表紙:卓上ゲームの世界市場-2023年~2030年
市場調査レポート
商品コード
1372600

卓上ゲームの世界市場-2023年~2030年

Global Tabletop Games Market - 2023-2030

出版日: | 発行: DataM Intelligence | ページ情報: 英文 203 Pages | 納期: 約2営業日

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価格
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本日の銀行送金レート: 1USD=157.14円
卓上ゲームの世界市場-2023年~2030年
出版日: 2023年10月18日
発行: DataM Intelligence
ページ情報: 英文 203 Pages
納期: 約2営業日
ご注意事項 :
本レポートは最新情報反映のため適宜更新し、内容構成変更を行う場合があります。ご検討の際はお問い合わせください。
  • 全表示
  • 概要
  • 目次
概要

概要

世界の卓上ゲーム市場は、2022年に25億米ドルに達し、2023-2030年の予測期間中にCAGR 6.7%で成長し、2030年には42億米ドルに達すると予測されています。

世界の卓上ゲーム市場は、デジタル疲労の高まりと現実世界での社会的交流への欲求が、特にミレニアル世代とジェネレーションZの人々を卓上ゲームに向かわせ、大幅な成長を遂げています。市場は、拡張現実(AR)やコンパニオンアプリなどの技術強化によって多様化しており、従来のボードゲームをより没入的で身近なものにしています。

例えば、ハズブロは2023年7月、イタリアのゲーム開発スタジオXploredと提携し、古典的な物理的ボードゲームを現代化すると発表しました。Xplored社は、同社の「Teburu」技術を使って、モノポリーやクルーなどのゲームにデジタル要素とスマートセンサーを統合します。この技術には、電子センサーを搭載したゲーム盤と、ゲームの駒とサイコロの出目を追跡するスマートサイコロが含まれます。

北米は卓上ゲーム市場の1/3を占めると予想されています。また、教育用ゲームやレクリエーション用ゲームへの需要が高まっていること、こうしたゲームの利点を重視する多様な人口構成も背景にあります。カフェやレストラン文化の成長も、同地域の卓上ゲーム市場を牽引しています。

ダイナミクス

ミレニアル世代とZ世代における人気の高まりで卓上ゲーム需要が急増

世界の卓上ゲーム市場は著しい成長を遂げています。ミレニアル世代とZ世代がこの復活を牽引しており、"カタン"や"シークレット・ヒトラー"のような戦略性に重点を置いた新しいゲームに引き寄せられています。クラウドファンディング・プラットフォーム、特にKickstarterは、インディーズ開発者に業界の巨人への課題を促し、革新的な作品でこの分野を活性化しています。チェスのような伝統的なゲームも、「クイーンズ・ギャンビット」やオンライン・エンゲージメントの増加といった要因に後押しされ、復活を遂げました。

COVID-19は、人々が戸締まり中に娯楽を求め、「卓上シミュレーター」のようなプラットフォームが人気を博したため、この成長を加速させました。「デジタル疲れ」が一因となり、卓上ゲームがスクリーン中心のライフスタイルからの息抜きになっています。フォーラムから解説ビデオに至るまで、インターネットの影響力がこの趣味の裾野を広げています。大学生は卓上ゲームを受け入れ、古い固定観念を取り払い、しばしば飲み会ゲームと組み合わせて流行の社交活動にしています。対戦型から協力型まで、卓上ゲームには多様な性質があるため、誰もが楽しめるものがあり、この業界の人気に貢献しています。

テクノロジーを駆使した卓上ゲーム:物理的領域とデジタル領域を世界に橋渡し

卓上ゲーム市場は、伝統的な体験とデジタルな体験のエキサイティングな融合を生み出すテクノロジーを取り入れながら、世界の広がりを見せています。テクノロジーを駆使したボードゲームや卓上ゲームは、物理的な領域とデジタルの領域の架け橋となり、活況を呈しています。スマートフォン、AR(拡張現実)、コンパニオンアプリは、ボードゲームの触感を豊かにし、熟練した愛好家だけでなく新規参入者も惹きつけています。拡張現実を利用したアドベンチャーは、プレイヤーを没入感のある世界へといざない、現実とデジタルの境界線を曖昧にし、スマートデバイスはリアルタイムのアップデートやインタラクティブな機能でゲームプレイを向上させる。

