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Board Games Market Size, Share & Industry Analysis, By Game Type (Monopoly, Scrabble, Chess, and Others), By Age Group (2-5 Years, Between 5 and 12 Years, Between 12 and 25 Years, and Above 25 Years), By Sales Channel (Specialty Stores, Online/E-Commerce, Hypermarkets/Supermarkets, and Others), and Regional Forecast, 2025-2032

Last Updated: November 17, 2025 | Format: PDF | Report ID: FBI104972

 

KEY MARKET INSIGHTS

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The global board games market size was valued at USD 14.36 billion in 2024. The market is projected to grow from USD 15.82 billion in 2025 to USD 31.99 billion by 2032, exhibiting a CAGR of 10.58% during the forecast period.

The global board games market includes various games such as chess, Scrabble, and Monopoly, which involves individuals interacting using a playing surface, figures and dice. Increased interest in social gaming and entertainment, notably among younger demographics, contributes to the market’s growth. Furthermore, several toy and game companies are adopting an acquisition strategy for their rapid market expansion and diversification of their portfolio. For instance, in August 2024, Funskool India Ltd, an India-based toy manufacturer, acquired rights to manufacture and sell the Catan Board game in the country from Asmodee, a France-based entertainment company. The acquisition assisted the company in expanding its international board game portfolio. The market encompasses several major players such as Asmodee, Hasbro Inc., Mattel Inc., Ravensburger AG, and Goliath Games.

MARKET DYNAMICS

MARKET DRIVERS

Rising Popularity of Board Gaming Communities to Drive Market Growth

Board gaming communities include college gaming clubs, events, board game cafes, game conventions, and online platforms that share a common interest in board gaming. They provide product reviews and recommendations, which increase awareness regarding various kinds of board and piece games. These communities also organize board game nights and tournaments, which contribute to the gaming industry’s growth. The popularity of these communities has been increasing in recent years, and numerous individuals are engaging in them. For instance, in 2024, SPIEL, also known as the Essen Game Fair, an annual public board game trade fair based in Essen, Germany, recorded an attendance of 204,000 individuals. The event was held from 3rd to 6th October and included visitors from more than 80 countries. Furthermore, approximately 923 exhibitors showcased over 1,500 products.

MARKET RESTRAINTS

Digital Entertainment and Economic Downturn to Hamper Market Expansion

Numerous individuals across countries, notably young demographics, are inclining toward digital entertainment options, including streaming content, video games, and mobile games. These options do not require a physical space or other players and can be accessed anytime. These platforms also offer real-time feedback, music, and graphics to enhance user gaming experience. Thus, the engaging experience provided by digital platforms increases interest in them, negatively impacting global board games market growth. Furthermore, economic downturns due to geopolitical conflicts, public health crises, unemployment, and natural disasters can significantly hamper tabletop game sales such as chess, card games, and scrabble by negatively affecting product demand and business operations.

MARKET OPPORTUNITIES

Partnerships and Collaborations to Provide Growth Opportunities

Partnerships offer significant growth opportunities to board game companies by expanding reach, sharing costs, and providing access to new communities. Companies emphasize collaborating with popular franchises with a loyal and large fan base, who can become potential end users of the theme based game. For instance, in February 2025, Goliath Games, a Netherlands-based toys and games company, collaborated with The Sims franchise, a video games series, to develop a video game based on the franchise. The new product is expected to be launched in the fall of 2025 and be available at prominent retailers across countries.

BOARD GAMES MARKET TRENDS

Increasing Interest in Innovative Games to Support Market Expansion

Prominent industry participants are developing innovative board and piece games in multiple attractive designs and themes to tap into evolving end users’ interests. Offering innovative games also assists companies in differentiating themselves from other products and stand out in the highly competitive market. In addition, market players prioritize launching new and innovative products to boost sales. For instance, in October 2023, Hasbro India, introduced a new board game combining the interesting properties of the Monopoly board game and cricket, which generated demand due to India’s high interest in cricket.

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Segmentation Analysis

By Game Type

Simple Gameplay of Monopoly & Availability in Multiple Theme Versions to Boost Demand

On the basis of game type, the market is classified into monopoly, Scrabble, chess, and others. Monopoly accounted for the largest board games market share in 2024 due to its high recognition, preference, and simple gameplay. It is sold in multiple theme versions and is suitable for game nights and family gatherings. Prominent market players launching new products contribute to the segment’s expansion. For instance, in May 2024, The Op Games, a U.S.-based board game developer, unveiled its new product, MONOPOLY®: One Piece Edition. The new product is based on an anime series and is suitable for 6-8 individuals aged eight years and above.

