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: CR0192944
  • Format: Electronic (PDF)
  • Number of Pages: 222
  • Author(s): Joshi, Madhavi

Report Overview

The Playing Cards And Board Games Market size was estimated at USD 8.5 billion in 2023 and is projected to reach USD 18 billion by 2030, exhibiting a compound annual growth rate (CAGR) of 11.50% during the forecast period (2024-2030).

Playing Cards And Board Games Market

(Market Size)
$8.5 billion
$18 billion
2023
2030
Source: Citius Research
Study Period 2018 - 2030
Base Year For Estimation 2023
Forecast Data Period 2024 - 2030
CAGR (2024-2030) 11.50%
2023 Market Size USD 8.5 billion
2030 Market Size USD 18 billion
Key Players Hasbro, Mattel, Ravensburger, Asmodee, Buffalo Games

Market Summary

The playing cards and board games market represents a resilient and evolving segment within the consumer goods industry, characterized by a blend of traditional appeal and modern innovation. This market caters to a diverse consumer base, ranging from families and casual gamers to dedicated hobbyists and collectors, driving consistent demand across various demographics. The core product offerings include classic playing cards, strategic board games, party games, and educational games, each serving distinct entertainment and social interaction purposes. The market has demonstrated remarkable adaptability, successfully integrating digital elements and contemporary themes to stay relevant in an increasingly digital entertainment landscape. Despite the proliferation of video games and online entertainment, physical games continue to thrive due to their inherent social and tactile nature, which fosters personal connection and offline engagement. The industry is supported by a robust network of manufacturers, distributors, specialty retail stores, and online platforms, ensuring widespread product availability. Sustainability and ethical production are also becoming more significant considerations for both manufacturers and consumers, influencing material choices and corporate practices. The market's dynamics are shaped by continuous product innovation, effective marketing strategies, and a deep understanding of consumer behavior, ensuring its continued growth and relevance in the global consumer goods sector.

Key Highlights

The playing cards and board games market is distinguished by several key factors that underscore its vitality and potential for sustained growth. A primary highlight is the enduring popularity of classic games such as Monopoly, Uno, and Chess, which maintain a strong presence across generations and continue to be top sellers globally. Concurrently, the market has witnessed a significant surge in demand for modern strategic and cooperative board games, often referred to as designer games, which offer complex gameplay and high-quality components appealing to enthusiast audiences. The influence of popular culture is profoundly evident, with a proliferation of games based on successful movies, television series, and literary franchises, effectively attracting new consumer segments. Another critical highlight is the strategic expansion of leading companies into digital adaptations of their physical games, creating synergistic ecosystems that enhance brand loyalty and open new revenue streams through mobile apps and online platforms. The retail landscape has also evolved, with specialty board game cafes and dedicated gaming stores becoming important hubs for community building and product discovery, complementing traditional retail and e-commerce sales channels. Furthermore, the industry is increasingly focusing on inclusivity and diversity, both in game themes and character representation, to broaden its appeal and resonate with a modern, global audience. These elements collectively highlight a market that is both deeply traditional and dynamically forward-looking.

Drivers, Opportunities & Restraints

The growth trajectory of the playing cards and board games market is propelled by a combination of powerful drivers while being tempered by certain restraints, alongside presenting clear opportunities for expansion. A fundamental driver is the increasing consumer desire for authentic social experiences and screen-free entertainment, positioning board games as a preferred activity for family gatherings and social events. This trend is further amplified by the growing "hobby gaming" culture, where enthusiasts actively seek out new and complex games, driving repeat purchases and community engagement. The rise of crowdfunding platforms has emerged as a significant opportunity, enabling independent designers and smaller publishers to bring innovative game concepts to market with validated demand and direct consumer feedback, thereby enriching the overall market diversity. However, the market faces restraints including intense competition from the digital entertainment sector, which captures a substantial share of leisure time and spending. Fluctuations in the cost of raw materials, such as paper and plastics, can also pressure profit margins and lead to retail price increases, potentially dampening consumer spending. Intellectual property infringement and counterfeiting present ongoing challenges, threatening brand integrity and revenue for established companies. An area of significant opportunity lies in educational applications, where games are increasingly recognized for their cognitive and developmental benefits, opening doors for partnerships with educational institutions and corporate training programs. Additionally, the untapped potential in emerging markets offers a substantial growth frontier for companies willing to adapt their products and marketing strategies to local cultures and preferences.

