China Playing Cards and Board Games Market Report, Global Industry Analysis, Market Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030

  • Published Date: Jan, 2024
  • Report ID: CR0191977
  • Format: Electronic (PDF)
  • Number of Pages: 198
  • Author(s): Joshi, Madhavi

Report Overview

The China Playing Cards and Board Games Market size was estimated at USD 3.2 billion in 2023 and is projected to reach USD 5.2 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 7.80% during the forecast period (2024-2030).

China Playing Cards and Board Games Market

(Market Size)
$3.2 billion
$5.2 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 7.80%
2023 Market Size USD 3.2 billion
2030 Market Size USD 5.2 billion
Key Players Mattel, Hasbro, Disney, Ravensburger, Asmodee

Market Summary

The China playing cards and board games market represents a dynamic and evolving segment within the broader consumer goods industry. This market is characterized by a rich cultural heritage intertwined with modern gaming trends, catering to a diverse consumer base from traditional card game enthusiasts to a new generation of strategic board game players. The industry encompasses a wide array of products, including standard playing cards, collectible card games, and a vast spectrum of board games ranging from family-oriented titles to complex strategy games. The market is supported by a robust manufacturing ecosystem within China, which is a global hub for production, coupled with a growing domestic consumer base that is increasingly valuing social, offline entertainment experiences. The retail landscape is diverse, spanning from traditional brick-and-mortar stores to a rapidly expanding e-commerce channel, which has become a primary driver for market accessibility and growth. Consumer preferences are shifting towards higher-quality materials, licensed intellectual properties, and games that offer both social interaction and cognitive challenges, reflecting a maturation of the consumer base.

Key Highlights

A significant highlight of the Chinese market is the successful fusion of traditional games with digital integration, creating hybrid play experiences that appeal to tech-savvy younger demographics. The popularity of games like Dou Dizhu and Mahjong remains deeply entrenched, while Western-style board games and collectible card games have gained substantial traction in urban centers. Another key highlight is the dominance of local manufacturers and publishers who adeptly tailor global hits for the domestic audience while also producing original content that resonates with local cultural narratives and themes. The market has also seen a surge in organized play, with cafes, tournaments, and conventions becoming important community hubs that drive engagement and sales. Furthermore, the influence of popular media, including live-streaming and online content creation focused on board games, has been instrumental in fueling market growth and introducing new titles to a mass audience. The emphasis on product quality and premium components has elevated the perceived value of board games, moving them beyond simple toys into the realm of collectible leisure products.

Drivers, Opportunities & Restraints

Primary market drivers include rising disposable incomes, which allow consumers to invest more in leisure activities and premium gaming products. The growing middle class, particularly in tier-1 and tier-2 cities, exhibits a strong appetite for experiential and social entertainment, which board games and card games readily provide. The expansion of digital retail platforms has dramatically improved product discovery and distribution, making a wider variety of games accessible to consumers across the country. A significant opportunity lies in educational and cognitively stimulating games for children and young adults, a segment where parents are increasingly willing to spend. The development of original intellectual properties and games based on Chinese history and mythology presents a substantial opportunity for local companies to capture market share. However, the market faces restraints including intense competition from digital entertainment options such as mobile gaming and video games, which compete for the same leisure time and spending. Logistical challenges and fragmented distribution networks can also hinder the reach of physical products into lower-tier cities and rural areas. Furthermore, issues related to intellectual property protection and the prevalence of counterfeit products remain a persistent challenge for legitimate publishers and manufacturers.

Concentration Insights

The market concentration is a blend of fragmentation and consolidation. The manufacturing base for standard playing cards and mass-market games is highly fragmented, with numerous small to medium-sized enterprises operating, particularly in manufacturing hubs like Zhejiang province. However, the publishing and distribution segment for modern hobby board games and collectible card games is more consolidated. A handful of major domestic players and the local subsidiaries of international giants hold significant market share and influence over retail channels and marketing. These key players benefit from established distribution networks, strong relationships with retailers, and the financial capacity to secure lucrative licensing deals for popular entertainment franchises. The competitive landscape is defined by continuous innovation in game design, aggressive marketing strategies, and the ability to cultivate a loyal community of players. Smaller, independent publishers often find success by targeting niche audiences with unique game mechanisms or highly thematic content, but they operate in a space dominated by the marketing power and extensive catalogues of the larger entities.