Mirrorscape社は、モバイル機器とAppleのVision Proに対応した拡張現実(AR)卓上ゲームプラットフォームのオープンベータを開始しました。このプラットフォームはロールプレイングゲームやデジタル卓上体験に対応し、アップルのVision Proを含む様々なARグラスやヘッドセットに統合する計画です。ロサンゼルスを拠点とするスタジオは、RPGプレイヤーのためにMirrorscapeをデザインし、AR機能と伝統的な卓上ゲーム機能を提供しました。ユーザーは、ゲームの駒や地形、仲間のプレイヤーと一緒にゲームを作り、交流することができ、物理的なゲームの雰囲気を醸成することができます。

コストの課題

世界の卓上ゲーム市場は、ゲーム購入にかかるコストに制約される可能性があります。卓上ゲームには、ゲーム・ボード、カード、ミニチュア、専用ダイスなど、さまざまなコンポーネントが含まれることが多く、他の娯楽に比べて比較的高価です。高品質なコンポーネントやアートワークは、さらにコストを押し上げる可能性があります。

さらに、卓上ゲームには拡張版や追加コンテンツがあるものもあり、プレイヤーにとっては全体的な投資額が増えることになります。特に経済的な制約がある地域では、多くの潜在的なゲーマーにとって、この出費が参入障壁となる可能性があります。低予算で楽しめる選択肢もあるが、特定の卓上ゲームには割高な価格設定がされているため、より幅広い層への普及が制限され、市場の成長と普及が制限されます。

目次

第1章 調査手法と調査範囲

第2章 定義と概要

第3章 エグゼクティブサマリー

第4章 市場力学

  • 影響要因
    • 促進要因
      • ミレニアル世代とZ世代における人気の高まりによる卓上ゲーム需要の急増
      • テクノロジーを駆使した卓上ゲーム:物理的領域とデジタル領域の世界の架け橋
    • 抑制要因
      • コスト課題
    • 機会
    • 影響分析

第5章 産業分析

  • ポーターのファイブフォース分析
  • サプライチェーン分析
  • 価格分析
  • 規制分析
  • ロシア・ウクライナ戦争の影響分析
  • DMI意見

第6章 COVID-19分析

第7章 タイプ別

  • ボードゲーム
  • ミニチュアウォーゲーム
  • ロールプレイングゲーム
  • ダイスゲーム
  • カードゲーム
  • アブストラクトゲーム

第8章 流通チャネル別

  • 3オフライン
  • 5オンライン

第9章 用途別

  • 学校
  • 企業ビル
  • ゲームゾーン
  • カフェ
  • パーティー会場
  • その他

第10章 地域別

  • 北米
    • 米国
    • カナダ
    • メキシコ
  • 欧州
    • ドイツ
    • 英国
    • フランス
    • イタリア
    • スペイン
    • その他欧州
  • 南米
    • ブラジル
    • アルゼンチン
    • その他南米
  • アジア太平洋
    • 中国
    • インド
    • 日本
    • オーストラリア
    • その他アジア太平洋地域
  • 中東・アフリカ

第11章 競合情勢

  • 競合シナリオ
  • 市況/シェア分析
  • M&A分析

第12章 企業プロファイル

  • Asmodee Group
    • 会社概要
    • 製品ポートフォリオと説明
    • 財務概要
    • 主な発展
  • Ravensburger AG
  • Hasbro Inc.
  • Mattel Inc.
  • Spin Master Corp.
  • Z-Man Games
  • Fantasy Flight Games
  • Catan Studio
  • Stonemaier Games:
  • Plaid Hat Games

第13章 付録

目次
Product Code: FMCG7198

Overview

Global Tabletop games Market reached US$ 2.5 billion in 2022 and is expected to reach US$ 4.2 billion by 2030, growing with a CAGR of 6.7% during the forecast period 2023-2030.

The globally tabletop games market is experiencing substantial growth with the rise of digital fatigue and a desire for real-world social interactions have driven people, particularly Millennials and Generation Z, toward tabletop gaming. The market is diversifying with tech enhancements, including augmented reality (AR) and companion apps, making traditional board games more immersive and accessible.

For instance, in July 2023, Hasbro announced a partnership with Italian game development studio Xplored to modernize its classic physical board games. Xplored will integrate digital elements and smart sensors into games like Monopoly and Clue, using its Teburu technology. The technology includes an electronic sensor-equipped game board and smart dice that track game pieces and dice rolls.

North America is expected to hold 1/3 of the tabletop games market driven by growing popularity among the young and adult generations in the region. Also, increasing demand for educational and recreational games and a diverse demographic mix that values the benefits of these games. The growing cafe and restaurant culture also driving the market for tabletop games in the region.