The chess segment held the second-largest market share in 2024.

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By Age Group

Increasing Use of the Product for Entertainment, Bonding, & Stress Relief Purposes Among Above 25 Years Age Group to Drive Segmental Growth

In terms of age group, the market is categorized into 2-5 years, between 5 and 12 years, between 12 and 25 years, and above 25 years. The above 25 years segment captured the largest share of the market in 2024. In 2025, the segment is anticipated to dominate with a 37.98% share. Individuals under this age group view the product as a tool for stress relief, connection, and entertainment. Board and piece games, including Brass: Birmingham and Terraforming Mars, are popular among this demographic. Adults also prefer board and piece games to play with their family and friends during weekends and holidays, as they serve as a bonding tool. In addition, the trend of hosting board game nights is increasing among millennials, which triggers product adoption and favors segmental expansion. The between 12 and 25 years segment held the second largest market share in 2024. 

By Sales Channel

Easy Accessibility & Increasing Launch of Specialty Stores to Fuel Segment Expansion

Based on sales channel, the market is segmented into specialty stores, online/e-commerce, hypermarkets/supermarkets, and others. The specialty stores segment held the dominating position in 2024 with 42.22% market share. The segment includes retailers such as toy stores, kids’ product shops, and brand stores. These retail formats drive in-person purchases, notably for board games designed for families, casual buyers, and kids. Moreover, they are present in high streets and shopping centers, appealing to numerous shoppers. Recent years have witnessed an increasing launch of these stores across countries. For instance, in May 2025, the Lego Group, a Danish toy company offering products such as board and piece games, unveiled its first store in Gurugram, India, to fulfill growing demand for the product among numerous adults and children throughout the country. The online/e-commerce segment is set to flourish with a growth rate of 11.53% over the forecast period.

Board Games Market Regional Outlook

By geography, the market is divided into Europe, North America, Asia Pacific, South America, and the Middle East & Africa.

North America Board Games Market Size, 2024 (USD Billion)

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North America held the dominant share in 2023, valued at USD 5.38 billion, and also took the leading share in 2024 with USD 5.98 billion. Increasing screen fatigue experienced across the region has triggered the adoption of tangible entertainment options, including board and piece games. Social media platforms are also increasingly building board game communities that organize board game events and share product recommendations and reviews, favoring regional growth. In 2025, the U.S. market is estimated to reach USD 3.90 billion, backed by several players developing new and innovative versions of board and piece games as per demand. For instance, in September 2024, Hasbro, a U.S.-based toy and gaming company, and Winning Moves, a U.S.-based board games company, announced plans to introduce new versions of its board games, including Hello Kitty Edition (Monopoly Board Game), Sonic the Hedgehog Edition (Monopoly Board Game), and Stranger Things Edition (Risk Board Game).

Europe and Asia Pacific are anticipated to witness a notable growth in coming years. During the forecast period, Asia Pacific is projected to record a growth rate of 11.01%, which is the second highest amongst all regions, and touch the valuation of USD 1.90 billion in 2025. The regional growth is due to the increasing disposable income in China and India, which boosts demand for reasonably priced and high-quality entertainment products such as board and piece games. Younger demographics of the region are also increasingly being exposed to the product through social media influencers, positively impacting regional growth. Backed by these factors, China is expected to record USD 0.63 billion and India will record USD 0.42 billion in 2025. The European market is estimated to reach USD 5.29 billion in 2025 and secure the position of the second-largest region in the market. In the region, Germany is estimated to reach USD 1.38 billion and the U.K will record USD 1.14 billion in 2025. High demand for the product across Europe has resulted in key players worldwide entering the European market by launching new products to accelerate sales. For instance, in May 2025, Oink Games Inc., a Japan-based board and video games company, announced plans to conduct advance sales of TRND, its board game, at the UK Games Expo.

Over the forecast period, South America and the Middle East & Africa would witness moderate growth. Increasing interest in leisure products and modern hobbies among youth fuels growth. The development of the product in regional language editions also increases product adoption. South America in 2025 is set to record USD 1.20 billion. In the Middle East & Africa, South Africa is expected to reach USD 0.34 billion in 2025, backed by high demand for indoor activities products, including board and piece games, due to extreme weather conditions paired with the rising popularity of board game bars and cafes.