Type Insights

The market can be segmented by type into several distinct categories, each with its own consumer base and growth dynamics. Traditional playing cards, including those for games like Poker and the immensely popular Dou Dizhu, constitute a massive and stable product category. Collectible Card Games represent a high-value segment, driven by passionate communities and ongoing product releases that encourage repeat purchases. The board games segment is highly diverse, encompassing family games, strategy games, party games, and cooperative games. Family games focus on accessibility and fun for all ages, while strategy games appeal to dedicated enthusiasts seeking depth and complexity. Party games have grown in popularity due to their strong social interaction component, often linked to gatherings and events. Another emerging type includes miniature-based war games and role-playing games, which, while niche, command high customer loyalty and average spending per user. The differentiation in game types allows companies to target specific demographics and usage occasions, from casual family game nights to competitive tournament play.

Application Insights

The application of playing cards and board games spans various contexts, influencing product design and marketing strategies. The primary application remains home entertainment, where products are purchased for use with family and friends during leisure time. This drives demand for games that are easy to learn and accommodate multiple players. A rapidly growing application is in the commercial sector, specifically board game cafes and bars. These establishments function as both retail outlets and experiential venues, driving sales of games suited for public play and often serving as a testing ground for new products before consumers make a purchase. The educational application is another critical segment, where games are used as tools for developing cognitive skills, strategic thinking, and language learning in both formal and informal settings. Furthermore, corporate training and team-building exercises have emerged as a niche application, utilizing cooperative board games to foster communication and problem-solving skills among employees. The competitive gaming application, involving organized tournaments and leagues for specific card and board games, also contributes to market vitality by creating aspirational goals for players and sustaining engagement with certain game titles over the long term.

Regional Insights

Regional consumption patterns within China show notable variation. Tier-1 cities such as Beijing, Shanghai, Guangzhou, and Shenzhen are the epicenters of the modern board game movement. These metropolitan areas have higher disposable incomes, greater exposure to international trends, and a dense concentration of board game cafes and specialty stores, driving demand for a wide variety of sophisticated and imported games. Tier-2 cities are emerging as significant growth markets, with rising interest in hobbyist games and increasing retail presence. The adoption rate in these cities is accelerating as distribution networks improve and awareness grows through digital media. In contrast, tier-3 and tier-4 cities and rural areas exhibit a stronger preference for traditional card games like Mahjong and Dou Dizhu, which are deeply embedded in the local culture. The market in these regions is primarily served by value-oriented, mass-produced products. E-commerce has been crucial in bridging the geographic divide, allowing consumers outside major urban centers to access a broader selection of games that were previously unavailable to them, thus gradually homogenizing market trends across the country.

Company Insights

The competitive landscape features a mix of international powerhouses and formidable domestic companies. Global leaders like Hasbro and Asmodee have a strong presence, often through local partnerships or subsidiaries, and leverage their extensive portfolios of famous brands such as Magic: The Gathering and Catan. Tencent, a dominant force in China's digital ecosystem, has also made significant moves into the physical gaming space, leveraging its IP and digital platforms to cross-promote products. Key domestic players include Yoka Games, which is renowned for localizing popular foreign titles and developing successful original games, and Miyuki, a major manufacturer of playing cards. Other notable entities include Castle (Sheng Bao), which has a strong retail and distribution network, and various smaller studios and publishers that focus on creating original content tailored to Chinese tastes. These companies compete on multiple fronts including product innovation, securing attractive licensing agreements for movie, anime, and video game franchises, building community engagement through events, and optimizing their supply chain and distribution efficiency to maximize market reach.