Dynamics

Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z peoples

The globally tabletop games market is experiencing remarkable growth. Millennials and Generation Z are driving this resurgence, gravitating towards newer, strategically-focused games like "Catan" and "Secret Hitler." Crowdfunding platforms, particularly Kickstarter, empower indie developers to challenge industry giants, revitalizing the sector with innovative offerings. Traditional games like Chess also witnessed a revival, bolstered by factors such as "The Queen's Gambit" and increased online engagement.

COVID-19 accelerated this growth as people sought recreation during lockdowns and platforms like "Tabletop Simulator" gained popularity. "Digital fatigue" played a role, with tabletop games offering a break from screen-centric lifestyles. The internet's influence, from forums to instructional videos, has amplified the hobby's reach. College students have embraced tabletop gaming, shedding old stereotypes and making it a trendy social activity, often paired with drinking games. The diverse nature of tabletop games, from competitive to collaborative, ensures there's something for everyone, contributing to the industry's well-deserved popularity.

Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally

The tabletop games market is undergoing a global expansion, embracing technology to create an exciting blend of traditional and digital experiences. Tech-enhanced board games and tabletop gaming are thriving, offering a bridge between the physical and digital realms. Smartphones, augmented reality and companion apps enrich the tactile aspects of board games, attracting both seasoned enthusiasts and newcomers. Augmented reality adventures transport players into immersive worlds, blurring the lines between reality and the digital realm, while smart devices enhance gameplay with real-time updates and interactive features.

Mirrorscape has launched an open beta for its augmented reality (AR) tabletop gaming platform, compatible with mobile devices and Apple's Vision Pro. The platform caters to role-playing games and digital tabletop experiences, with plans to integrate it into various AR glasses and headsets, including Apple's Vision Pro. The Los Angeles-based studio designed Mirrorscape for RPG players, offering AR functionality and traditional tabletop game features. Users can build and interact with game pieces, terrain and fellow players, fostering a physical gaming atmosphere.

Cost Challenges

The tabletop games market globally can be restrained with the cost associated with purchasing these games. Tabletop games often involve various components like game boards, cards, miniatures and specialized dice, making them relatively expensive compared to other forms of entertainment. High-quality components and artwork can further drive up the cost.

Furthermore, some tabletop games have expansions or additional content, increasing the overall investment for players. The expense can be a barrier to entry for many potential gamers, especially in regions with economic constraints. While there are budget-friendly options available, the premium pricing of certain tabletop games restricts their accessibility to a broader audience, limiting market growth and adoption.

Segment Analysis

The global tabletop games market is segmented based on type, distribution channel, application and region.

Board Games Dominate the Global Tabletop Games Market

Board games holds the largest share in the tabletop games market. In 2023 boardgames has witnessed a surge in releases and heightened interest by people globally. For instance, Gen Con, the largest tabletop convention in the Western hemisphere, with a record 70,000 attendees and publishers quickly selling out of their hottest titles, it's evident that board games hold a substantial share of the market.

Among the new releases, Splito stands out as a card game that accommodates up to eight players without the often-insulting aspects of typical party games. Also, The diverse games released in 2023, include "City of the Great Machine," a hidden movement game with creative gameplay; "Dark Venture: Battle of the Ancients," a zany tactical skirmish game; "Earth," a tableau-building game with an open-world feel; "Frosthaven," the highly anticipated Gloomhaven sequel with base-building mechanics; and "Votes for Women," an immersive card-driven area-control game depicting the women's suffrage movement. The early releases showcase the board game industry's commitment to offering engaging and varied gaming experiences.

Geographical Penetration

North America's Dominance in the Tabletop Games Market Fueled by Growing Popularity Among Young Generation

North America holds the largest share in the tabletop games market with the regions substantial and growing young generation. As per Children Defense Fund report, in 2021, U.S. had 74 million children, making up 22% of the nation's population and it continue to grow. Also, the growing demand for tabletop games among the young generation is driven by their multifaceted benefits.

Tabletop games provide early learning opportunities, promote brain development through strategy, enhance language skills and improve focus and attention span. It teaches teamwork, conflict resolution and good sportsmanship, all while offering a fun and engaging way to learn and bond with others. Also, board games are most popular among young kids as there is higher demand for them in schools.

COVID-19 Impact Analysis:

The COVID-19 pandemic significantly impacted the tabletop games market as lockdowns and restrictions forced people indoors. With outdoor activities limited, there was a surge in demand for indoor games such as carrom boards, chess, ludo and card games. globally implemented curfews and schools and colleges closed, leading to a resurgence of exploration of new types of tabletop games.