COMPETITIVE LANDSCAPE

Key Industry Players

Developing Innovative Products and Expanding Sales Channel to Drive Growth

The global board game market includes numerous mid-scale and large-scale companies implementing multiple strategies, including product launch, partnerships, and acquisitions, to solidify their market position. Board game developers such as Mattel, Inc. and Hasbro, Inc. emphasize developing innovative theme based games and role playing games for both adults and kids. Investing in various distribution channels such as kids’ shops, flagship stores, gift shops, and the company website can improve brand visibility and build recognition in several markets. The strategy can also help reach different customer segments. Other prominent industry participants, including Buffalo Games, LLC and Ravensburger AG, are adopting strategies such as geographical expansion and acquisition to accelerate their growth. Moreover, rising awareness regarding various crowdfunding platforms among board game developers to raise finances for production will provide growth opportunities.

LIST OF KEY BOARD GAMES COMPANIES PROFILED

KEY INDUSTRY DEVELOPMENTS

  • July 2025: Victor Wembanyama, a France-based basketball player, organized a chess tournament in the country. The tournament was introduced in collaboration with the brand Nike and a local chess club. Approximately 150 individuals participated in the tournament.
  • June 2025: Panda, a Canada based board game manufacturer expanded its manufacturing facility outside China to Brazil. The company collaborated with Kawagraf, a Brazil based print and manufacturing company to expand its production in the country. The company has manufactured over 70 million board game products from its factory in China and now the expansion to Brazil will assist it in increasing production volume.
  • February 2025: Pe Metawe Games, a board games store in Edmonton, Canada, announced plans to create an inclusive board gaming community.
  • January 2025: Board Game Business Expo Japan 2025 (BGBE 2025), a board game event, was organized in Osaka, Japan. The event explored the business potential of the product and assisted industry participants in networking.
  • February 2023: Singapore Boardgame Design (SBD), a Singapore-based company developing board games emphasizing Asian culture, introduced its online shop to make its products available for international customers.

REPORT COVERAGE

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Report Scope & Segmentation

ATTRIBUTE

DETAILS

Study Period

2019-2032

Base Year

2024

Estimated Year

2025

Forecast Period

2025-2032

Historical Period

2019-2023

Growth Rate

CAGR of 10.58% from 2025-2032

Unit

Value (USD Billion)

Segmentation

By Game Type

·         Monopoly

·         Scrabble

·         Chess

·         Others

By Age Group

·         2-5 Years

·         Between 5 and 12 Years

·         Between 12 and 25 Years

·         Above 25 Years

By Sales Channel

·         Specialty Stores

·         Online/E-Commerce

·         Hypermarkets/Supermarkets

·         Others

By Geography

·         North America (By Game Type, Age Group, Sales Channel, and Country)

o   U.S. (By Game Type)

o   Canada (By Game Type)

o   Mexico (By Game Type)

·         Europe (By Game Type, Age Group, Sales Channel, and Country)

o   Germany (By Game Type)

o   U.K. (By Game Type)

o   France (By Game Type)

o   Spain (By Game Type)

o   Italy (By Game Type)

o   Rest of Europe (By Game Type)

·         Asia Pacific (By Game Type, Age Group, Sales Channel, and Country)

o   China (By Game Type)

o   Japan (By Game Type)

o   India (By Game Type)

o   Australia (By Game Type)

o   Rest of Asia Pacific (By Game Type)

·         South America (By Game Type, Age Group, Sales Channel, and Country)

o   Brazil (By Game Type)

o   Argentina (By Game Type)

o   Rest of South America (By Game Type)

·         Middle East & Africa (By Game Type, Age Group, Sales Channel, and Country)

o   UAE (By Game Type)

o   South Africa (By Game Type)

·         Rest of the Middle East & Africa (By Game Type)



Frequently Asked Questions

Fortune Business Insights says that the global market value stood at USD 14.36 billion in 2024 and is projected to reach USD 31.99 billion by 2032.

In 2024, the market value stood at USD 5.98 billion.

The market is expected to exhibit a CAGR of 10.58% during the forecast period of 2025-2032.

The monopoly segment led the market by game type.

The key factors driving the market are the rising popularity of board gaming communities and growing disposable income.

Asmodee, Hasbro Inc, Mattel Inc, Ravensburger AG, and Goliath Games are some of the prominent players in the market.

North America held the largest market share and dominated in 2024.

Increasing interest in social entertainment and rising demand for innovative games are expected to favor the product adoption.

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  • 2019-2032
  • 2024
  • 2019-2023
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