPHY
  • 13.5 FAMILY & PARTY
    • 13.5.1 MARKET OVERVIEW
    • 13.5.2 MARKET SIZE & FORECAST
    • 13.5.3 MARKET BY GEOGRAPHY

14 DISTRIBUTION CHANNEL

  • 14.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 14.2 MARKET OVERVIEW
  • 14.3 OFFLINE
    • 14.3.1 MARKET OVERVIEW
    • 14.3.2 MARKET SIZE & FORECAST
    • 14.3.3 MARKET BY GEOGRAPHY
  • 14.4 ONLINE
    • 14.4.1 MARKET OVERVIEW
    • 14.4.2 MARKET SIZE & FORECAST
    • 14.4.3 MARKET BY GEOGRAPHY

15 OFFLINE DISTRIBUTION CHANNEL

  • 15.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 15.2 MARKET OVERVIEW
  • 15.3 SPECIALTY STORES
    • 15.3.1 MARKET OVERVIEW
    • 15.3.2 MARKET SIZE & FORECAST
    • 15.3.3 MARKET BY GEOGRAPHY
  • 15.4 MASS MARKET PLAYERS
    • 15.4.1 MARKET OVERVIEW
    • 15.4.2 MARKET SIZE & FORECAST
    • 15.4.3 MARKET BY GEOGRAPHY
  • 15.5 OTHER OFFLINE CHANNELS
    • 15.5.1 MARKET OVERVIEW
    • 15.5.2 MARKET SIZE & FORECAST
    • 15.5.3 MARKET BY GEOGRAPHY

16 GEOGRAPHY

  • 16.1 MARKET SNAPSHOT & GROWTH ENGINE
  • 16.2 GEOGRAPHIC OVERVIEW

17 NORTH AMERICA

  • 17.1 MARKET OVERVIEW
  • 17.2 MARKET SIZE & FORECAST
  • 17.3 GAME TYPE
    • 17.3.1 MARKET SIZE & FORECAST
  • 17.4 BOARD GAMES
    • 17.4.1 MARKET SIZE & FORECAST
  • 17.5 RPG BOARD GAMES
    • 17.5.1 MARKET SIZE & FORECAST
  • 17.6 THEME
    • 17.6.1 MARKET SIZE & FORECAST
  • 17.7 USER GROUP
    • 17.7.1 MARKET SIZE & FORECAST
  • 17.8 DISTRIBUTION CHANNEL
    • 17.8.1 MARKET SIZE & FORECAST
  • 17.9 OFFLINE DISTRIBUTION CHANNEL
    • 17.9.1 MARKET SIZE & FORECAST
  • 17.10 KEY COUNTRIES
  • 17.11 US: MARKET SIZE & FORECAST
  • 17.12 CANADA: MARKET SIZE & FORECAST

18 APAC

  • 18.1 MARKET OVERVIEW
  • 18.2 MARKET SIZE & FORECAST
  • 18.3 GAME TYPE
    • 18.3.1 MARKET SIZE & FORECAST
  • 18.4 BOARD GAMES
    • 18.4.1 MARKET SIZE & FORECAST
  • 18.5 RPG BOARD GAMES
    • 18.5.1 MARKET SIZE & FORECAST
  • 18.6 THEME
    • 18.6.1 MARKET SIZE & FORECAST
  • 18.7 USER GROUP
    • 18.7.1 MARKET SIZE & FORECAST
  • 18.8 DISTRIBUTION CHANNEL
    • 18.8.1 MARKET SIZE & FORECAST
  • 18.9 OFFLINE DISTRIBUTION CHANNEL
    • 18.9.1 MARKET SIZE & FORECAST
  • 18.10 KEY COUNTRIES
  • 18.11 CHINA: MARKET SIZE & FORECAST
  • 18.12 INDIA: MARKET SIZE & FORECAST
  • 18.13 JAPAN: MARKET SIZE & FORECAST
  • 18.14 INDONESIA: MARKET SIZE & FORECAST
  • 18.15 SOUTH KOREA: MARKET SIZE & FORECAST
  • 18.16 AUSTRALIA: MARKET SIZE & FORECAST
  • 18.17 MALAYSIA: MARKET SIZE & FORECAST

19 EUROPE

  • 19.1 MARKET OVERVIEW
  • 19.2 MARKET SIZE & FORECAST
  • 19.3 GAME TYPE
    • 19.3.1 MARKET SIZE & FORECAST
  • 19.4 BOARD GAMES
    • 19.4.1 MARKET SIZE & FORECAST
  • 19.5 RPG BOARD GAMES
    • 19.5.1 MARKET SIZE & FORECAST
  • 19.6 THEME
    • 19.6.1 MARKET SIZE & FORECAST
  • 19.7 USER GROUP
    • 19.7.1 MARKET SIZE & FORECAST
  • 19.8 DISTRIBUTION CHANNEL
    • 19.8.1 MARKET SIZE & FORECAST
  • 19.9 OFFLINE DISTRIBUTION CHANNEL
    • 19.9.1 MARKET SIZE & FORECAST
  • 19.10 KEY COUNTRIES
  • 19.11 UK: MARKET SIZE & FORECAST
  • 19.12 FRANCE: MARKET SIZE & FORECAST
  • 19.13 GERMANY: MARKET SIZE & FORECAST
  • 19.14 RUSSIA: MARKET SIZE & FORECAST
  • 19.15 ITALY: MARKET SIZE & FORECAST
  • 19.16 SWEDEN: MARKET SIZE & FORECAST
  • 19.17 NORWAY: MARKET SIZE & FORECAST

