
Region:Asia
Author(s):Shubham Kashyap
Product Code:KROD4615
December 2024
87



The APAC tabletop games market is highly competitive, with both global and local players striving to capture market share. Key companies in the market include Hasbro, Mattel, Asmodee Group, and Ravensburger. These companies are focusing on game localization, partnerships with popular franchises, and exploring new themes to appeal to diverse demographics in the APAC region.
|
Company Name |
Establishment Year |
Headquarters |
Market Focus |
Distribution Network |
R&D Investment |
Franchise Partnerships |
Game Localization |
Key Markets |
Product Innovation |
|
Hasbro |
1923 |
Rhode Island, USA |
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|
Asmodee Group |
1995 |
Guyancourt, France |
|||||||
|
Mattel |
1945 |
El Segundo, USA |
|||||||
|
CMON Limited |
2001 |
Singapore |
|||||||
|
Goliath Games |
1980 |
Netherlands |
Growth Drivers:
Market Challenges:
The APAC tabletop games market is expected to continue growing steadily over the next five years, driven by rising disposable incomes, increased urbanization, and a growing interest in board and card games. The market will likely see greater innovation in game themes, mechanics, and distribution channels. Government support for educational games will also play a key role in market expansion.
Future Market Opportunities
|
By Game Type |
Board Games Card Games Dice Games Role-Playing Games (RPGs) Miniature-Based Games |
|
By Distribution Channel |
Online Retail Offline Retail Specialty Game Stores Gaming Cafs |
|
By Application |
Residential Educational Institutions Corporate Training Hobbyist & Competitive Communities |
|
By End-User Age Group |
Children Teenagers Adults Families |
|
By Region |
China Japan South Korea India Australia Rest of the APAC |
1.1. Definition and Scope
1.2. Market Taxonomy
1.3. Market Growth Rate
1.4. Market Segmentation Overview
2.1. Historical Market Size
2.2. Year-On-Year Growth Analysis
2.3. Key Market Developments and Milestones
3.1. Growth Drivers (Consumer Spending, Rise of Board Game Cafs, Educational Use)
3.1.1. Rise of Social and Strategy-Based Games
3.1.2. Growth of E-Commerce Platforms in Tabletop Sales
3.1.3. Increasing Popularity of Traditional Games
3.1.4. Educational Institutions Integrating Tabletop Games
3.2. Market Challenges (Piracy, High Production Costs, Supply Chain Disruptions)
3.2.1. High Costs of Production and Logistics
3.2.2. Limited Reach in Rural Markets
3.2.3. Piracy and Unlicensed Game Copies
3.2.4. Competition from Digital Games
3.3. Opportunities (Virtual Tabletop Platforms, Expansion in Emerging Markets)
3.3.1. Growth in Online Tabletop Communities
3.3.2. Integration of Tabletop Games in Educational Curriculums
3.3.3. Collaboration with Entertainment Franchises
3.3.4. Expansion into Tier 2 and 3 Cities
3.4. Trends (Game Mechanics Innovation, Cultural Influence, Customization)
3.4.1. Game Theme and Mechanic Diversification
3.4.2. Emergence of Crowdfunded Tabletop Games
3.4.3. Growing Popularity of Customizable Board Games
3.4.4. Increased Cross-Cultural Game Development
3.5. Government Regulation (Educational Support, Cultural Promotion Initiatives)
3.5.1. Government Support for Educational Games
3.5.2. Cultural Promotion Policies and Traditional Game Preservation
3.5.3. Import and Export Regulations for Tabletop Games
3.5.4. IP Regulations to Combat Piracy
3.6. SWOT Analysis
3.7. Stake Ecosystem
3.8. Porters Five Forces
3.9. Competition Ecosystem
4.1. By Game Type (In Value %)
4.1.1. Board Games
4.1.2. Card Games
4.1.3. Dice Games
4.1.4. Role-Playing Games (RPGs)
4.1.5. Miniature-Based Games
4.2. By Distribution Channel (In Value %)
4.2.1. Online Retail
4.2.2. Offline Retail
4.2.3. Specialty Game Stores
4.2.4. Gaming Cafs
4.3. By Application (In Value %)
4.3.1. Residential
4.3.2. Educational Institutions
4.3.3. Corporate Training
4.3.4. Hobbyist & Competitive Communities
4.4. By End-User Age Group (In Value %)
4.4.1. Children
4.4.2. Teenagers
4.4.3. Adults
4.4.4. Families
4.5. By Country (In Value %)
4.5.1. China
4.5.2. Japan
4.5.3. South Korea
4.5.4. India
4.5.5. Australia
5.1. Detailed Profiles of Major Companies
5.1.1. Hasbro
5.1.2. Asmodee Group
5.1.3. Mattel
5.1.4. Ravensburger
5.1.5. CMON Limited
5.1.6. Goliath Games
5.1.7. IELLO
5.1.8. Kosmos
5.1.9. WizKids
5.1.10. Days of Wonder
5.1.11. Fantasy Flight Games
5.1.12. Plaid Hat Games
5.1.13. Z-Man Games
5.1.14. Renegade Game Studios
5.1.15. Spin Master
5.2. Cross Comparison Parameters (Revenue, Inception Year, Number of Employees, Regional Presence, R&D Investment, Product Innovation, Strategic Partnerships, Production Capacity)
5.3. Market Share Analysis
5.4. Strategic Initiatives
5.5. Mergers and Acquisitions
5.6. Investment Analysis
5.7. Venture Capital Funding
5.8. Government Grants
5.9. Private Equity Investments
6.1. IP Regulations
6.2. Import and Export Policies
6.3. Compliance with Toy Safety Standards
6.4. Educational Game Certifications
7.1. Future Market Size Projections
7.2. Key Factors Driving Future Market Growth
8.1. By Game Type (In Value %)
8.2. By Distribution Channel (In Value %)
8.3. By Application (In Value %)
8.4. By End-User Age Group (In Value %)
8.5. By Country (In Value %)
9.1. TAM/SAM/SOM Analysis
9.2. Consumer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis
The initial phase of the research process involves identifying critical factors influencing the APAC tabletop games market. This includes conducting thorough desk research using secondary sources such as proprietary databases, industry reports, and verified publications. The focus is to map the key variables like consumer preferences, distribution channels, and product innovation trends.
In this phase, historical data for the APAC tabletop games market is gathered and analyzed. This data includes market penetration rates, distribution network expansion, and overall revenue generation. An analysis of the competitive landscape is also conducted to assess the influence of key players and their market strategies.
Market hypotheses are developed and validated through consultations with industry experts. This involves conducting computer-assisted interviews with major market stakeholders, including game manufacturers and distributors. These insights help verify market assumptions and refine the final data.
In the final phase, all gathered data is synthesized and validated through both top-down and bottom-up approaches. Detailed insights on product segmentation, consumer behavior, and competitive strategies are incorporated to ensure the accuracy and comprehensiveness of the final report on the APAC tabletop games market.
The APAC tabletop games market was valued at USD 5.8 billion. This growth is supported by the increased popularity of board and card games, as well as a rising trend of gaming cafs across key markets like China and Japan.
Key challenges in the APAC tabletop games market was include the high cost of game production, particularly for physical board games, and the issue of piracy and unlicensed game copies, especially in countries like China and India.
Major players in the APAC tabletop games market include Hasbro, Asmodee Group, Mattel, CMON Limited, and Goliath Games. These companies dominate the market through product innovation and strong brand loyalty.
The growth of the APAC tabletop games market is driven by rising consumer interest in social and strategy-based games, the proliferation of gaming cafs, and the increasing role of e-commerce platforms in game distribution.
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