Recent Developments

The market has witnessed several pivotal recent developments that signal its ongoing evolution. There has been a marked increase in strategic investments and acquisitions, with larger companies seeking to consolidate market share by acquiring successful smaller studios and publishers. This activity aims to diversify product offerings and capture innovative game designs. The integration of augmented reality and app-assisted gameplay into physical board games has become a significant trend, enhancing gameplay with digital elements and creating a unique hybrid experience. Sustainability has emerged as a more prominent concern, leading several prominent publishers to announce initiatives for using recycled materials and eco-friendlier packaging in response to growing consumer environmental awareness. The post-pandemic period has seen a robust recovery of the board game cafe sector, with new business models emerging that combine food and beverage service with premium gaming experiences. Furthermore, Chinese companies are increasingly looking outward, exporting locally developed games to international markets and participating in major global toy and game fairs to showcase their innovations and build brand recognition overseas.

Report Segmentation

This comprehensive market report is meticulously segmented to provide a granular analysis of the China Playing Cards and Board Games market. The segmentation allows for a detailed examination of each component that defines the industry's structure and trajectory. The report is divided by type, delving into the distinct characteristics and market performance of segments such as standard playing cards, collectible card games, board games, and miniature games. It is further segmented by application, analyzing the usage across home entertainment, commercial venues like cafes, educational institutions, and corporate settings. A crucial regional segmentation breaks down the market performance and potential across key geographic areas, including East China, North China, South Central China, Southwest China, Northwest China, and Northeast China, highlighting the unique consumer behaviors and growth opportunities in each region. Additionally, the report includes a detailed company landscape, profiling the key players, their market shares, product portfolios, and strategic initiatives. This multi-faceted segmentation provides stakeholders with the actionable intelligence needed to identify niche opportunities, understand competitive dynamics, and formulate targeted strategies for market penetration and growth.

FAQs

What are the key drivers of the playing cards and board games market in China? The key drivers include rising disposable incomes, the growth of the middle class seeking social and offline entertainment, and the expansive reach of e-commerce platforms which improve product accessibility and discovery across the country.

Who are the major players in the China board game market? Major players include international companies like Hasbro and Asmodee, as well as dominant domestic companies such as Yoka Games, Miyuki, and Tencent, which leverage local expertise and digital integration.

How is e-commerce affecting the board game market in China? E-commerce has revolutionized the market by providing a vast platform for product discovery, comparison, and purchase, making a wide array of domestic and international games accessible to consumers even in lower-tier cities, thus significantly driving market growth.

What types of board games are most popular in China? Popular types include traditional card games like Dou Dizhu and Mahjong, family-oriented board games, strategic Euro-style games, and collectible card games, with a growing interest in games that incorporate Chinese cultural themes and narratives.

What are the main challenges facing the board game industry in China? Main challenges include intense competition from digital entertainment formats, logistical complexities in distribution, and ongoing issues with intellectual property protection and counterfeit products that can undermine legitimate businesses.

Are board game cafes popular in China? Yes, board game cafes are extremely popular, particularly in major cities. They serve as important social hubs and experiential venues that introduce consumers to new games, drive community engagement, and directly contribute to retail sales.

The Global China Playing Cards & Board Games Market size was valued at $XX billion in 2023, and is anticipated to reach $XX billion by 2030, growing at a CAGR of XX% during the forecast period. Citius Research has developed a research report titled “China Playing Cards & Board Games Market Report - Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” delivering key insights regarding business intelligence and providing concrete business strategies to clients in the form of a detailed syndicated report. The report details out the factors such as business environment, industry trend, growth opportunities, competition, pricing, global and regional market analysis, and other market related factors.

Details included in the report for the years 2024 through 2030

• China Playing Cards and Board Games Market Potential
• Segment-wise breakup
• Compounded annual growth rate (CAGR) for the next 6 years
• Key customers and their preferences
• Market share of major players and their competitive strength
• Existing competition in the market
• Price trend analysis
• Key trend analysis
• Market entry strategies
• Market opportunity insights

The report focuses on the drivers, restraints, opportunities, and challenges in the market based on various factors geographically. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. The China Playing Cards & Board Games Market report is segmented on the basis of various market segments and their analysis, both in terms of value and volume, for each region for the period under consideration.