The demand for indoor game equipment, including chess boards and carrom boards, skyrocketed, with some dealers experiencing tripled sales. The pandemic shifted recreational preferences, emphasizing the appeal of tabletop games during challenging times when outdoor activities were restricted. Also, several companies launched new types of tabletop games during the pandemic times.

Russia-Ukraine War Impact Analysis

The Russia-Ukraine war has disrupted the global lumber market by tightening supply and causing shifts in trade flows of material used in the manufacturing of tabletop games. Russia's significant role as a softwood lumber supplier, combined with sanctions and boycotts, has impacted the supply chain. A shortage of lumber supply could impact the prices of board games in the coming months, since wood is the preferred material for game boards.

Ukrainian and Belarusian lumber exports have also been affected. In a worst-case scenario, a 3-4% global lumber supply loss is possible. Production losses in Russia, due to sanctions and corporate boycotts, have led to further disruptions. The North American market may face challenges due to reduced European supply and trade flows will need to be reshuffled. The extent of the impact depends on evolving trade relationships and how quickly alternative supply sources can be established.

By Type

  • Board Games
  • Miniature Wargames
  • Role Playing Games
  • Dice Games
  • Card Games
  • Abstract Games

By Distribution Channel

  • Offline
  • Online

By Application

  • School
  • Corporate Buildings
  • Game Zones
  • Cafes
  • Party Venues
  • Other

By Region

  • North America
    • U.S.
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • Rest of Europe
  • South America
    • Brazil
    • Argentina
    • Rest of South America
  • Asia-Pacific
    • China
    • India
    • Japan
    • Australia
    • Rest of Asia-Pacific
  • Middle East and Africa

Key Developments

  • In July 2023, Mirrorscape's open beta launch of its augmented reality (AR) app, introduces a new dimension to tabletop role-playing games (TTRPGs) like Dungeons & Dragons and Pathfinder. The mixed reality and gaming development company aims to enhance the TTRPG experience by allowing users to incorporate AR elements, create 3D maps, roll digital dice and interact with fellow players within a single platform. As digital gaming gains popularity, Mirrorscape provides game masters (GMs) with customizable tools for crafting immersive game worlds.
  • The collaboration between Skybound Entertainment and Mantic Games is set to release new tabletop games based on these popular television shows in the last quarter of 2023, which means they are expected to be released sometime between October and December 2023.

Competitive Landscape

The major global players in the market include: Asmodee Group, Ravensburger AG, Hasbro Inc., Mattel Inc., Spin Master Corp., Z-Man Games, Fantasy Flight Games, Catan Studio, Stonemaier Games, Plaid Hat Games.

Why Purchase the Report?

  • To visualize the global tabletop games market segmentation based on type, distribution channel, application and region, as well as understand key commercial assets and players.
  • Identify commercial opportunities by analyzing trends and co-development.
  • Excel data sheet with numerous data points of tabletop games market-level with all segments.
  • PDF report consists of a comprehensive analysis after exhaustive qualitative interviews and an in-depth study.
  • Product mapping available as excel consisting of key products of all the major players.

The global tabletop games market report would provide approximately 61 tables, 63 figures and 203 applications.

Target Audience 2023

  • Manufacturers/ Buyers
  • Industry Investors/Investment Bankers
  • Research Professionals
  • Emerging Companies

Table of Contents

1. Methodology and Scope

  • 1.1. Research Methodology
  • 1.2. Research Objective and Scope of the Report

2. Definition and Overview

3. Executive Summary

  • 3.1. Snippet by Type
  • 3.2. Snippet by Distribution Channel
  • 3.3. Snippet by Application
  • 3.4. Snippet by Region

4. Dynamics

  • 4.1. Impacting Factors
    • 4.1.1. Drivers
      • 4.1.1.1. Tabletop Games Demand Surge with Growing Popularity Among Millennials and Gen Z Peoples
      • 4.1.1.2. Tech-Enhanced Tabletop Games: Bridging Physical and Digital Realms Globally
    • 4.1.2. Restraints
      • 4.1.2.1. Cost Challenges
    • 4.1.3. Opportunity
    • 4.1.4. Impact Analysis

5. Industry Analysis

  • 5.1. Porter's Five Force Analysis
  • 5.2. Supply Chain Analysis
  • 5.3. Pricing Analysis
  • 5.4. Regulatory Analysis
  • 5.5. Russia-Ukraine War Impact Analysis
  • 5.6. DMI Opinion