Concentration Insights

The competitive landscape of the playing cards and board games market features a mix of global conglomerates and a vibrant ecosystem of small to mid-sized independent publishers, resulting in a moderately concentrated market structure. A handful of major players, including Hasbro and Cartamundi, command a significant portion of the market share, particularly in the mass-market segment, leveraging their extensive distribution networks, strong brand recognition, and ownership of iconic game IP. These industry giants benefit from economies of scale, allowing for widespread retail placement and massive marketing campaigns that maintain the visibility of classic titles. Alongside these behemoths, the market is characterized by a high degree of fragmentation at the specialty and hobby level, with numerous companies like Asmodee, Ravensburger, and Fantasy Flight Games focusing on premium and complex games for dedicated audiences. This segment thrives on innovation, community engagement, and direct-to-consumer sales channels. The concentration is also influenced by strategic mergers and acquisitions, as larger entities often acquire successful smaller studios to gain access to innovative game mechanics and passionate consumer bases. This dynamic creates a market where global reach and deep niche penetration coexist, with competition based on brand strength, product innovation, and the ability to connect with specific consumer demographics through targeted marketing and community events.

Type Insights

The playing cards and board games market is segmented by type into several distinct categories, each with its own consumer appeal and market characteristics. The playing cards segment remains a foundational category, encompassing standard decks for traditional games like Poker and Bridge, as well as specialized cards for games such as Magic: The Gathering and Pok?mon, which have evolved into expansive trading card game ecosystems with dedicated collector bases. The board games segment is highly diverse, ranging from mass-market family games known for simple rules and broad appeal to complex Euro-style and American-style games that emphasize strategy, resource management, and immersive themes. Party games represent another vital category, designed for large groups and social settings, often focusing on humor, creativity, and quick gameplay, making them popular for events and gatherings. Furthermore, the educational games sub-segment is gaining traction, with products designed to develop skills in mathematics, language, and critical thinking for both children and adults. The emergence of legacy games, which feature evolving narratives and components that change permanently through gameplay, represents a recent innovation driving engagement and repeat play. Each type caters to different usage occasions and player preferences, and successful companies often maintain portfolios that span multiple categories to mitigate risk and capture value across the entire market spectrum.

Application Insights

Insights into the application of playing cards and board games reveal their usage across a wide array of settings, underscoring their versatility as a consumer good. The primary application remains entertainment and recreation within the household, where these products serve as a cornerstone for family game nights and casual social interaction among friends. Beyond the home, these games have a strong presence in community centers, schools, and libraries, where they are utilized as tools for socialization, education, and community building. The corporate sector represents a growing application area, where board games are employed for team-building exercises, to foster creativity, and to improve strategic thinking among employees. In the hospitality industry, hotels, resorts, and cruise lines commonly provide games as an amenity to enhance guest experiences and encourage offline engagement. Furthermore, a dedicated application exists within competitive gaming, with organized tournaments for games like Bridge, Chess, and modern strategic board games drawing participants and spectators, sometimes with significant prize pools. The therapeutic application is also noteworthy, with therapists and counselors using specially designed games to facilitate communication and develop social skills in various settings. This broad range of applications demonstrates that the market's products transcend mere toys, functioning as versatile tools for entertainment, education, and social connection.

Regional Insights

Regional analysis of the playing cards and board games market shows distinct patterns of consumption, production, and growth potential across the globe. North America and Europe are established, mature markets characterized by high per capita spending on games, a strong culture of hobby gaming, and the presence of major industry headquarters. These regions exhibit a high demand for both classic mass-market titles and sophisticated hobby games, supported by extensive retail networks and frequent gaming conventions. The Asia Pacific region is identified as a high-growth market, driven by rising disposable incomes, urbanization, and the growing popularity of western-style board games alongside traditional local games. Countries like China are not only significant consumers but also major manufacturing hubs for the global industry. Latin America and the Middle East and Africa are emerging markets with considerable potential, though growth is often challenged by economic volatility and less developed retail infrastructure for specialty products. However, increasing internet penetration and e-commerce are helping to overcome these barriers in these regions. Cultural preferences significantly influence regional trends; for example, certain game themes and mechanics resonate more strongly in specific cultures, necessitating localization efforts by international companies. Overall, while mature markets provide stability, the most dynamic growth is anticipated in the emerging economies of Asia Pacific and Latin America.

Company Insights

The competitive arena of the playing cards and board games market is populated by a range of companies, from multinational giants to agile independents, each employing distinct strategies to secure their position. Hasbro stands as a colossus in the industry, owning a vast portfolio of iconic brands such as Monopoly, Magic: The Gathering, and Dungeons & Dragons, which it leverages across entertainment and licensing divisions. Its strategy focuses on brand stewardship, global distribution, and multimedia expansion. Asmodee Group, another major force, has grown through an aggressive acquisition strategy, bringing renowned studios like Fantasy Flight Games, Days of Wonder, and Catan Studio under its umbrella to dominate the hobby games segment. Ravensburger is recognized for its high-quality components and family-friendly games, including popular titles like Villainous and its extensive puzzle line. Cartamundi is a global leader in playing card and board game manufacturing, producing goods for both its own brands and as a contractor for other publishers. Beyond these leaders, successful independent companies like Stonemaier Games and Czech Games Edition have carved out strong niches by cultivating passionate communities around critically acclaimed titles and utilizing direct consumer engagement through crowdfunding and transparent development processes. The strategies prevalent among key players include continuous innovation, portfolio diversification, strategic licensing, and a strong focus on direct-to-consumer channels and community management.