20 LATIN AMERICA

  • 20.1 MARKET OVERVIEW
  • 20.2 MARKET SIZE & FORECAST
  • 20.3 GAME TYPE
    • 20.3.1 MARKET SIZE & FORECAST
  • 20.4 BOARD GAMES
    • 20.4.1 MARKET SIZE & FORECAST
  • 20.5 RPG BOARD GAMES
    • 20.5.1 MARKET SIZE & FORECAST
  • 20.6 THEME
    • 20.6.1 MARKET SIZE & FORECAST
  • 20.7 USER GROUP
    • 20.7.1 MARKET SIZE & FORECAST
  • 20.8 DISTRIBUTION CHANNEL
    • 20.8.1 MARKET SIZE & FORECAST
  • 20.9 OFFLINE DISTRIBUTION CHANNEL
    • 20.9.1 MARKET SIZE & FORECAST
  • 20.10 KEY COUNTRIES
  • 20.11 BRAZIL: MARKET SIZE & FORECAST
  • 20.12 MEXICO: MARKET SIZE & FORECAST
  • 20.13 ARGENTINA: MARKET SIZE & FORECAST
  • 20.14 COLOMBIA: MARKET SIZE & FORECAST

21 MIDDLE EAST & AFRICA

  • 21.1 MARKET OVERVIEW
  • 21.2 MARKET SIZE & FORECAST
  • 21.3 GAME TYPE
    • 21.3.1 MARKET SIZE & FORECAST
  • 21.4 BOARD GAMES
    • 21.4.1 MARKET SIZE & FORECAST
  • 21.5 RPG BOARD GAMES
    • 21.5.1 MARKET SIZE & FORECAST
  • 21.6 THEME
    • 21.6.1 MARKET SIZE & FORECAST
  • 21.7 USER GROUP
    • 21.7.1 MARKET SIZE & FORECAST
  • 21.8 DISTRIBUTION CHANNEL
    • 21.8.1 MARKET SIZE & FORECAST
  • 21.9 OFFLINE DISTRIBUTION CHANNEL
    • 21.9.1 MARKET SIZE & FORECAST
  • 21.10 KEY COUNTRIES
  • 21.11 TURKEY: MARKET SIZE & FORECAST
  • 21.12 SAUDI ARABIA: MARKET SIZE & FORECAST
  • 21.13 SOUTH AFRICA: MARKET SIZE & FORECAST
  • 21.14 UAE: MARKET SIZE & FORECAST

22 COMPETITIVE LANDSCAPE

  • 22.1 COMPETITION OVERVIEW
    • 22.1.1 RECENT M&A: INDICATORS OF GROWTH

23 KEY COMPANY PROFILES

  • 23.1 EMBRACER GROUP (ASMODEE GROUP)
    • 23.1.1 BUSINESS OVERVIEW
    • 23.1.2 PRODUCT OFFERINGS
    • 23.1.3 KEY STRATEGIES
    • 23.1.4 KEY STRENGTHS
    • 23.1.5 KEY OPPORTUNITIES
  • 23.2 HASBRO
    • 23.2.1 BUSINESS OVERVIEW
    • 23.2.2 PRODUCT OFFERINGS
    • 23.2.3 KEY STRATEGIES
    • 23.2.4 KEY STRENGTHS
    • 23.2.5 KEY OPPORTUNITIES
  • 23.3 MATTEL
    • 23.3.1 BUSINESS OVERVIEW
    • 23.3.2 PRODUCT OFFERINGS
    • 23.3.3 KEY STRATEGIES
    • 23.3.4 KEY STRENGTHS
    • 23.3.5 KEY OPPORTUNITIES
  • 23.4 RAVENSBURGER
    • 23.4.1 BUSINESS OVERVIEW
    • 23.4.2 PRODUCT OFFERINGS
    • 23.4.3 KEY STRATEGIES
    • 23.4.4 KEY STRENGTHS
    • 23.4.5 KEY OPPORTUNITIES
  • 23.5 GOLIATH GAMES
    • 23.5.1 BUSINESS OVERVIEW
    • 23.5.2 PRODUCT OFFERINGS
    • 23.5.3 KEY STRATEGIES
    • 23.5.4 KEY STRENGTHS
    • 23.5.5 KEY OPPORTUNITIES

