Global Playing Cards and Board Games Market, By Type (Playing Cards, Board Games), Distribution Channel (Online, Offline), Competition Type (Tier 1, Tier 2, Tier 3) – Industry Trends and Forecast to 2030.
Playing Cards and Board Games Market Analysis and Size
Happy family times had become quite hard to see in last few years. Hustle-full life and busy work culture have impacted the families all over the globe. Playing cards and board games such as checkers, chess and carom were the best way to have a social gathering. With the passing time, all these games were replaced by smartphones. New technologies are redefining the conventional board games that were so prevalent in the previous. Furthermore, the youth also value sitting and having a game or two of chess with friends and family. As a result, people's re-inclination towards these games market is anticipated to witness substantial growth during the forecast period.
Data Bridge Market Research analyses that the playing cards and board games market was valued at USD 16.99 billion in 2022 and is expected to reach USD 34.35 billion by 2030, registering a CAGR of 9.20% during the forecast period of 2023 to 2030. In addition to the market insights such as market value, growth rate, market segments, geographical coverage, market players, and market scenario, the market report curated by the Data Bridge Market Research team includes in-depth expert analysis, import/export analysis, pricing analysis, production consumption analysis, and consumer behaviour.
Playing Cards and Board Games Market Scope and Segmentation
Report Metric |
Details |
Forecast Period |
2023 to 2030 |
Base Year |
2022 |
Historic Years |
2021 (Customizable to 2015 - 2020) |
Quantitative Units |
Revenue in USD Billion, Volumes in Units, Pricing in USD |
Segments Covered |
Type (Playing Cards, Board Games), Distribution Channel (Online, Offline), Competition Type (Tier 1, Tier 2, Tier 3) |
Countries Covered |
U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America |
Market Players Covered |
Games Workshop Limited (U.K.), Disney (U.S.), NECA/WizKids LLC (U.S.), Grey Fox Games (U.S.), Buffalo Games (U.S.), Tennent Holdings Ltd. (China), LongPack Games (China), Nintendo. Games (U.S.), Blizzard Entertainment, Inc. (U.S.), Shenzhen ITIS Packaging Products Co., Ltd (China), GungHo Online Entertainment, Inc. (Japan),.), Rovio Entertainment Corporation. (Finland), Gameloft. (France), SQUARE ENIX CO., LTD. (Japan) |
Market Opportunities |
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Market Definition
Both cards and board games are famous among people. Playing cards and board games have got many advantages such as improved math skills and logical thinking, better mental health, help with concentration, patience and discipline, relax and unwind, improved personal development, and helps to learn how to cope with losing. Some of the popular card games are UNO, gin rummy matching game, solitaire, blackjack, hearts, Benjamin Dunn added cards against humanity party game, r20x added bluff shedding-type game and fredfred101 added poker card game. Monopoly, catan, scrabble, qwirkle, risk, clue (Cluedo), battleship and axis and allies are some of the popular board games.
Global Playing Cards and Board Games Market Dynamics
Drivers
- Increase in the number of Cafes
Initially the only place where board gamer could play these playing cards and board games were houses and any social gatherings. However, with increasing commercialization, there has been substantial growth in the number of cafes that enable people to play these games at a minimal charge. It is because of these cafes the global playing cards and board games market is accounting robust growth in the forecast period of 2023 to 2030.
- Increasing influence of social media
Social media has been a key driver for the growth of market in the forecast period. This is because many games are available and linked with social media, enabling the user to play with their friends sitting miles away. Furthermore, unlimited access to the game based on social media profiles is another major factor influencing the market's projected growth.
Opportunities
- Rising impact of celebrity endorsements
The growing influence of celebrity endorsements and social media, especially on millennials is expected to increase the demand for tabletop games such as playing cards and board games, which will create ample and new opportunities for the market growth, For instance, TableTop, a famous web series starring Wil Wheaton and Felicia Day has generated great curiosity and increased sales of numerous tabletop games featured on the show. Traditional card games are gaining traction on mobile gaming platforms due to broader social network acceptance; therefore, manufacturers are developing digital versions of conventional card games. For instance, Asmodee Digital launched a new The Lord of the Rings card game for Windows PC and Mac in 2019.