Recent Developments

The playing cards and board games market has been active with recent developments that reflect its adaptive and innovative nature. A prominent trend is the increased investment in digital hybridizations, where publishers release companion apps or full digital versions of their physical games to enhance gameplay and reach mobile audiences. Sustainability initiatives have gained momentum, with several leading companies announcing transitions to recycled materials and environmentally friendly production processes for their game components. The industry has also seen significant merger and acquisition activity, as larger conglomerates continue to acquire successful independent studios to gain access to innovative intellectual property and design talent. Licensing agreements with major film, television, and streaming franchises have been a key driver of new product launches, capitalizing on the popularity of existing entertainment properties to attract new players. Furthermore, the post-pandemic period has solidified the importance of e-commerce and direct-to-consumer sales models, with companies enhancing their online storefronts and subscription services. Another notable development is the growing emphasis on diversity, equity, and inclusion, with publishers actively working to ensure their games feature diverse characters and themes and that their company cultures are inclusive. These developments collectively indicate a market that is proactively evolving to meet changing consumer expectations and technological possibilities.

Report Segmentation

The market report for playing cards and board games is meticulously segmented to provide a granular analysis of the industry's various facets, enabling businesses to identify specific opportunities and trends. The segmentation typically begins by type, categorizing the market into distinct product groups such as standard playing cards, trading card games, board games, and party games, with further breakdowns possible within these categories based on game mechanics or theme. Another critical segmentation is by application, analyzing the usage of these products across different settings including residential entertainment, educational institutions, corporate environments, and hospitality services. Distribution channel segmentation is essential, covering the performance and trends within key channels such as hypermarkets and supermarkets, specialty stores, online retailers, and direct sales. The report also includes a detailed geographical segmentation, providing insights into market dynamics, consumer behavior, and competitive landscapes across key regions and major countries. This multi-dimensional segmentation allows stakeholders to understand not only the overall market size but also the performance and growth potential of specific niches, the competitive intensity within each segment, and the regional variations that could impact strategic decision-making. This structured approach ensures that the analysis is comprehensive and actionable for investors, manufacturers, and marketers operating within this space.

FAQs

What are the key factors driving the growth of the playing cards and board games market?

The market is primarily driven by a rising consumer preference for social and experiential entertainment that facilitates in-person interaction, a trend often contrasted with digital screen time. The growth of dedicated hobbyist communities, the successful licensing of games from popular media franchises, and the expansion of retail channels including specialty cafes and online platforms are also significant growth factors.

Who are the leading companies in the playing cards and board games market?

Prominent leaders in this market include Hasbro, which owns a vast portfolio of classic brands; Asmodee Group, a powerhouse in the hobby game segment acquired by Embracer Group; Ravensburger, known for quality family games and puzzles; and Cartamundi, a leading manufacturer of playing cards and game components for the global market.

What are the latest trends in the board games industry?

Current industry trends encompass the development of legacy and campaign-based games that offer a persistent narrative, a strong focus on producing games with inclusive themes and diverse representation, the integration of app-assisted gameplay to enhance traditional mechanics, and a growing emphasis on sustainable production using eco-friendly materials.

How is e-commerce impacting the playing cards and board games market?

E-commerce has profoundly impacted the market by providing a global storefront for both large publishers and small independents, facilitating the discovery and purchase of niche products. It has enabled the success of crowdfunding platforms for game development and has become a vital channel for direct consumer engagement and community building.

Which region has the largest market for board games?

North America and Europe are historically the largest and most established markets for board games, characterized by high consumer spending, a strong culture of gameplay, and the headquarters of most major publishing companies. However, the Asia Pacific region is experiencing the fastest growth and is rapidly becoming a crucial market.

What is the future outlook for the playing cards and board games market?

The future outlook remains positive, with expectations of steady growth. Innovation in game design, continued blending of physical and digital gameplay elements, expansion into emerging international markets, and the exploration of new applications in education and corporate training are anticipated to be key factors shaping the market's future.

Citius Research has developed a research report titled “Playing Cards And Board Games Market Report - Global 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

• 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 Playing Cards And 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.

Playing Cards And Board Games Market Segmentation

Market Segmentation

Regions Covered

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

Playing Cards And Board Games Market Analysis

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

• Overview of Playing Cards And Board Games Market
• Research Methodology
• Executive Summary
• Market Dynamics of Playing Cards And 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 Playing Cards And Board Games Market
• Cost and Gross Margin Analysis of Playing Cards And Board Games Market
• Playing Cards And Board Games Market Report - Global 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 “Playing Cards And Board Games Market Report - Global 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.

Playing Cards And Board Games Market Key Stakeholders

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

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

Playing Cards And 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 Playing Cards And 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 Playing Cards And 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 Playing Cards And 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 Playing Cards And 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 Playing Cards And Board Games Market is expected to grow at a CAGR of XX% from 2023 to 2030.
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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 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 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 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 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 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 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 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 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 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 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 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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