New York, NY -- (SBWIRE) -- 05/19/2017 -- The report titled, "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.
It provides the analysis of key segments of the market by equipment type, theme, age, geography, country, and vendors. It provides a comprehensive analysis of the revenue from the following segments:
Card and Dice Games
Collectible Card Games
Strategy and War Games
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The report provides a detailed study of the market by product types for each region.
Board Games Market – Trends, Drivers, and Restraints
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 market research report provides a detailed discussion of various factors that are driving the market. It also provides the emerging trends and upcoming challenges of the market. In addition to it, It includes the porter's five force analysis and its impact on the global market.
Board Games Market – Market Size and Dynamics
the board games market will grow at a CAGR of 9% during 2016–2022. 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.
Board Games Market – Geographical Analysis
The report includes market analysis of different regions such as APAC, Europe, Latin America, MEA, and North America. It outlines major market share holders and analyzes the market size of all the leading regions. The market varies according to geography. While, Europe dominates tabletop games, the North American board games market is led by collectible card games. . Further these games are highly popular in developed economies such as the US and Western European countries. In fact, Europe is the earliest adopter of board games. However, by 2022 the North America is likely to dominate the market by contributing the largest revenue. APAC and MEA are the fast-growing market. The growth can be mainly attributed to increasing young population in the region.
Board Games Market – Key Vendors and Market Share
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.
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Major vendors profiled in the report are as following:
Other vendors include Asmadi Games, Bezier Games, BoardGameDesign.com, Clementoni, , Disney, Gibsons Games, Goliath BV, Grey Fox Games, Fremont Die Consumer Products, Indie Boards and Cards, INI LLC, International Playthings, Kamings Trade, Learning Resources, Legendary Games, Loony Labs, Ludo Fact, Mayfair Games, Melissa & Doug, Mindware.com, North Star Games, Orchard Toys, Panda GM, Paul Lamond Games, Playroom Entertainment, Pegasus Spiele, Piatnik, Pressman Toy, RoosterFin, Reaper Miniatures, Rio Grande Games, Schmidt Spiele, Spin Master, Spontuneous Games, Surprised Stare Games, SunsOut, Talicor, The Haywire, The Regency Chess Company, ThinkFun, TREND Enterprises, Ultra PRO International, University Games, USAopoly, Winning Moves Games, Wonder Forge, and Zobmondo.
Why should you buy the report?
The report provides answers to the following questions related to the global board games market.
1. What are the current changes witnessed by the market and how are they likely to impact the market landscape in the coming years?
2. Which factors are likely to affect the market over the next few years?
3. What are the major emerging trends and challenges for the market over the next five years?
4. What is the market size and market forecast for each product segment?
5. What is the market size and market forecast for each end-user type?
6. Which region is likely to witness the largest market share and what are the factors driving the market growth in that region?
7. What is the sale growth rate in key geographies?
8. Which are the major countries in terms of market size and market forecast?
9. Which are the key vendors in the market?
10. What are the main strategies implemented by the leading vendors to increase growth opportunities?
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