24 OTHER PROMINENT VENDORS

  • 24.1 ASMADI GAMES
    • 24.1.1 BUSINESS OVERVIEW
    • 24.1.2 PRODUCT OFFERINGS
  • 24.2 BEZIER GAMES
    • 24.2.1 BUSINESS OVERVIEW
    • 24.2.2 PRODUCT OFFERINGS
  • 24.3 BOARDGAMEDESIGN.COM
    • 24.3.1 BUSINESS OVERVIEW
    • 24.3.2 PRODUCT OFFERINGS
  • 24.4 BUFFALO GAMES
    • 24.4.1 BUSINESS OVERVIEW
    • 24.4.2 PRODUCT OFFERINGS
  • 24.5 CLEMENTONI
    • 24.5.1 BUSINESS OVERVIEW
    • 24.5.2 PRODUCT OFFERINGS
  • 24.6 CMON
    • 24.6.1 BUSINESS OVERVIEW
    • 24.6.2 PRODUCT OFFERINGS
  • 24.7 DISNEY
    • 24.7.1 BUSINESS OVERVIEW
    • 24.7.2 PRODUCT OFFERINGS
  • 24.8 FUNKO
    • 24.8.1 BUSINESS OVERVIEW
    • 24.8.2 PRODUCT OFFERINGS
  • 24.9 GAMES WORKSHOP
    • 24.9.1 BUSINESS OVERVIEW
    • 24.9.2 PRODUCT OFFERINGS
  • 24.10 GIBSONS GAMES
    • 24.10.1 BUSINESS OVERVIEW
    • 24.10.2 PRODUCT OFFERINGS
  • 24.11 GREY FOX GAMES
    • 24.11.1 BUSINESS OVERVIEW
    • 24.11.2 PRODUCT OFFERINGS
  • 24.12 IELLO GAMES
    • 24.12.1 BUSINESS OVERVIEW
    • 24.12.2 PRODUCT OFFERINGS
  • 24.13 INDIE BOARDS AND CARDS
    • 24.13.1 BUSINESS OVERVIEW
    • 24.13.2 PRODUCT OFFERINGS
  • 24.14 INI
    • 24.14.1 BUSINESS OVERVIEW
    • 24.14.2 PRODUCT OFFERINGS
  • 24.15 EPOCH EVERLASTING PLAY
    • 24.15.1 BUSINESS OVERVIEW
    • 24.15.2 PRODUCT OFFERINGS
  • 24.16 IMAGO GROUP
    • 24.16.1 BUSINESS OVERVIEW
    • 24.16.2 PRODUCT OFFERINGS
  • 24.17 KAMINGS TRADE CO
    • 24.17.1 BUSINESS OVERVIEW
    • 24.17.2 PRODUCT OFFERINGS
  • 24.18 LEARNING RESOURCES
    • 24.18.1 BUSINESS OVERVIEW
    • 24.18.2 PRODUCT OFFERINGS
  • 24.19 LIFESTYLE BOARDGAMES
    • 24.19.1 BUSINESS OVERVIEW
    • 24.19.2 PRODUCT OFFERINGS
  • 24.20 LOONY LABS
    • 24.20.1 BUSINESS OVERVIEW
    • 24.20.2 PRODUCT OFFERINGS
  • 24.21 LUDO FACT
    • 24.21.1 BUSINESS OVERVIEW
    • 24.21.2 PRODUCT OFFERINGS
  • 24.22 MELISSA & DOUG
    • 24.22.1 BUSINESS OVERVIEW
    • 24.22.2 PRODUCT OFFERINGS
  • 24.23 MINDWARE
    • 24.23.1 BUSINESS OVERVIEW
    • 24.23.2 PRODUCT OFFERINGS
  • 24.24 NORTH STAR GAMES
    • 24.24.1 BUSINESS OVERVIEW
    • 24.24.2 PRODUCT OFFERINGS
  • 24.25 ORCHARD TOYS
    • 24.25.1 BUSINESS OVERVIEW
    • 24.25.2 PRODUCT OFFERINGS
  • 24.26 PANDA GAME MANUFACTURING
    • 24.26.1 BUSINESS OVERVIEW
    • 24.26.2 PRODUCT OFFERINGS
  • 24.27 PEGASUS SPIELE
    • 24.27.1 BUSINESS OVERVIEW
    • 24.27.2 PRODUCT OFFERINGS
  • 24.28 PIATNIK
    • 24.28.1 BUSINESS OVERVIEW
    • 24.28.2 PRODUCT OFFERINGS
  • 24.29 REAPER MINIATURES
    • 24.29.1 BUSINESS OVERVIEW
    • 24.29.2 PRODUCT OFFERINGS
  • 24.30 RIO GRANDE GAMES
    • 24.30.1 BUSINESS OVERVIEW
    • 24.30.2 PRODUCT OFFERINGS
  • 24.31 SCHMIDT SPIELE
    • 24.31.1 BUSINESS OVERVIEW
    • 24.31.2 PRODUCT OFFERINGS
  • 24.32 SPIN MASTER
    • 24.32.1 BUSINESS OVERVIEW
    • 24.32.2 PRODUCT OFFERINGS
  • 24.33 SPONTANEOUS GAMES
    • 24.33.1 BUSINESS OVERVIEW
    • 24.33.2 PRODUCT OFFERINGS
  • 24.34 SURPRISED STARE GAMES
    • 24.34.1 BUSINESS OVERVIEW
    • 24.34.2 PRODUCT OFFERINGS
  • 24.35 SUNSOUT
    • 24.35.1 BUSINESS OVERVIEW
    • 24.35.2 PRODUCT OFFERINGS
  • 24.36 TALICOR
    • 24.36.1 BUSINESS OVERVIEW
    • 24.36.2 PRODUCT OFFERINGS
  • 24.37 TREND ENTERPRISES, INC
    • 24.37.1 BUSINESS OVERVIEW
    • 24.37.2 PRODUCT OFFERINGS
  • 24.38 ULTRA PRO INTERNATIONAL
    • 24.38.1 BUSINESS OVERVIEW
    • 24.38.2 PRODUCT OFFERINGS
  • 24.39 UNIVERSITY GAMES
    • 24.39.1 BUSINESS OVERVIEW
    • 24.39.2 PRODUCT OFFERINGS
  • 24.40 USAOPOLY
    • 24.40.1 BUSINESS OVERVIEW
    • 24.40.2 PRODUCT OFFERINGS
  • 24.41 WINNING MOVES GAMES
    • 24.41.1 BUSINESS OVERVIEW
    • 24.41.2 PRODUCT OFFERINGS
  • 24.42 WIZKIDS
    • 24.42.1 BUSINESS OVERVIEW
    • 24.42.2 PRODUCT OFFERINGS
  • 24.43 ZOBMONDO
    • 24.43.1 BUSINESS OVERVIEW
    • 24.43.2 PRODUCT OFFERINGS
  • 24.44 STRONGHOLD GAMES
    • 24.44.1 BUSINESS OVERVIEW
    • 24.44.2 PRODUCT OFFERINGS
  • 24.45 YELLOW GAMES
    • 24.45.1 BUSINESS OVERVIEW
    • 24.45.2 PRODUCT OFFERINGS
  • 24.46 BLUE ORANGE GAMES
    • 24.46.1 BUSINESS OVERVIEW
    • 24.46.2 PRODUCT OFFERINGS
  • 24.47 FIRESIDE GAMES
    • 24.47.1 BUSINESS OVERVIEW
    • 24.47.2 PRODUCT OFFERINGS
  • 24.48 SMARTPLAY GAMES
    • 24.48.1 BUSINESS OVERVIEW
    • 24.48.2 PRODUCT OFFERINGS
  • 24.49 ELZRA GAMES
    • 24.49.1 BUSINESS OVERVIEW
    • 24.49.2 PRODUCT OFFERINGS
  • 24.50 LUDONAUTE
    • 24.50.1 BUSINESS OVERVIEW
    • 24.50.2 PRODUCT OFFERINGS