6. COVID-19 Analysis

  • 6.1. Analysis of COVID-19
    • 6.1.1. Scenario Before COVID
    • 6.1.2. Scenario During COVID
    • 6.1.3. Scenario Post COVID
  • 6.2. Pricing Dynamics Amid COVID-19
  • 6.3. Demand-Supply Spectrum
  • 6.4. Government Initiatives Related to the Market During Pandemic
  • 6.5. Manufacturers Strategic Initiatives
  • 6.6. Conclusion

7. By Type

  • 7.1. Introduction
    • 7.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 7.1.2. Market Attractiveness Index, By Type
  • 7.2. Board Games*
    • 7.2.1. Introduction
    • 7.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 7.3. Miniature Wargames
  • 7.4. Role Playing Games
  • 7.5. Dice Games
  • 7.6. Card Games
  • 7.7. Abstract Games

8. By Distribution Channel

  • 8.1. Introduction
    • 8.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 8.1.2. Market Attractiveness Index, By Distribution Channel
  • 8.2. 3 Offline*
    • 8.2.1. Introduction
    • 8.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 8.3. 5 Online

9. By Application

  • 9.1. Introduction
    • 9.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 9.1.2. Market Attractiveness Index, By Application
  • 9.2. School*
    • 9.2.1. Introduction
    • 9.2.2. Market Size Analysis and Y-o-Y Growth Analysis (%)
  • 9.3. Corporate Buildings
  • 9.4. Game Zones
  • 9.5. Cafes
  • 9.6. Party Venues
  • 9.7. Other

10. By Region

  • 10.1. Introduction
    • 10.1.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Region
    • 10.1.2. Market Attractiveness Index, By Region
  • 10.2. North America
    • 10.2.1. Introduction
    • 10.2.2. Key Region-Specific Dynamics
    • 10.2.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.2.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.2.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.2.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.2.6.1. U.S.
      • 10.2.6.2. Canada
      • 10.2.6.3. Mexico
  • 10.3. Europe
    • 10.3.1. Introduction
    • 10.3.2. Key Region-Specific Dynamics
    • 10.3.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.3.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
  • 10.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.4.1. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.4.1.1. Germany
      • 10.4.1.2. UK
      • 10.4.1.3. France
      • 10.4.1.4. Italy
      • 10.4.1.5. Spain
      • 10.4.1.6. Rest of Europe
  • 10.5. South America
    • 10.5.1. Introduction
    • 10.5.2. Key Region-Specific Dynamics
    • 10.5.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.5.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.5.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.5.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.5.6.1. Brazil
      • 10.5.6.2. Argentina
      • 10.5.6.3. Rest of South America
  • 10.6. Asia-Pacific
    • 10.6.1. Introduction
    • 10.6.2. Key Region-Specific Dynamics
    • 10.6.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.6.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.6.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel
    • 10.6.6. Market Size Analysis and Y-o-Y Growth Analysis (%), By Country
      • 10.6.6.1. China
      • 10.6.6.2. India
      • 10.6.6.3. Japan
      • 10.6.6.4. Australia
      • 10.6.6.5. Rest of Asia-Pacific
  • 10.7. Middle East and Africa
    • 10.7.1. Introduction
    • 10.7.2. Key Region-Specific Dynamics
    • 10.7.3. Market Size Analysis and Y-o-Y Growth Analysis (%), By Type
    • 10.7.4. Market Size Analysis and Y-o-Y Growth Analysis (%), By Application
    • 10.7.5. Market Size Analysis and Y-o-Y Growth Analysis (%), By Distribution Channel

11. Competitive Landscape

  • 11.1. Competitive Scenario
  • 11.2. Market Positioning/Share Analysis
  • 11.3. Mergers and Acquisitions Analysis

12. Company Profiles

  • 12.1. Asmodee Group*
    • 12.1.1. Company Overview
    • 12.1.2. Product Portfolio and Description
    • 12.1.3. Financial Overview
    • 12.1.4. Key Developments
  • 12.2. Ravensburger AG
  • 12.3. Hasbro Inc.
  • 12.4. Mattel Inc.
  • 12.5. Spin Master Corp.
  • 12.6. Z-Man Games
  • 12.7. Fantasy Flight Games
  • 12.8. Catan Studio
  • 12.9. Stonemaier Games:
  • 12.10. Plaid Hat Games

LIST NOT EXHAUSTIVE

13. Appendix

  • 13.1. About Us and Services
  • 13.2. Contact Us