China Playing Cards and Board Games Market Segmentation

Market Segmentation

Regions Covered

• North America
• Latin America
• Europe
• MENA
• Asia Pacific
• Sub-Saharan Africa and
• Australasia

China Playing Cards and Board Games Market Analysis

The report covers below mentioned analysis, but is not limited to:

• Overview of China Playing Cards & Board Games Market
• Research Methodology
• Executive Summary
• Market Dynamics of China Playing Cards & Board Games Market
  • Driving Factors
  • Restraints
  • Opportunities
• Global Market Status and Forecast by Segment A
• Global Market Status and Forecast by Segment B
• Global Market Status and Forecast by Segment C
• Global Market Status and Forecast by Regions
• Upstream and Downstream Market Analysis of China Playing Cards & Board Games Market
• Cost and Gross Margin Analysis of China Playing Cards & Board Games Market
• China Playing Cards & Board Games Market Report - Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030
  • Competition Landscape
  • Market Share of Major Players
• Key Recommendations

The “China Playing Cards & Board Games Market Report - Industry Analysis, Size, Share, Growth Trends, Regional Outlook, Competitive Strategies and Segment Forecasts 2024 - 2030” report helps the clients to take business decisions and to understand strategies of major players in the industry. The report delivers the market driven results supported by a mix of primary and secondary research. The report provides the results triangulated through authentic sources and upon conducting thorough primary interviews with the industry experts. The report includes the results on the areas where the client can focus and create point of parity and develop a competitive edge, based on real-time data results.

China Playing Cards and Board Games Market Key Stakeholders

Below are the key stakeholders for the China Playing Cards & Board Games Market:

• Manufacturers
• Distributors/Traders/Wholesalers
• Material/Component Manufacturers
• Industry Associations
• Downstream vendors

China Playing Cards & Board Games Market Report Scope

Report AttributeDetails
Base year2023
Historical data2018 – 2023
Forecast2024 - 2030
CAGR2024 - 2030
Quantitative UnitsValue (USD Million)
Report coverageRevenue Forecast, Competitive Landscape, Growth Factors, Trends and Strategies. Customized report options available on request
Segments coveredProduct type, technology, application, geography
Regions coveredNorth America, Latin America, Europe, MENA, Asia Pacific, Sub-Saharan Africa and Australasia
Countries coveredUS, UK, China, Japan, Germany, India, France, Brazil, Italy, Canada, Russia, South Korea, Australia, Spain, Mexico and others
Customization scopeAvailable on request
PricingVarious purchase options available as per your research needs. Discounts available on request

COVID-19 Impact Analysis

Like most other markets, the outbreak of COVID-19 had an unfavorable impact on the China Playing Cards & Board Games Market worldwide. This report discusses in detail the disruptions experienced by the market, the impact on flow of raw materials, manufacturing operations, production trends, consumer demand and the projected future of this market post pandemic.

The report has helped our clients:

• To describe and forecast the China Playing Cards & Board Games Market size, on the basis of various segmentations and geography, in terms of value and volume
• To measure the changing needs of customers/industries
• To provide detailed information regarding the drivers, restraints, opportunities, and challenges influencing the growth of the market
• To gain competitive intelligence and uncover new opportunities
• To analyse opportunities in the market for stakeholders by identifying high-growth segments in China Playing Cards & Board Games Market
• To strategically profile key players and provide details of the current competitive landscape
• To analyse strategic approaches adopted by players in the market, such as product launches and developments, acquisitions, collaborations, contracts, expansions, and partnerships

Report Customization

Citius Research provides free customization of reports as per your need. This report can be personalized to meet your requirements. Get in touch with our sales team, who will guarantee you to get a report that suits your necessities.

Customize This Report

Frequently Asked Questions

The Global China Playing Cards & Board Games Market size was valued at $XX billion in 2023 and is anticipated to reach $XX billion by 2030 growing at a CAGR of XX%
The global China Playing Cards and Board Games Market is expected to grow at a CAGR of XX% from 2023 to 2030.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.
For further details request a free sample copy of this report here.
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Table of Contents