25 REPORT SUMMARY

  • 25.1 KEY TAKEAWAYS
  • 25.2 STRATEGIC RECOMMENDATIONS

26 QUANTITATIVE SUMMARY

  • 26.1 MARKET BY GEOGRAPHY
  • 26.2 GAME TYPE
    • 26.2.1 MARKET SIZE & FORECAST
  • 26.3 BOARD GAMES
    • 26.3.1 MARKET SIZE & FORECAST
  • 26.4 RPG BOARD GAMES
    • 26.4.1 MARKET SIZE & FORECAST
  • 26.5 THEME
    • 26.5.1 MARKET SIZE & FORECAST
  • 26.6 USER GROUP
    • 26.6.1 MARKET SIZE & FORECAST
  • 26.7 DISTRIBUTION CHANNEL
    • 26.7.1 MARKET SIZE & FORECAST
  • 26.8 OFFLINE DISTRIBUTION CHANNEL
    • 26.8.1 MARKET SIZE & FORECAST

27 APPENDIX

  • 27.1 RESEARCH METHODOLOGY
  • 27.2 RESEARCH PROCESS
  • 27.3 REPORT ASSUMPTIONS & CAVEATS
    • 27.3.1 KEY CAVEATS
    • 27.3.2 CURRENCY CONVERSION
  • 27.4 ABBREVIATIONS
Product Code: ARZ250204

