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

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News provided by

Research and Markets

25 Sep, 2017, 17:00 GMT

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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

Media Contact:

Laura Wood, Senior Manager
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