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      Global Board Games Market - Strategic Assessment and Forecast 2017-2022

      Research and Markets Logo

      News provided by

      Research and Markets

      Sep 25, 2017, 13:00 ET

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      DUBLIN, September 25, 2017 /PRNewswire/ --

      The "Global Board Games Market - Strategic Assessment and Forecast 2017-2022" report has been added to Research and Markets' offering.

      The board games market will grow at a CAGR of 9% during 2016-2022.

      "Global Board Games Market - Strategic Assessment and Forecast 2017-2022," considers the present scenario of the market and its strategic assessment for the period 2017-2022. It includes a detailed study of growth drivers, trends, and restraints. The report includes the leading four vendors in the market and other key vendors.

      Board games are witnessing a high-value proposition for investors and general population than other advanced video games. A major factor that is encouraging the general population to invest is that board games are easy to understand and people can connect with the concept rapidly and can set realistic targets. Hence the increase in crowdfunding platforms for the game publishers is a major factor that is driving the growth of the market.

      These games, which were traditionally played in their physical format using boards, cards, dice, and playing tokens, are increasingly being translated into the digital form for devices such as smartphones, computers, video game systems, and tablets. The increasing digitization of these games is one the emerging trends that is going to boost the market during the forecast period.

      The board games market continues to face a challenge from the digital games segment, however, the market along with other games segment have remained stable in the past three years.

      The retail sale has increased tremendously and the demand has mainly been from the teen and adult population. Board games are not only beneficial for learning among toddlers and infants but also, they are helpful in creating learning environment among adults and are increasingly becoming a part of corporate classrooms. Also, the development of mobile applications supporting these games have increased the gaming experience among several age groups. As the purchasing power of middle-class families is increasing, the sale of board games is likely to accelerate.

      A high average lifecycle is another factor for the growth of the market. Board games have an average lifecycle of eight years, however with product extensions, it is expected to reach ten years.

      The global board games market is dominated by the tabletop segment because of its increasing demand across geographies. Publishers of tabletop games target mass market due to their wide user base, which is driving the growth of the market. The collectible card games segment is the second popular segment in the global board games market.

      The report profiles major companies in the global board games market and provides the competitive landscape of the leading players. It covers the entire market outlook regarding the value chain operating in the market.

      Key Topics Covered:



      Section 1 Research Methodology



      Section 2 Executive Summary



      Section 3 Report Coverage


      3.1 Report Assumption


      3.2 Market Derivation


      3.3 Currency Exchange Rates



      Section 4 Introduction



      Section 5 Key Market Drivers


      5.1 Increasing Millennials Population


      5.2 Increasing Crowdfunding Platforms for Board Game Publishers


      5.3 Shifting Themes of Board Games



      Section 6 Key Market Trends


      6.1 Growing Trend of Board Game Cafes


      6.2 Increasing Digitization of Board Games


      6.3 Growing Visual and Sensory Appeal in Board Games


      6.4 Growing Mobile Applications for Board Games


      6.5 Increasing Focus on Online Strategy



      Section 7 Key Market Restraints


      7.1 Threat from Other Gaming Platforms


      7.2 Volatile Raw Material Prices


      7.3 Lack of Product Awareness and Limited Access to New Vendors


      7.4 Loss on Royalty Fees due to Counterfeit Board Games



      Section 8 Global Board Games Market


      8.1 Introduction


      8.1.1 Case Study


      8.2 Global Board Games Market Size and Analysis



      Section 9 Global Board Games Market by Type


      9.1 Tabletop Board Games Market


      9.1.1 Market Size and Forecast


      9.2 Card and Dice Games Market


      9.2.1 Market Size and Forecast


      9.3 Collectible Card Game Market


      9.3.1 Market Size and Forecast


      9.4 Miniature Games


      9.4.1 Market Size and Analysis


      9.5 RPGs


      9.5.1 Market Size and Analysis



      Section 10 Global Board Games Market by Theme



      Section 11 Geographical Segmentation


      11.1 Geographical Overview of Board Games Market



      Section 12 Board Games Market in Europe



      Section 13 Board Games Market in North America



      Section 14 Board Games Market in APAC



      Section 15 Board Games Market in Latin America



      Section 16 Market Size and Analysis of MEA



      Section 17 Competitive Landscape


      17.1 Porter's Five Forces Model


      17.1.1 Threat of New Entrants


      17.1.2 Bargaining Power of Suppliers


      17.1.3 Bargaining Power of Buyers


      17.1.4 Threat of Substitutes


      17.1.5 Threat of Rivalry


      17.2 Competitive Scenario



      Section 18 Key Vendor Analysis


      18.1 Asmodee


      18.1.1 Introduction


      18.1.2 Financial Performance


      18.1.3 Key Strengths


      18.2 Hasbro


      18.2.1 Introduction


      18.2.2 Hasbro Brand Architecture


      18.2.3 Traditional Game Play Portfolio


      18.2.4 Emerging Brands


      18.2.5 Product Categories


      18.2.6 Financial Performance


      18.2.7 Key Strengths


      18.2.8 Key Strategies


      18.2.9 Key Opportunities


      18.3 Mattel Inc.


      18.3.1 Introduction


      18.3.2 Brand Architecture


      18.3.3 Traditional Game Play Portfolio


      18.3.4 Product Categories


      18.3.5 Financial Performance


      18.3.6 Key Strengths


      18.3.7 Key Strategies


      18.3.8 Key Opportunities


      18.4 Ravensburger


      18.4.1 Introduction


      18.4.2 Financial Performance


      18.4.3 Key Strengths


      18.4.4 Key Strategy


      18.4.5 Key Opportunities



      Section 19 Other Prominent Vendors


      19.1 Asmadi Games


      19.2 Bezier Games


      19.3 BoardGameDesign.com


      19.4 Clementoni


      19.5 Disney


      19.6 Gibsons Games


      19.7 Goliath BV


      19.8 Grey Fox Games


      19.9 Fremont Die Consumer Products


      19.10 Indie Boards and Cards


      19.11 INI LLC


      19.12 International Playthings


      19.13 Kamings Trade


      19.14 Learning Resources


      19.15 Legendary Games


      19.16 Loony Labs


      19.17 Ludo Fact


      19.18 Mayfair Games


      19.19 Melissa & Doug


      19.20 Mindware.com


      19.21 North Star Games


      19.22 Orchard Toys


      19.23 Panda GM


      19.24 Paul Lamond Games


      19.25 Playroom Entertainment


      19.26 Pegasus Spiele


      19.27 Piatnik


      19.28 Pressman Toy


      19.29 RoosterFin


      19.30 Reaper Miniatures


      19.31 Rio Grande Games


      19.32 Schmidt Spiele


      19.33 Spin Master


      19.34 Spontaneous Games


      19.35 Surprised Stare Games


      19.36 SunsOut


      19.37 Talicor


      19.38 The Haywire Group


      19.39 The Regency Chess Company


      19.40 ThinkFun


      19.41 TREND Enterprises


      19.42 Ultra PRO International


      19.43 University Games


      19.44 USAopoly


      19.45 Winning Moves Games


      19.46 Wonder Forge


      19.47 Zobmondo



      Section 20 Appendix



      For more information about this report visit

      https://www.researchandmarkets.com/research/bfrmw9/global_board


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