LIST OF EXHIBITS

  • EXHIBIT 1 MARKET SIZE CALCULATION APPROACH (2024)
  • EXHIBIT 2 VALUE CHAIN ANALYSIS OF GLOBAL TABLETOP GAMES MARKET
  • EXHIBIT 3 IMPACT OF THE SHIFT TOWARD SUSTAINABLE & ECO-FRIENDLY PRACTICES
  • EXHIBIT 4 EXAMPLES OF TABLETOP GAME COMPANIES EMBRACING SUSTAINABLE PRACTICES WITH REAL-TIME DATA
  • EXHIBIT 5 IMPACT OF STRATEGIC PRODUCT INNOVATIONS
  • EXHIBIT 6 IMPACT OF FOCUS ON LEISURE ACTIVITIES
  • EXHIBIT 7 IMPACT OF DIGITIZATION OF TABLETOP GAMES
  • EXHIBIT 8 DIGITIZATION OF TABLETOP GAMES
  • EXHIBIT 9 IMPACT OF RISE IN DEMAND FOR ANALOG EXPERIENCE
  • EXHIBIT 10 IMPACT OF INCORPORATION OF LEARNING QUOTIENT
  • EXHIBIT 11 IMPACT OF INCREASE IN NUMBER OF TABLETOP GAME CAFES
  • EXHIBIT 12 IMPACT OF COMPETITION ON ALTERNATIVE GAMING OPTIONS
  • EXHIBIT 13 KEY CHALLENGES IN DATA PRIVACY & SECURITY FOR TABLETOP GAMES MARKET
  • EXHIBIT 14 IMPACT OF HIGH PRODUCTION COST & COMPLEXITY OF LEARNING
  • EXHIBIT 15 IMPACT OF DISRUPTIONS ON THE SUPPLY CHAIN
  • EXHIBIT 16 SUPPLY CHAIN DISRUPTIONS
  • EXHIBIT 17 KEY FACTORS INFLUENCING THE GLOBAL TABLETOP GAMES MARKET
  • EXHIBIT 18 GLOBAL TABLETOP GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 19 FIVE FORCES ANALYSIS (2023)
  • EXHIBIT 20 INCREMENTAL GROWTH BY GAME TYPE (2024 & 2030)
  • EXHIBIT 21 SHARE OF GLOBAL TABLETOP GAMES MARKET BY GAME TYPE (2024)
  • EXHIBIT 22 GLOBAL BOARD GAMES MARKET BY GAME TYPE 2021-2030 ($ BILLION)
  • EXHIBIT 23 GLOBAL DEXTERITY GAMES MARKET BY GAME TYPE 2021-2030 ($ BILLION)
  • EXHIBIT 24 GLOBAL TILE-BASED GAMES MARKET BY GAME TYPE 2021-2030 ($ BILLION)
  • EXHIBIT 25 GLOBAL PAPER & PENCIL GAMES MARKET BY GAME TYPE 2021-2030 ($ BILLION)
  • EXHIBIT 26 INCREMENTAL GROWTH BY BOARD GAMES (2024 & 2030)
  • EXHIBIT 27 SHARE OF GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES (2024)
  • EXHIBIT 28 GLOBAL TABLETOP BOARD GAMES MARKET BY BOARD GAMES 2021-2030 ($ BILLION)
  • EXHIBIT 29 GLOBAL COLLECTIBLE CARD GAMES MARKET BY BOARD GAMES 2021-2030 ($ BILLION)
  • EXHIBIT 30 GLOBAL CARD & DICE GAMES MARKET BY BOARD GAMES 2021-2030 ($ BILLION)
  • EXHIBIT 31 GLOBAL MINIATURE GAMES MARKET BY BOARD GAMES 2021-2030 ($ BILLION)
  • EXHIBIT 32 GLOBAL RPG BOARD GAMES MARKET BY BOARD GAMES 2021-2030 ($ BILLION)
  • EXHIBIT 33 INCREMENTAL GROWTH BY RPG BOARD GAMES (2024 & 2030)
  • EXHIBIT 34 GLOBAL TRADITIONAL RPG BOARD GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 35 GLOBAL NARRATIVE-DRIVEN RPG BOARD GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 36 GLOBAL HYBRID RPG BOARD GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 37 GLOBAL DIGITAL RPG BOARD GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 38 GLOBAL OTHER RPG BOARD GAMES MARKET 2021-2030 ($ BILLION)
  • EXHIBIT 39 INCREMENTAL GROWTH BY THEME (2024 & 2030)
  • EXHIBIT 40 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 41 DRIVING FACTORS FOR STRATEGY & WAR TABLETOP GAMES
  • EXHIBIT 42 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 43 GLOBAL FANTASY TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 44 GLOBAL SPORTS TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 45 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 46 GLOBAL OTHER TABLETOP GAMES MARKET BY THEME 2021-2030 ($ BILLION)
  • EXHIBIT 47 INCREMENTAL GROWTH BY USER GROUP (2024 & 2030)
  • EXHIBIT 48 SHARE OF GLOBAL TABLETOP GAMES MARKET BY USER GROUP (2024)
  • EXHIBIT 49 GLOBAL ADULTS TABLETOP GAMES MARKET BY USER GROUP 2021-2030 ($ BILLION)
  • EXHIBIT 50 GLOBAL KIDS TABLETOP GAMES MARKET BY USER GROUP 2021-2030 ($ BILLION)
  • EXHIBIT 51 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY USER GROUP 2021-2030 ($ BILLION)
