Global Board Games Market - Strategic Assessment and Forecast 2017-2022
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09/25/2017 | |||||||
GamesPress.] [25-September-2017] 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 For E.S.T Office Hours Call +1-917-300-0470 For U.S./CAN Toll Free Call +1-800-526-8630 For GMT Office Hours Call +353-1-416-8900 U.S. Fax: 646-607-1907 Fax (outside U.S.): +353-1-481-1716
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