Restraints/ Challenges
- Increasing tariffs and emergence of new manufacturing hubs
The growing tariffs on imported products and the emergence of new manufacturing hubs will likely act as major market restraints factor for the growth market in the abovementioned forecast period.
This playing cards and board games market report provides details of new recent developments, trade regulations, import-export analysis, production analysis, value chain optimization, market share, impact of domestic and localized market players, analyses opportunities in terms of emerging revenue pockets, changes in market regulations, strategic market growth analysis, market size, category market growths, application niches and dominance, product approvals, product launches, geographic expansions, technological innovations in the market. To gain more info on the playing cards and board games market contact Data Bridge Market Research for an Analyst Brief, our team will help you take an informed market decision to achieve market growth.
Global Playing Cards and Board Games Market Scope
The playing cards and board games market is segmented on the basis of type, distribution channel and competition type. The growth amongst these segments will help you analyze meagre growth segments in the industries and provide the users with a valuable market overview and market insights to help them make strategic decisions for identifying core market applications.
Type
- Playing Cards
- Board Games
- Chess
- Scrabble
- Monopoly
- Ludo
- Others
Distribution Channel
- Online
- Offline
Competition Type
- Tier 1
- Tier 2
- Tier 3
Playing Cards and Board Games Market Regional Analysis/Insights
The playing cards and board games market is analyzed and market size insights and trends are provided by country, type, distribution channel and competition type as referenced above.
The countries covered in the playing cards and board games market report are U.S., Canada and Mexico in North America, Germany, France, U.K., Netherlands, Switzerland, Belgium, Russia, Italy, Spain, Turkey, Rest of Europe in Europe, China, Japan, India, South Korea, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), Brazil, Argentina and Rest of South America as part of South America.
Asia-Pacific dominates the global playing cards and board games market because the recognition at the Asian Games has encouraged the acceptance of some of these games. Moreover, China and India dominates the Asia-Pacific market due to the growing number of entertainment and recreational activities in this region.
North America is anticipated to be the fastest developing region during the forecast period of 2023-2030 because attract millennials looking for old-fashioned recreational and entertainment activities in this region. U.S. is projected to hold the largest growth rate in North America market owing to the growing number of casinos and increasing recreational activity trends.
The country section of the report also provides individual market impacting factors and changes in market regulation that impact the current and future trends of the market. Data points like down-stream and upstream value chain analysis, technical trends and porter's five forces analysis, case studies are some of the pointers used to forecast the market scenario for individual countries. Also, the presence and availability of global brands and their challenges faced due to large or scarce competition from local and domestic brands, impact of domestic tariffs and trade routes are considered while providing forecast analysis of the country data.
Competitive Landscape and Playing Cards and Board Games Market Share Analysis
The playing cards and board games market competitive landscape provides details by competitor. Details included are company overview, company financials, revenue generated, market potential, investment in research and development, new market initiatives, global presence, production sites and facilities, production capacities, company strengths and weaknesses, product launch, product width and breadth, application dominance. The above data points provided are only related to the companies' focus related to playing cards and board games market.
Some of the major players operating in the playing cards and board games market are:
- Games Workshop Limited (U.K.)
- Disney (U.S.)
- NECA/WizKids LLC (U.S.)
- Grey Fox Games (U.S.)
- Buffalo Games (U.S.)
- Tennent Holdings Ltd. (China)
- LongPack Games (China)
- Nintendo. Games (U.S.)
- Blizzard Entertainment, Inc. (U.S.)
- Shenzhen ITIS Packaging Products Co., Ltd (China)
- GungHo Online Entertainment, Inc. (Japan)
- Rovio Entertainment Corporation. (Finland)
- Gameloft. (France)
- SQUARE ENIX CO., LTD. (Japan)
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