  • EXHIBIT 52 INCREMENTAL GROWTH BY DISTRIBUTION CHANNEL (2024 & 2030)
  • EXHIBIT 53 GLOBAL OFFLINE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2021-2030 ($ BILLION)
  • EXHIBIT 54 GLOBAL ONLINE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2021-2030 ($ BILLION)
  • EXHIBIT 55 INCREMENTAL GROWTH BY OFFLINE DISTRIBUTION CHANNEL (2024 & 2030)
  • EXHIBIT 56 GLOBAL SPECIALTY STORES TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021-2030 ($ BILLION)
  • EXHIBIT 57 GLOBAL MASS MARKET PLAYERS TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021-2030 ($ BILLION)
  • EXHIBIT 58 GLOBAL OTHER OFFLINE CHANNELS TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2021-2030 ($ BILLION)
  • EXHIBIT 59 INCREMENTAL GROWTH BY GEOGRAPHY (2024 & 2030)
  • EXHIBIT 60 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY
  • EXHIBIT 61 MARKET GROWTH IN NORTH AMERICA
  • EXHIBIT 62 TABLETOP GAMES MARKET IN NORTH AMERICA 2021-2030 ($ BILLION)
  • EXHIBIT 63 INCREMENTAL GROWTH IN NORTH AMERICA (2024 & 2030)
  • EXHIBIT 64 TABLETOP GAMES MARKET IN US 2021-2030 ($ BILLION)
  • EXHIBIT 65 TABLETOP GAMES MARKET IN CANADA 2021-2030 ($ BILLION)
  • EXHIBIT 66 TABLETOP GAMES MARKET IN APAC 2021-2030 ($ BILLION)
  • EXHIBIT 67 INCREMENTAL GROWTH IN APAC (2024 & 2030)
  • EXHIBIT 68 TABLETOP GAMES MARKET IN CHINA 2021-2030 ($ BILLION)
  • EXHIBIT 69 POPULAR BOARD GAME CAFES IN INDIA 2024
  • EXHIBIT 70 TABLETOP GAMES MARKET IN INDIA 2021-2030 ($ BILLION)
  • EXHIBIT 71 TABLETOP GAMES MARKET IN JAPAN 2021-2030 ($ BILLION)
  • EXHIBIT 72 TABLETOP GAMES MARKET IN INDONESIA 2021-2030 ($ MILLION)
  • EXHIBIT 73 TABLETOP GAMES MARKET IN SOUTH KOREA 2021-2030 ($ BILLION)
  • EXHIBIT 74 TABLETOP GAMES MARKET IN AUSTRALIA 2021-2030 ($ BILLION)
  • EXHIBIT 75 TABLETOP GAMES MARKET IN MALAYSIA 2021-2030 ($ MILLION)
  • EXHIBIT 76 TABLETOP GAMES MARKET IN EUROPE 2021-2030 ($ BILLION)
  • EXHIBIT 77 INCREMENTAL GROWTH IN EUROPE (2023 & 2029)
  • EXHIBIT 78 POPULAR BOARD GAME CAFES IN UK
  • EXHIBIT 79 TABLETOP GAMES MARKET IN UK 2021-2030 ($ BILLION)
  • EXHIBIT 80 TABLETOP GAMES MARKET IN FRANCE 2021-2030 ($ BILLION)
  • EXHIBIT 81 TABLETOP GAMES MARKET IN GERMANY 2021-2030 ($ BILLION)
  • EXHIBIT 82 CULTURAL FOUNDATIONS & EMERGING TRENDS INFLUENCING THE MARKET
  • EXHIBIT 83 TABLETOP GAMES MARKET IN RUSSIA 2021-2030 ($ BILLION)
  • EXHIBIT 84 OVERVIEW OF TABLETOP GAMES MARKET IN ITALY
  • EXHIBIT 85 TABLETOP GAMES MARKET IN ITALY 2021-2030 ($ BILLION)
  • EXHIBIT 86 TABLETOP GAMES MARKET IN SWEDEN 2021-2030 ($ BILLION)
  • EXHIBIT 87 TABLETOP GAMES MARKET IN NORWAY 2021-2030 ($ BILLION)
  • EXHIBIT 88 TABLETOP GAMES MARKET IN LATIN AMERICA 2021-2030 ($ BILLION)
  • EXHIBIT 89 INCREMENTAL GROWTH IN LATIN AMERICA (2023 & 2029)
  • EXHIBIT 90 RECENT TRENDS SHAPING BRAZILIAN TABLETOP GAMES MARKET
  • EXHIBIT 91 TABLETOP GAMES MARKET IN BRAZIL 2021-2030 ($ BILLION)
  • EXHIBIT 92 TABLETOP GAMES MARKET IN MEXICO 2021-2030 ($ BILLION)
  • EXHIBIT 93 TABLETOP GAMES MARKET IN ARGENTINA 2021-2030 ($ BILLION)
  • EXHIBIT 94 TABLETOP GAMES MARKET IN COLOMBIA 2021-2030 ($ BILLION)
  • EXHIBIT 95 TABLETOP GAMES MARKET IN MIDDLE EAST & AFRICA 2021-2030 ($ BILLION)
  • EXHIBIT 96 INCREMENTAL GROWTH IN MIDDLE EAST & AFRICA (2024 & 2030)
  • EXHIBIT 97 TABLETOP GAMES MARKET IN TURKEY 2021-2030 ($ BILLION)
  • EXHIBIT 98 TABLETOP GAMES MARKET IN SAUDI ARABIA 2021-2030 ($ BILLION)
  • EXHIBIT 99 TABLETOP GAMES MARKET IN SOUTH AFRICA 2021-2030 ($ BILLION)
  • EXHIBIT 100 TABLETOP GAMES MARKET IN UAE 2021-2030 ($ BILLION)
  • EXHIBIT 101 GROWTH STRATEGIES IN GLOBAL TABLETOP GAME INDUSTRY
  • EXHIBIT 102 KEY CAVEATS

