Board Games Market

By Modularity;

Portable BMI and Bench Top BMI

By Game Type;

Monopoly, Scrabble, Chess, and Others

By Distribution Channel;

Online Stores, Specialty Stores, Retail Pharmacies, and Others

By End Use;

Hospitals, Gym, Healthcare Centers, and Household

By Geography;

North America, Europe, Asia Pacific, Middle East & Africa, and Latin America - Report Timeline (2021 - 2031)
Report ID: Rn632193121 Published Date: August, 2025 Updated Date: September, 2025

Board Games Market Overview

Board Games Market (USD Million)

Board Games Market was valued at USD 20,079.07 million in the year 2024. The size of this market is expected to increase to USD 49,629.44 million by the year 2031, while growing at a Compounded Annual Growth Rate (CAGR) of 13.8%.


Board Games Market

*Market size in USD million

CAGR 13.8 %


Study Period2025 - 2031
Base Year2024
CAGR (%)13.8 %
Market Size (2024)USD 20,079.07 Million
Market Size (2031)USD 49,629.44 Million
Market ConcentrationLow
Report Pages396
20,079.07
2024
49,629.44
2031

Major Players

  • Asmodee Holding
  • University Games
  • KESS
  • Bambini
  • CMON
  • Goliath Games
  • Asmodee
  • Atlas Games
  • Clementoni Spa
  • CMON Ltd
  • Goliath Games LLC

Market Concentration

Consolidated - Market dominated by 1 - 5 major players

Board Games Market

Fragmented - Highly competitive market without dominant players


The Board Games Market is expanding rapidly as demand for engaging, offline recreational activities continues to climb. Nearly 45% of households now own several types of board games, reflecting their role as a central form of home entertainment. The shift toward unplugged and interactive experiences reinforces the enduring appeal of board games across all age categories.

Social Engagement Driving Demand
A strong focus on social interaction fuels this market, with more than 50% of players choosing board games as a way to connect with family and friends. Consumers value these games not only for their entertainment but also for their ability to encourage teamwork, strategy, and critical thinking. This makes them a preferred choice for group activities.

Thematic and Collectible Game Trends
Around 35% of demand comes from thematic and niche games, which provide immersive storytelling and advanced gameplay mechanics. Collectible and customizable editions are increasingly popular, capturing the attention of dedicated hobbyists who invest significantly in these experiences. Such innovations continue to push the market toward greater diversity.

Community and Digital Influence
Online communities and platforms play a transformative role, with nearly 55% of enthusiasts engaging in social media and forums for insights and reviews. Crowdfunding has also reshaped the industry, with about 30% of new board game releases supported by backers online. This consumer-driven ecosystem ensures continuous innovation and sustained market growth.

  1. Introduction
    1. Research Objectives and Assumptions
    2. Research Methodology
    3. Abbreviations
  2. Market Definition & Study Scope
  3. Executive Summary
    1. Market Snapshot, By Modularity
    2. Market Snapshot, By Game Type
    3. Market Snapshot, By Distribution Channel
    4. Market Snapshot, By End Use
    5. Market Snapshot, By Region
  4. Board Games Market Dynamics
    1. Drivers, Restraints and Opportunities
      1. Drivers
        1. Innovation in Game Design

        2. Rising Popularity of Tabletop Gaming

        3. Digital Integration and Online Platforms

        4. Cultural Exchange and Globalization

      2. Restraints
        1. Competition from Digital Gaming

        2. Supply Chain Disruptions

        3. Changing Consumer Preferences

        4. Regulatory and Compliance Issues

      3. Opportunities
        1. New and innovative game mechanics

        2. Focus on family-friendly games

        3. Expansion into new markets

        4. Increasing popularity of strategy game

    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. Board Games Market, By Modularity, 2021 - 2031 (USD Million)

      1. Portable BMI

      2. Bench Top BMI

    2. Board Games Market, By Game Type, 2021 - 2031 (USD Million)
      1. Monopoly
      2. Scrabble
      3. Chess
      4. Others
    3. Board Games Market, By Distribution Channel, 2021 - 2031 (USD Million)
      1. Offline
      2. Online
    4. Board Games Market, By End Use, 2021 - 2031 (USD Million)

      1. Hospitals

      2. Gym

      3. Healthcare Centers

      4. Household

    5. Board Games Market, By Geography, 2021 - 2031 (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. Asmodee Holding
      2. University Games
      3. KESS
      4. Bambini
      5. CMON
      6. Asmodee
      7. Atlas Games
      8. Clementoni Spa
      9. CMON Ltd.
      10. Goliath Games LLC
  7. Analyst Views
  8. Future Outlook of the Market