Global Games And Puzzles Market Growth, Share, Size, Trends and Forecast (2024 - 2030)

By Licensing Type;

Licensing and Non-Licensing.

By Type;

Games and Puzzles.

By Distribution Channel;

E-Commerce and Brick & Mortar.

By Geography;

North America, Europe, Asia Pacific, Middle East and Africa and Latin America - Report Timeline (2020 - 2030).
Report ID: Rn363423880 Published Date: April, 2024 Updated Date: May, 2024

Introduction

Global Games And Puzzles Market (USD Million), 2020 - 2030

In the year 2023, the Global Games And Puzzles Market was valued at USD 22,755.40 million. The size of this market is expected to increase to USD 74,224.36 million by the year 2030, while growing at a Compounded Annual Growth Rate (CAGR) of 18.4%.

The global games and puzzles market is experiencing robust growth, fueled by a confluence of factors ranging from technological advancements to changing consumer preferences. Games and puzzles have transcended their traditional role as mere sources of entertainment to become essential tools for education, cognitive development, and stress relief. With the proliferation of smartphones, tablets, and other digital platforms, the accessibility of games and puzzles has expanded exponentially, reaching a diverse global audience across age groups and demographics.

The COVID-19 pandemic has significantly contributed to the surge in demand for games and puzzles. As lockdowns and social distancing measures forced people to spend more time at home, there was a noticeable uptick in the adoption of indoor recreational activities. Families sought interactive and engaging pastimes to bond with loved ones, while individuals turned to games and puzzles as a means of mental stimulation and relaxation amidst the uncertainties of the pandemic.

In addition to traditional board games and jigsaw puzzles, the market has witnessed a proliferation of digital games and online puzzle platforms. This digital transformation has not only widened the market's reach but has also opened up avenues for innovation, such as augmented reality (AR) and virtual reality (VR) experiences, further enhancing the immersive nature of gaming.

The games and puzzles market is poised for sustained growth, driven by ongoing technological advancements, increasing disposable incomes, and a growing appreciation for the benefits of gaming on cognitive health and well-being. As companies continue to invest in product development and marketing strategies tailored to evolving consumer preferences, the market is expected to remain vibrant and dynamic in the years to come.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Licensing Type
    2. Market Snapshot, By Type
    3. Market Snapshot, By Distribution Channel
    4. Market Snapshot, By Region
  4. Global Games And Puzzles Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Growing Popularity of Board Games
        2. Digital Detox Trend
        3. Innovative Game Design
        4. Educational Value
      2. Restraints
        1. Competition from Digital Gaming
        2. Supply Chain Disruptions
        3. Price Sensitivity
        4. Environmental Concerns
      3. Opportunities
        1. Expanding Demographics
        2. E-commerce Growth
        3. Customization and Personalization
        4. International Expansion
    2. PEST Analysis
      1. Political Analysis
      2. Economic Analysis
      3. Social Analysis
      4. Technological Analysis
    3. Porter's Analysis
      1. Bargaining Power of Suppliers
      2. Bargaining Power of Buyers
      3. Threat of Substitutes
      4. Threat of New Entrants
      5. Competitive Rivalry
  5. Market Segmentation
    1. Global Games And Puzzles Market, By Licensing Type, 2020- 2030 (USD Million)
      1. Licensing
      2. Non-Licensing
    2. Global Games And Puzzles Market, By Type, 2020 - 2030 (USD Million)
      1. Games
      2. Puzzles
    3. Global Games And Puzzles Market, By Distribution Channel, 2020 - 2030 (USD Million)
      1. E-Commerce
      2. Brick & Mortar
    4. Global Games And Puzzles Market, By Geography, 2020 - 2030 (USD Million)
      1. North America
        1. United States
        2. Canada
      2. Europe
        1. Germany
        2. United Kingdom
        3. France
        4. Italy
        5. Spain
        6. Nordic
        7. Benelux
        8. Rest of Europe
      3. Asia Pacific
        1. Japan
        2. China
        3. India
        4. Australia & New Zealand
        5. South Korea
        6. ASEAN (Association of South East Asian Countries)
        7. Rest of Asia Pacific
      4. Middle East & Africa
        1. GCC
        2. Israel
        3. South Africa
        4. Rest of Middle East & Africa
      5. Latin America
        1. Brazil
        2. Mexico
        3. Argentina
        4. Rest of Latin America
  6. Competitive Landscape
    1. Company Profiles
      1. Hasbro
      2. Ravensburger
      3. Mattel
      4. LEGO Group
      5. Spin Master
      6. Asmodee
      7. Buffalo Games
      8. Jumbo
      9. Schmidt Spiele
      10. Educa Borras
  7. Analyst Views
  8. Future Outlook of the Market

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