Tabletop Games Market Size, Forecast Report 2034

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Here’s your market-ready, referenced brief for the Tabletop Games Market — including company references with values where available, and the latest trends, drivers, restraints, segmentation, opportunities, and expansion factors.

This versatile research report is presenting crucial details on market relevant information, harping on ample minute details encompassing a multi-dimensional market that collectively maneuver growth in the global Tabletop Games market.

This holistic report presented by the report is also determined to cater to all the market specific information and a take on business analysis and key growth steering best industry practices that optimize million-dollar opportunities amidst staggering competition in Tabletop Games market.

Read complete report at: https://www.thebrainyinsights.com/report/tabletop-games-market-14764


🎲 Tabletop Games Market — Company References with Values

Market Overview (Values & Forecasts)

  • The global tabletop games market was valued at about USD 20.8 billion in 2023 and is expected to reach ~USD 35.3 billion by 2030 at a CAGR of ~7.5 % (2024–2030).

  • Other forecasts show the broader tabletop gaming segment sized at ~USD 27.27 billion in 2023 and projected toward ~USD 49.17 billion by 2029 (~10.3 % CAGR).


Key Companies & Revenue/Scale References

These companies are widely cited as major players in tabletop gaming or board/tabletop products. Where publicly available, actual revenue or scale figures are included.

🟥 Hasbro, Inc. (US)

  • One of the largest global toy and games companies; owns Wizards of the Coast, publisher of Dungeons & Dragons and Magic: The Gathering

  • Company revenue: Hasbro reported total revenue in the multi-billion range (e.g., flat to mid-single-digit growth) with its tabletop/digital segment significant within that. In recent quarters the Wizards of the Coast & Digital Gaming segment has shown double-digit year-over-year growth (e.g., +42 %).

  • Magic: The Gathering alone generated ~USD 1 billion in annual revenue historically.

🟦 Cartamundi Group (Belgium)

  • A major playing card & board game manufacturerRevenue ~€648 million (2022)

  • Produces card decks, collectible card games, and board game components for the global market, supplying hobby and mass-market segments.

🟥 Ravensburger AG (Germany)

  • A major European publisher and manufacturer of board and tabletop games; widely covered as a top market player. Market reports list Ravensburger among key vendors but do not typically publish dedicated game revenue lines.

🟥 Asmodee Group (France)

  • A leading tabletop games publisher and distributor with a broad portfolio (e.g., CatanTicket to Ride). Globally active and frequently cited as a top vendor.

🟥 Mattel, Inc. (US)

  • Large toy & games producer with some board/tabletop titles; included in major market reports on the tabletop gaming industry. 

🟨 CMON Limited (HK)Fantasy Flight Games (US)Z-Man Games (US)Days of Wonder (FR)Gale Force Nine (US)

  • Cited frequently in industry reports as established publishers and designers of tabletop and strategy games.


🧠 Recent Development

  • Crowdfunding platforms like Gamefound and Kickstarter are hosting high-value tabletop campaigns — in 2024 Gamefound reported ~$85 million in initial funding for the top 10 campaigns, showing strong engagement from the community.

  • Sustainability & eco-friendly physical game production (biodegradable plastics, recycled components) is a growing trend influencing product design and sourcing.


🚀 Drivers

  • Resurgence of social and strategy gaming, including board games, RPGs, and cooperative experiences driving demand.

  • Crowdfunding democratizing game publishing, enabling indie and niche titles to enter the market.

  • Tabletop cafés and gaming communities expanding real-world social play.

  • Diversification into hybrid digital/physical gameplay (apps and companion tech).


⚠️ Restraints

  • Production cost increases (materials like paper, plastics) challenge margins and pricing.

  • Competition from digital gaming platforms can divert leisure spending from traditional tabletop formats.

  • Supply chain and tariff issues impacting smaller publishers disproportionately.


🌍 Regional Segmentation Analysis

  • North America: Historically largest share (e.g., ~42 % of the market) due to strong gaming culture, conventions, and disposable income. 

  • Europe: Strong traditional board gaming culture, with major publishers and robust retail ecosystems.

  • Asia-Pacific: Fastest growth due to increased consumer interest and rising disposable incomes; traditional games like Mahjong complement modern tabletop titles.

  • LAMEA: Smaller shares but growing hobbyist communities and retail channels emerging.


🔥 Emerging Trends

  • Hybrid digital/physical game experiences integrating apps, AR, and online features.

  • Sustainable tabletop production using recycled and eco-certified materials.

  • Growth of miniature and thematic games gaining traction beyond traditional board gaming.


🎯 Top Use Cases

  1. Family and social entertainment (board nights, gatherings).

  2. Hobbyist & collector communities (miniatures, role-playing).

  3. Educational play for cognitive development.

  4. Gaming cafés and competitive tournaments expanding in urban markets.


🧗 Major Challenges

  • Licensing and intellectual property costs, particularly for well-known franchises.

  • Distribution bottlenecks for indie publishers and retail saturation.

  • Engagement retention as consumers mix digital and physical leisure options.


💡 Attractive Opportunities

  • International expansion into emerging economies and APAC youth markets.

  • Subscription and digital companion platforms offering enhanced services.

  • Collector editions and premium niche products with higher margins.

  • Collaborations with IP holders (e.g., pop culture, film franchises).


📈 Key Factors of Market Expansion

  • Rising disposable income and leisure spending in urban markets.

  • Growth of gaming communities and influencer cultures promoting tabletop play.

  • Innovative product design blending traditional and modern elements.

  • Retail diversification (e-commerce, gaming cafés, specialty stores).


📌 Summary of Notable Company Revenue References

Company Relevant Revenue / Scale
Hasbro, Inc. (Wizards of the Coast segment) Multi-billion revenue; tabletop-related segment showing strong growth (+42 % reported). 
Cartamundi Group Revenue ~€648 million (2022).
Ravensburger AG Major European player (not publicly detailed).
Asmodee Group Key publisher (revenue not separately published).
CMON, Fantasy Flight, Z-Man, Days of Wonder, Gale Force Nine Recognized tabletop publishers in the market.

If you want, I can now break this into a company revenue leaderboard (with estimated tabletop-specific revenues where possible) or create a competitive landscaping slide deck summarizing market shares — just let me know!

 

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