PUBLISHER: The Business Research Company | PRODUCT CODE: 1670848
PUBLISHER: The Business Research Company | PRODUCT CODE: 1670848
Playing cards and board games encompass entertainment accessories specifically crafted for a variety of card games, magic performances, and games involving players manipulating game pieces on a designated surface in accordance with a defined set of rules, fostering engaging and communal gaming experiences.
The primary offerings within the realm of playing cards and board games fall into two categories playing cards and board games. Playing cards constitute a deck of rectangular cards, typically crafted from paper or cardstock. Each card boasts a distinctive combination of suits (including hearts, diamonds, clubs, and spades) and ranks (such as ace, king, queen, and numbered cards). These playing cards find application in diverse games such as poker, blackjack, rummy, and solitaire. Tailored for various age groups, ranging from children and teenagers to adults, these cards are disseminated through both online and offline channels. They serve multiple purposes, including private gaming sessions, tournaments, online platforms, educational settings, and therapeutic applications.
The playing cards and board games research report is one of a series of new reports from The Business Research Company that provides playing cards and board games market statistics, including the playing cards and board games industry's global market size, regional shares, competitors with a playing cards and board games market share, detailed playing cards and board games market segments, market trends and opportunities, and any further data you may need to thrive in the playing cards and board games industry. This playing cards and board games market research report delivers a complete perspective of everything you need, with an in-depth analysis of the current and future scenarios of the industry.
The playing cards and board games market size has grown strongly in recent years. It will grow from $20.31 billion in 2024 to $22.23 billion in 2025 at a compound annual growth rate (CAGR) of 9.5%. The growth in the historic period can be attributed to traditional cultural and social significance of playing cards and board games, limited entertainment options in the past encouraging indoor games, development of standardized playing card designs, rise of printed materials and mass production, evolution of iconic board games like monopoly and scrabble
The playing cards and board games market size is expected to see strong growth in the next few years. It will grow to $32.37 billion in 2029 at a compound annual growth rate (CAGR) of 9.8%. The growth in the forecast period can be attributed to expansion of the tabletop gaming community, influence of popular media in promoting board games, increasing popularity of hybrid board games and app integration, integration of escape room experiences in board games, growth of board game cafes and experiential gaming spaces. Major trends in the forecast period include innovation in game design and mechanics, impact of technological advancements in board game components, integration of augmented reality (ar) in board games, development of environmentally sustainable game materials, collaborations between board game designers and intellectual properties.
The anticipated surge in the playing cards and board games market is expected to be fueled by the growing popularity of tabletop gaming. This encompasses various games such as board games, card games, and miniatures games played on a flat surface, fostering physical interaction and community-building. The increased demand, a diversified range of game offerings, and the expansion of gaming events and cafes contribute to innovation and heightened consumer engagement. For example, as of July 2023, around 70% of adults in the United States, United Kingdom, Germany, Russia, and India have participated in chess, with 605 million adults engaging regularly, according to the United Nations. Thus, the rising popularity of tabletop gaming is a driving force for the playing cards and board games market.
The playing cards and board games market is poised for growth due to the increasing disposable income. Disposable income, referring to funds available for spending and saving after taxes and obligatory deductions, is a pivotal factor in this market. Higher disposable incomes empower consumers to invest in leisure and entertainment, fostering demand for diverse and premium gaming experiences. As of August 2023, the Bureau of Economic Analysis reported a $7.3 billion increase (less than 0.1 percent) in disposable personal income in the United States. Consequently, the growth of disposable income is a significant driver for the playing cards and board games market.
The integration of artificial intelligence stands out as a prominent trend gaining momentum in the playing cards and board games market. Leading companies in this market are embracing cutting-edge technologies to maintain their competitive edge. An illustration of this trend is evident in the actions of CubyFun, a technology company based in China, which, in July 2022, introduced JOYO on Kickstarter. JOYO represents a distinctive fusion of technology and classic tabletop gaming, incorporating AI intelligence into six easily graspable games. Featuring diverse gameplay styles and unique artwork, JOYO delivers an immersive experience tailored to various preferences and occasions. By seamlessly combining advanced technology with traditional board games, JOYO offers an interactive and approachable gaming encounter, effectively bridging the gap between digital and physical gaming.
Major players in the playing cards and board games market are strategically emphasizing the creation of uniquely designed playing cards, such as NFT-inspired playing cards, to optimize revenue. NFT-inspired playing cards represent an innovative intersection of traditional card games with the evolving technology of non-fungible tokens (NFTs). For example, in August 2023, Bicycle Playing Cards, a US-based playing card company, unveiled the Bored Ape Yacht Club (BAYC) playing cards. This limited-edition collection comprises 54 cards, each featuring a bored ape selected as part of the 1227 Casting Call. The tuck case of each deck is distinctive, showcasing all 57 apes against various backgrounds.
In August 2023, Lionsgate Co., a U.S.-based company, acquired Hasbro's eOne film and TV business for $500 million. This acquisition enables Lionsgate to broaden its portfolio by integrating Hasbro's expertise in producing playing cards and board games. Hasbro Inc. is a U.S.-based company that specializes in offering playing cards and board games.
Major companies operating in the playing cards and board games market include Walt Disney Company, Nintendo Co. Ltd.,Mattel Inc., Hasbro Inc, Square Enix Holdings Co. Ltd, Blizzard Entertainment Inc., Ravensburger AG, HABA USA, Rovio Entertainment Corporation, Games Workshop Group PLC, Buffalo Games, Asmodee USA, Gamewright, Delano Games, Rio Grande Games, Stonemaier Games, University Games Corporation, NECA/WizKids LLC, Z-Man Games Inc., LongPack Games Co. Ltd., Fantasy Flight Games, Czech Games Edition, Blue Orange Games, IELLO USA LLC, North Star Games, Grey Fox Games LLC, Boda Games Manufacturing Co. Ltd.
Asia-Pacific was the largest region in the playing cards and board games market in 2024. North America is expected to be the fastest-growing region in the forecast period. The regions covered in the playing cards and board games market report are Asia-Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
The countries covered in the playing cards and board games market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA, Italy, Spain, Canada.
The playing cards and board games market consists of sales of traditional and customized playing cards, bluffing board games, card games, and territory-building games. Values In this market are 'factory gate' values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors, and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
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.
Playing Cards And Board Games Global Market Report 2025 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 playing cards and board games 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 playing cards and board games ? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The playing cards and board games 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 forecasts are made after considering the major factors currently impacting the market. These include the Russia-Ukraine war, rising inflation, higher interest rates, and the legacy of the COVID-19 pandemic.