Chapter 1. Introduction
  1.1. Market Scope
  1.2. Key Segmentations
  1.3. Research Objective
Chapter 2. Research Methodology & Assumptions
Chapter 3. Executive Summary
Chapter 4. Market Background
  4.1. Dynamics
    4.1.1. Drivers
    4.1.2. Restraints
    4.1.3. Opportunity
    4.1.4. Challenges
  4.2. Key Trends in the Impacting the Market
    4.2.1. Demand & Supply
  4.3. Industry SWOT Analysis
  4.4. Porter’s Five Forces Analysis
  4.5. Value and Supply Chain Analysis
  4.6. Macro-Economic Factors
  4.7. COVID-19 Impact Analysis
    4.7.1. Global and Regional Assessment
  4.8. Profit Margin Analysis
  4.9. Trade Analysis
    4.9.1. Importing Countries
    4.9.2. Exporting Countries
  4.10. Market Entry Strategies
  4.11. Market Assessment (US$ Mn and Units)
Chapter 5. Global China Playing Cards and Board Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment A
  5.1. By Segment A, 2024 - 2030
    5.1.1. Sub-Segment A
    5.1.2. Sub-Segment B
  5.2. Opportunity Analysis
Chapter 6. Global China Playing Cards and Board Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment B
  6.1. By Segment B, 2024 - 2030
    6.1.1. Sub-Segment A
    6.1.2. Sub-Segment B
  6.2. Opportunity Analysis
Chapter 7. Global China Playing Cards and Board Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Segment C
  7.1. By Segment C, 2024 - 2030
    7.1.1. Sub-Segment A
    7.1.2. Sub-Segment B
  7.2. Opportunity Analysis
Chapter 8. Global China Playing Cards and Board Games Market Size (US$ Mn and Units), Forecast and Trend Analysis, By Region
  8.1. By Region, 2024 - 2030
    8.1.1. North America
    8.1.2. Latin America
    8.1.3. Europe
    8.1.4. MENA
    8.1.5. Asia Pacific
    8.1.6. Sub-Saharan Africa
    8.1.7. Australasia
  8.2. Opportunity Analysis
Chapter 9. North America China Playing Cards and Board Games Market Forecast and Trend Analysis
  9.1. Regional Overview
  9.2. Pricing Analysis
  9.3. Key Trends in the Region
    9.3.1. Supply and Demand
  9.4. Demographic Structure
  9.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    9.5.1. Sub-Segment A
    9.5.2. Sub-Segment B
  9.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    9.6.1. Sub-Segment A
    9.6.2. Sub-Segment B
  9.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    9.7.1. Sub-Segment A
    9.7.2. Sub-Segment B
  9.8. By Country, 2024 - 2030, (US$ Mn and Units)
    9.8.1. U.S.
    9.8.2. Canada
    9.8.3. Rest of North America
  9.9. Opportunity Analysis
Chapter 10. Latin America China Playing Cards and Board Games Market Forecast and Trend Analysis
  10.1. Regional Overview
  10.2. Pricing Analysis
  10.3. Key Trends in the Region
    10.3.1. Supply and Demand
  10.4. Demographic Structure
  10.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    10.5.1. Sub-Segment A
    10.5.2. Sub-Segment B
  10.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    10.6.1. Sub-Segment A
    10.6.2. Sub-Segment B
  10.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    10.7.1. Sub-Segment A
    10.7.2. Sub-Segment B
  10.8. By Country, 2024 - 2030, (US$ Mn and Units)
    10.8.1. Brazil
    10.8.2. Argentina
    10.8.3. Rest of Latin America
  10.9. Opportunity Analysis
Chapter 11. Europe China Playing Cards and Board Games Market Forecast and Trend Analysis
  11.1. Regional Overview
  11.2. Pricing Analysis
  11.3. Key Trends in the Region
    11.3.1. Supply and Demand
  11.4. Demographic Structure
  11.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    11.5.1. Sub-Segment A
    11.5.2. Sub-Segment B
  11.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    11.6.1. Sub-Segment A
    11.6.2. Sub-Segment B
  11.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    11.7.1. Sub-Segment A
    11.7.2. Sub-Segment B
  11.8. By Country, 2024 - 2030, (US$ Mn and Units)
    11.8.1. UK
    11.8.2. Germany
    11.8.3. France
    11.8.4. Spain
    11.8.5. Rest of Europe
  11.9. Opportunity Analysis
Chapter 12. MENA China Playing Cards and Board Games Market Forecast and Trend Analysis
  12.1. Regional Overview
  12.2. Pricing Analysis
  12.3. Key Trends in the Region
    12.3.1. Supply and Demand
  12.4. Demographic Structure
  12.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    12.5.1. Sub-Segment A
    12.5.2. Sub-Segment B
  12.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    12.6.1. Sub-Segment A
    12.6.2. Sub-Segment B
  12.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    12.7.1. Sub-Segment A
