PUBLISHER: The Business Research Company | PRODUCT CODE: 1572627
PUBLISHER: The Business Research Company | PRODUCT CODE: 1572627
Tabletop gaming involves games played on a flat surface, offering participants a fun and engaging way to spend their leisure time. These games often require multiple players, fostering social interaction and providing opportunities for friends and family to connect and share experiences.
The main categories of tabletop gaming include adventure games, board games, card games, dice games, paper and pencil games, role-playing games, strategy games, and tile-based games. Adventure games, while often associated with video games, focus on storytelling, exploration, and puzzle-solving. Their cooperative nature complements tabletop role-playing games well. Tabletop games cater to various age groups, such as children, teenagers, and adults, and come in different price ranges-low, medium, and high. They are available through retail stores, specialty shops, mass-market outlets, online platforms, and other channels.
The tabletop gaming market research report is one of a series of new reports from The Business Research Company that provides tabletop gaming market statistics, including the tabletop gaming industry global market size, regional shares, competitors with the tabletop gaming market share, detailed tabletop gaming market segments, market trends, and opportunities, and any further data you may need to thrive in the tabletop gaming industry. These tabletop gaming market research reports deliver a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The tabletop gaming market size has grown rapidly in recent years. It will grow from $13.61 billion in 2023 to $15.84 billion in 2024 at a compound annual growth rate (CAGR) of 16.4%. The growth during the historic period can be attributed to rising disposable income, the expansion of digital platforms, growing interest in fantasy genres, the proliferation of hobbyist communities, the advent of crowdfunding platforms, and a greater presence of retail outlets.
The tabletop gaming market size is expected to see rapid growth in the next few years. It will grow to $29.21 billion in 2028 at a compound annual growth rate (CAGR) of 16.5%. The anticipated growth in the forecast period can be attributed to the expansion of online communities, rising interest in niche genres, increased marketing efforts, broader international markets, and the integration of augmented reality. Key trends expected during this period include the combination of physical board games with digital apps, games with immersive stories and thematic elements, a growing demand for eco-friendly game materials, a heightened focus on diversity and inclusion in game themes, and the popularity of games featuring detailed miniatures.
The growing popularity of board games is expected to drive the expansion of the tabletop gaming market. Board games are played on a flat surface and involve achieving specific goals or accumulating the most points through strategic decisions, chance, or a combination of both. The increased interest in board games is due to factors such as a desire for offline activities, social gatherings, and the rise of board game cafes and clubs. Tabletop gaming encompasses board games as well as other flat-surface games such as card and role-playing games, fostering social interaction and community building through game nights, conventions, and online forums. For example, in May 2022, the Observatory of Economic Complexity (OEC), a US-based data visualization platform, reported that playing card exports rose to 603 million, up from 446 million in 2021. This trend reflects the growing popularity of board games and is driving the tabletop gaming market forward.
Companies in the tabletop gaming market are focusing on innovative game designs, such as advanced magneto card games, to enhance the gameplay experience. Magneto card games are tabletop games featuring hero and villain cards and tokens, designed for up to four players. The core set provides a complete experience, with expansions regularly adding new heroes and scenarios to keep the gameplay engaging. For instance, in July 2024, Fantasy Flight Games, a US-based game developer, introduced the Magneto Hero Pack for Marvel Champions. This pack includes 15 signature cards highlighting Magneto's magnetic powers, offering unique gameplay elements related to battlefield control and metal manipulation. It also features leadership cards to boost team strategy, reflecting Magneto's complex role as both a villain and hero in the Marvel universe.
In March 2022, Embracer Group AB, a Sweden-based video game company, acquired Asmodee for €2.75 billion ($2.77 billion). This acquisition is set to strengthen Embracer's position in the expanding board gaming market and leverage synergies within its broader gaming and entertainment ecosystem. Asmodee, based in France, is a prominent publisher of board, card, and role-playing games.
Major companies operating in the tabletop gaming market are Hasbro, Mattel, Ravensburger, Games Workshop Limited, Stonemaier Games, Fantasy Flight Games, Paizo Inc., Cryptozoic Entertainment, Rio Grande Games, IELLO, North Star Games, Stronghold Games, Alderac Entertainment Group, Bezier Games, Blue Orange Games, Fireside Games, Pandasaurus Games, Portal Games, Plaid Hat Games, Queen Games
North America was the largest region in the tabletop gaming market in 2023. The regions covered in the tabletop gaming market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
The countries covered in the tabletop gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The tabletop gaming market includes revenues earned by entities by providing services such as game stores, game design, publishing, event hosting, and digital and online services. The market value includes the value of related goods sold by the service provider or included within the service offering. Only goods and services traded between entities or sold to end consumers are included.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD, unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
Tabletop Gaming Global Market Report 2024 from The Business Research Company provides strategists, marketers and senior management with the critical information they need to assess the market.
This report focuses on tabletop gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
Where is the largest and fastest growing market for tabletop gaming ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The tabletop gaming market global report from the Business Research Company answers all these questions and many more.
The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, competitive landscape, market shares, trends and strategies for this market. It traces the market's historic and forecast market growth by geography.
The impact of sanctions, supply chain disruptions, and altered demand for goods and services due to the Russian Ukraine war, impacting various macro-economic factors and parameters in the Eastern European region and its subsequent effect on global markets.
The impact of higher inflation in many countries and the resulting spike in interest rates.
The continued but declining impact of COVID-19 on supply chains and consumption patterns.