LIST OF TABLES

  • TABLE 1 COMPARISON ANALYSIS: TABLETOP GAMES VS BOARD GAMES
  • TABLE 2 EXAMPLES OF TABLETOP GAME COMPANIES EMBRACING SUSTAINABILITY
  • TABLE 3 HYBRID INNOVATIONS IN TABLETOP GAMING
  • TABLE 4 IMPACT OF EDUCATIONAL TABLETOP GAMES ON SCHOOLS & GOVERNMENT ORGANIZATIONS
  • TABLE 5 NEW CAFE PROJECTS CONTRIBUTING TO MARKET GROWTH
  • TABLE 6 COUNTRY-SPECIFIC DATA & CAMPAIGN INSIGHTS
  • TABLE 7 COUNTRY-SPECIFIC INSIGHTS
  • TABLE 8 ADVANTAGES & DISADVANTAGES OF BOARD GAMES
  • TABLE 9 GLOBAL BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 10 ADVANTAGES & DISADVANTAGES OF DEXTERITY GAMES
  • TABLE 11 GLOBAL DEXTERITY GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 12 GLOBAL TILE-BASED GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 13 ADVANTAGES & DISADVANTAGES OF PAPER & PENCIL GAMES
  • TABLE 14 GLOBAL PAPER & PENCIL GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 15 ADVANTAGES & DISADVANTAGES OF TABLETOP BOARD GAMES
  • TABLE 16 GLOBAL TABLETOP BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 17 GLOBAL COLLECTIBLE CARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 18 GLOBAL CARD & DICE GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 19 GLOBAL MINIATURE GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 20 GLOBAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 21 GLOBAL TRADITIONAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 22 GLOBAL NARRATIVE-DRIVEN RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 23 GLOBAL HYBRID RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 24 GLOBAL DIGITAL RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 25 GLOBAL OTHER RPG BOARD GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 26 GLOBAL EDUCATIONAL TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 27 GLOBAL STRATEGY & WAR TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 28 GLOBAL FANTASY TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 29 GLOBAL SPORTS TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 30 ADVANTAGES & DISADVANTAGES OF HISTORICAL TABLETOP GAMES
  • TABLE 31 GLOBAL HISTORICAL TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 32 GLOBAL OTHER TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 33 GLOBAL ADULTS TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 34 GLOBAL KIDS TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 35 GLOBAL FAMILY & PARTY TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 36 GLOBAL OFFLINE TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 37 GLOBAL ONLINE TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 38 GLOBAL SPECIALTY STORES TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 39 GLOBAL MASS MARKET PLAYERS TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 40 GLOBAL OTHER OFFLINE CHANNELS TABLETOP GAMES MARKET BY GEOGRAPHY 2024-2030 ($ BILLION)
  • TABLE 41 EXAMPLES OF LUCK-BASED VS. STRATEGIC GAMES IN NORTH AMERICA (2024)
  • TABLE 42 DEMOGRAPHIC BREAKDOWN (2024)
  • TABLE 43 EXAMPLES OF TOP TABLETOP GAME CAFES IN NORTH AMERICA (2024)
  • TABLE 44 NORTH AMERICA TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 45 NORTH AMERICA TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 46 NORTH AMERICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 47 NORTH AMERICA TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 48 NORTH AMERICA TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 49 NORTH AMERICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 50 NORTH AMERICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 51 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE UNITED STATES
  • TABLE 52 MAJOR VENDORS AND THEIR RECENT PRODUCT LAUNCHES
  • TABLE 53 PROMINENT TABLETOP CAFES IN US (2024)
  • TABLE 54 DISTRIBUTION AND PRICING BREAKDOWN (2024)
  • TABLE 55 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE CANADA
  • TABLE 56 EXAMPLES OF CUSTOM GAMES (2024)
  • TABLE 57 RETAIL CHANNEL BREAKDOWN (2024)
  • TABLE 58 DEMOGRAPHIC INSIGHTS (2024)
  • TABLE 59 EXAMPLES OF POPULAR TITLES
  • TABLE 60 APAC TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 61 APAC TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 62 APAC TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 63 APAC TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 64 APAC TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 65 APAC TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 66 APAC TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 67 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE CHINA
  • TABLE 68 CULTURAL SIGNIFICANCE AND POPULARITY OF TRADITIONAL GAMES
  • TABLE 69 BOARD GAMES FOR KIDS AND ADULTS
  • TABLE 70 THRIVING HUBS FOR GAMING EVENTS AND COMMUNITY ENGAGEMENT
  • TABLE 71 ECONOMIC GROWTH AND CONSUMER SPENDING
  • TABLE 72 : KEY MANUFACTURERS DRIVING COST-EFFECTIVE PRODUCTION
  • TABLE 73 DEMAND DRIVERS FOR PLAYING CARDS AND BOARD GAMES
  • TABLE 74 ROLE OF GAME BARS AND CAFES IN 2024
  • TABLE 75 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE INDIA
  • TABLE 76 CULTURAL ROOTS AND HISTORICAL SIGNIFICANCE
  • TABLE 77 KEY CONVENTIONS FOR GAME DESIGNERS IN THE TABLETOP INDUSTRY
  • TABLE 78 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE JAPAN
  • TABLE 79 JAPAN'S CONTRIBUTION TO GLOBAL SALES IN THE TABLETOP GAMES MARKET
  • TABLE 80 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE INDONESIA
  • TABLE 81 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SOUTH KOREA'S
  • TABLE 82 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE AUSTRALIA
  • TABLE 83 EXAMPLES OF POPULAR TITLES IN PRICING CATEGORIES
  • TABLE 84 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE MALAYSIA
  • TABLE 85 THE RISE OF BOARD GAME CAFES AS SOCIAL DESTINATIONS
  • TABLE 86 MARKET CONTRIBUTION AND POPULARITY BY COUNTRY (2024)
  • TABLE 87 DIGITAL PLATFORMS FOR TABLETOP GAMES (2024)
  • TABLE 88 EUROPE TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 89 EUROPE TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 90 EUROPE TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 91 EUROPE TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 92 EUROPE TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 93 EUROPE TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 94 EUROPE TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 95 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE UNITED KINGDOM