    12.7.2. Sub-Segment B
  12.8. By Country, 2024 - 2030, (US$ Mn and Units)
    12.8.1. Egypt
    12.8.2. Algeria
    12.8.3. GCC
    12.8.4. Rest of MENA
  12.9. Opportunity Analysis
Chapter 13. Asia Pacific China Playing Cards and Board Games Market Forecast and Trend Analysis
  13.1. Regional Overview
  13.2. Pricing Analysis
  13.3. Key Trends in the Region
    13.3.1. Supply and Demand
  13.4. Demographic Structure
  13.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    13.5.1. Sub-Segment A
    13.5.2. Sub-Segment B
  13.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    13.6.1. Sub-Segment A
    13.6.2. Sub-Segment B
  13.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    13.7.1. Sub-Segment A
    13.7.2. Sub-Segment B
  13.8. By Country, 2024 - 2030, (US$ Mn and Units)
    13.8.1. India
    13.8.2. China
    13.8.3. Japan
    13.8.4. ASEAN
    13.8.5. Rest of Asia Pacific
  13.9. Opportunity Analysis
Chapter 14. Sub-Saharan Africa China Playing Cards and Board Games Market Forecast and Trend Analysis
  14.1. Regional Overview
  14.2. Pricing Analysis
  14.3. Key Trends in the Region
    14.3.1. Supply and Demand
  14.4. Demographic Structure
  14.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    14.5.1. Sub-Segment A
    14.5.2. Sub-Segment B
  14.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    14.6.1. Sub-Segment A
    14.6.2. Sub-Segment B
  14.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    14.7.1. Sub-Segment A
    14.7.2. Sub-Segment B
  14.8. By Country, 2024 - 2030, (US$ Mn and Units)
    14.8.1. Ethiopia
    14.8.2. Nigeria
    14.8.3. Rest of Sub-Saharan Africa
  14.9. Opportunity Analysis
Chapter 15. Australasia China Playing Cards and Board Games Market Forecast and Trend Analysis
  15.1. Regional Overview
  15.2. Pricing Analysis
  15.3. Key Trends in the Region
    15.3.1. Supply and Demand
  15.4. Demographic Structure
  15.5. By Segment A , 2024 - 2030, (US$ Mn and Units)
    15.5.1. Sub-Segment A
    15.5.2. Sub-Segment B
  15.6. By Segment B, 2024 - 2030, (US$ Mn and Units)
    15.6.1. Sub-Segment A
    15.6.2. Sub-Segment B
  15.7. By Segment C, 2024 - 2030, (US$ Mn and Units)
    15.7.1. Sub-Segment A
    15.7.2. Sub-Segment B
  15.8. By Country, 2024 - 2030, (US$ Mn and Units)
    15.8.1. Australia
    15.8.2. New Zealand
    15.8.3. Rest of Australasia
  15.9. Opportunity Analysis
Chapter 16. Competition Analysis
  16.1. Competitive Benchmarking
    16.1.1. Top Player’s Market Share
    16.1.2. Price and Product Comparison
  16.2. Company Profiles
    16.2.1. Company A
      16.2.1.1. Company Overview
      16.2.1.2. Segmental Revenue
      16.2.1.3. Product Portfolio
      16.2.1.4. Key Developments
      16.2.1.5. Strategic Outlook
    16.2.2. Company B
      16.2.2.1. Company Overview
      16.2.2.2. Segmental Revenue
      16.2.2.3. Product Portfolio
      16.2.2.4. Key Developments
      16.2.2.5. Strategic Outlook
    16.2.3. Company C
      16.2.3.1. Company Overview
      16.2.3.2. Segmental Revenue
      16.2.3.3. Product Portfolio
      16.2.3.4. Key Developments
      16.2.3.5. Strategic Outlook
    16.2.4. Company D
      16.2.4.1. Company Overview
      16.2.4.2. Segmental Revenue
      16.2.4.3. Product Portfolio
      16.2.4.4. Key Developments
      16.2.4.5. Strategic Outlook
    16.2.5. Company E
      16.2.5.1. Company Overview
      16.2.5.2. Segmental Revenue
      16.2.5.3. Product Portfolio
      16.2.5.4. Key Developments
      16.2.5.5. Strategic Outlook
    16.2.6. Company F
      16.2.6.1. Company Overview
      16.2.6.2. Segmental Revenue
      16.2.6.3. Product Portfolio
      16.2.6.4. Key Developments
      16.2.6.5. Strategic Outlook
    16.2.7. Company G
      16.2.7.1. Company Overview
      16.2.7.2. Segmental Revenue
      16.2.7.3. Product Portfolio
      16.2.7.4. Key Developments
      16.2.7.5. Strategic Outlook
    16.2.8. Company H
      16.2.8.1. Company Overview
      16.2.8.2. Segmental Revenue
      16.2.8.3. Product Portfolio
      16.2.8.4. Key Developments
      16.2.8.5. Strategic Outlook
    16.2.9. Company I
      16.2.9.1. Company Overview
      16.2.9.2. Segmental Revenue
      16.2.9.3. Product Portfolio
      16.2.9.4. Key Developments
      16.2.9.5. Strategic Outlook
    16.2.10. Company J
      16.2.10.1. Company Overview
      16.2.10.2. Segmental Revenue
      16.2.10.3. Product Portfolio
      16.2.10.4. Key Developments
      16.2.10.5. Strategic Outlook
Chapter 17. Go-To-Market Strategy

Research Methodology

We follow a robust research methodology to analyze the market in order to provide our clients with qualitative and quantitative analysis which has a very low or negligible deviance. Extensive secondary research supported by primary data collection methods help us to thoroughly understand and gauge the market. We incorporate both top-down and bottom-up approach for estimating the market. The below mentioned methods are then adopted to triangulate and validate the market.

Secondary data collection and interpretation

Secondary research includes sources such as published books, articles in journals, news media and published businesses, government and international body publications, and associations. Sources also include paid databases such as Hoovers, Thomson Reuters, Passport and others. Data derived through secondary sources is further validated through primary sources. The secondary sources also include major manufacturers mapped on the basis of revenues, product portfolios, and sales channels.

Primary data collection

Primary data collection methods include conducting interviews with industry experts and various stakeholders across the supply chain, such as raw material suppliers, manufacturers, product distributors and customers. The interviews are either telephonic or face-to-face, or even a combination of both. Prevailing trends in the industry are gathered by conducting surveys. Primary interviews also help us to understand the market drivers, restraints and opportunities, along with the challenges in the market. This method helps us in validating the data gathered through secondary sources, further triangulating the data and developing it through our statistical tools. We generally conduct interviews with -

  • CEOs, Directors, and VPs
  • Sales and Marketing Managers
  • Plant Heads and Manufacturing Department Heads
  • Product Specialists

Supply Side and Demand Side Data Collection

Supply side analysis is based on the data collected from the manufacturers and the product providers in terms of their segmental revenues. Secondary sources for this type of analysis include company annual reports and publications, associations and organisations, government publications and others.

Demand side analysis is based upon the consumer insights who are the end users of the particular product in question. They could be an individual user or an organisation. Such data is gathered through consumer surveys and focused group interviews.

Market Engineering

As a primary step, in order to develop the market numbers we follow a vigorous methodology that includes studying the parent market of the niche product and understanding the industry trends, acceptance among customers of the product, challenges, future growth, and others, followed by further breaking down the market under consideration into various segments and sub-markets. Additionally, in order to cross-validate the market, we also determine the top players in the market, along with their segmental revenues for the said market. Our secondary sources help us to validate the market share of the top players. Using both the qualitative and quantitative analysis of all the possible factors helps us determine the market numbers which are inclined towards accuracy.

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