  • TABLE 96 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE GERMANY
  • TABLE 97 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE RUSSIA
  • TABLE 98 OVERVIEW OF THE TABLETOP GAMES MARKET IN ITALY
  • TABLE 99 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SWEDEN
  • TABLE 100 TYPES OF TABLETOP GAMES POPULAR IN SWEDEN (2024)
  • TABLE 101 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE NORWAY
  • TABLE 102 LATIN AMERICA TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 103 LATIN AMERICA TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 104 LATIN AMERICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 105 LATIN AMERICA TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 106 LATIN AMERICA TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 107 LATIN AMERICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 108 LATIN AMERICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 109 POPULAR TABLETOP GAMES IN BRAZIL
  • TABLE 110 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE COLOMBIA
  • TABLE 111 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 112 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 113 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 114 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 115 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 116 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 117 MIDDLE EAST & AFRICA TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 118 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE TURKEY
  • TABLE 119 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SAUDI ARABIA
  • TABLE 120 DETAILED DEMOGRAPHIC ANALYSIS OF THE TABLETOP GAMES MARKET IN THE SOUTH AFRICA
  • TABLE 121 TOP COMPANIES IN THE TABLETOP GAME INDUSTRY
  • TABLE 122 RECENT M&A
  • TABLE 123 EMBRACER GROUP (ASMODEE GROUP): MAJOR PRODUCT OFFERINGS
  • TABLE 124 HASBRO: MAJOR PRODUCT OFFERINGS
  • TABLE 125 MATTEL: MAJOR PRODUCT OFFERINGS
  • TABLE 126 RAVENSBURGER: MAJOR PRODUCT OFFERINGS
  • TABLE 127 GOLIATH GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 128 ASMADI GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 129 BEZIER GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 130 BOARDGAMEDESIGN.COM: MAJOR PRODUCT OFFERINGS
  • TABLE 131 BUFFALO GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 132 CLEMENTONI: MAJOR PRODUCT OFFERINGS
  • TABLE 133 CMON: MAJOR PRODUCT OFFERINGS
  • TABLE 134 DISNEY: MAJOR PRODUCT OFFERINGS
  • TABLE 135 FUNKO: MAJOR PRODUCT OFFERINGS
  • TABLE 136 GAMES WORKSHOP: MAJOR PRODUCT OFFERINGS
  • TABLE 137 GIBSONS GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 138 GREY FOX GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 139 IELLO GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 140 INDIE BOARDS AND CARDS: MAJOR PRODUCT OFFERINGS
  • TABLE 141 INI: MAJOR PRODUCT OFFERINGS
  • TABLE 142 EPOCH EVERLASTING PLAY: MAJOR PRODUCT OFFERINGS
  • TABLE 143 IMAGO GROUP: MAJOR PRODUCT OFFERINGS
  • TABLE 144 KAMINGS TRADE CO: MAJOR PRODUCT OFFERINGS
  • TABLE 145 LEARNING RESOURCES: MAJOR PRODUCT OFFERINGS
  • TABLE 146 LIFESTYLE BOARDGAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 147 LOONY LABS: MAJOR PRODUCT OFFERINGS
  • TABLE 148 LUDO FACT: MAJOR PRODUCT OFFERINGS
  • TABLE 149 MELISSA & DOUG: MAJOR PRODUCT OFFERINGS
  • TABLE 150 MINDWARE: MAJOR PRODUCT OFFERINGS
  • TABLE 151 NORTH STAR GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 152 ORCHARD TOYS: MAJOR PRODUCT OFFERINGS
  • TABLE 153 PANDA GAME MANUFACTURING: MAJOR PRODUCT OFFERINGS
  • TABLE 154 PEGASUS SPIELE: MAJOR PRODUCT OFFERINGS
  • TABLE 155 PIATNIK: MAJOR PRODUCT OFFERINGS
  • TABLE 156 REAPER MINIATURES: MAJOR PRODUCT OFFERINGS
  • TABLE 157 RIO GRANDE GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 158 SCHMIDT SPIELE: MAJOR PRODUCT OFFERINGS
  • TABLE 159 SPIN MASTER: MAJOR PRODUCT OFFERINGS
  • TABLE 160 SPONTANEOUS GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 161 SURPRISED STARE GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 162 SUNSOUT: MAJOR PRODUCT OFFERINGS
  • TABLE 163 TALICOR: MAJOR PRODUCT OFFERINGS
  • TABLE 164 TREND ENTERPRISES, INC: MAJOR PRODUCT OFFERINGS
  • TABLE 165 ULTRA PRO INTERNATIONAL: MAJOR PRODUCT OFFERINGS
  • TABLE 166 UNIVERSITY GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 167 USAOPOLY: MAJOR PRODUCT OFFERINGS
  • TABLE 168 WINNING MOVES GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 169 WIZKIDS: MAJOR PRODUCT OFFERINGS
  • TABLE 170 ZOBMONDO: MAJOR PRODUCT OFFERINGS
  • TABLE 171 STRONGHOLD GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 172 YELLOW GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 173 BLUE ORANGE GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 174 FIRESIDE GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 175 SMARTPLAY GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 176 ELZRA GAMES: MAJOR PRODUCT OFFERINGS
  • TABLE 177 LUDONAUTE: MAJOR PRODUCT OFFERINGS
  • TABLE 178 GLOBAL TABLETOP GAMES MARKET BY GEOGRAPHY 2023-2029 ($ BILLION)
  • TABLE 179 GLOBAL TABLETOP GAMES MARKET BY GAME TYPE 2024-2030 ($ BILLION)
  • TABLE 180 GLOBAL TABLETOP GAMES MARKET BY BOARD GAMES2024-2030 ($ BILLION)
  • TABLE 181 GLOBAL TABLETOP GAMES MARKET BY RPG BOARD GAMES 2024-2030 ($ BILLION)
  • TABLE 182 GLOBAL TABLETOP GAMES MARKET BY THEME 2024-2030 ($ BILLION)
  • TABLE 183 GLOBAL TABLETOP GAMES MARKET BY USER GROUP 2024-2030 ($ BILLION)
  • TABLE 184 GLOBAL TABLETOP GAMES MARKET BY DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 185 GLOBAL TABLETOP GAMES MARKET BY OFFLINE DISTRIBUTION CHANNEL 2024-2030 ($ BILLION)
  • TABLE 186 CURRENCY CONVERSION (2017-2023)
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Manager - EMEA

+32-2-535-7543

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Manager - Americas

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