
Region:Asia
Author(s):Naman Rohilla
Product Code:KROD5388
December 2024
94



The Asia Pacific Board Games Market is dominated by several key players, both global and regional. These companies have established strong brand loyalty and a comprehensive distribution network that extends across various countries in the region. The competitive landscape is characterized by frequent product innovations, localization of games, and strategic partnerships with retailers.
|
Company |
Establishment Year |
Headquarters |
Revenue (USD Bn) |
Product Range |
Market Penetration |
Strategic Initiatives |
Distribution Network |
Cultural Localization |
Partnerships |
|
Hasbro Inc. |
1923 |
Rhode Island, USA |
- |
- |
- |
- |
- |
- |
- |
|
Asmodee Group |
1995 |
France |
- |
- |
- |
- |
- |
- |
- |
|
Funskool India |
1987 |
India |
- |
- |
- |
- |
- |
- |
- |
|
Ravensburger AG |
1883 |
Germany |
- |
- |
- |
- |
- |
- |
- |
|
CMON Limited |
2001 |
Hong Kong |
- |
- |
- |
- |
- |
- |
- |
Over the next five years, the Asia Pacific Board Games Market is expected to witness growth driven by the increasing popularity of offline social gaming experiences, the emergence of eco-friendly game designs, and continued growth in disposable incomes across emerging markets in the region. Rising awareness about the educational benefits of board games, coupled with growing adoption in schools and institutions, is also anticipated to fuel demand.
|
By Product Type |
Strategy Games Card Games Educational Games Role-playing Games (RPGs) Party Games |
|
By Age Group |
Kids (Ages 3-10) Teenagers (Ages 11-18) Adults (Ages 19+) |
|
By Distribution Channel |
E-commerce Specialty Stores Mass Market Retailers Board Game Cafs |
|
By Theme |
Fantasy Science Fiction Historical Adventure Educational |
|
By Country |
China Japan South Korea Australia India |
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
3.1.1 Rising Demand for Social and Family Entertainment
3.1.2 Popularity of Strategy and Thematic Games
3.1.3 Expansion of E-commerce and Board Game Cafs
3.1.4 Growing Trend of Game Nights and Gatherings
3.2 Market Challenges
3.2.1 Competition from Digital Gaming
3.2.2 High Production Costs for Physical Games
3.2.3 Piracy and Copyright Issues
3.2.4 Limited Penetration in Rural Areas
3.3 Opportunities
3.3.1 Development of Region-Specific Games
3.3.2 Collaboration with Educational Institutions
3.3.3 Sustainable and Eco-friendly Game Components
3.3.4 Potential for Digital-Physical Hybrid Games
3.4 Trends
3.4.1 Crowdfunding and Indie Game Publishing
3.4.2 Integration of Augmented Reality (AR)
3.4.3 Customizable and Collectible Game Elements
3.4.4 Increasing Number of Licensed Games Based on Popular IPs
3.5 Government Regulations
3.5.1 Import Regulations and Tariffs
3.5.2 Intellectual Property Rights and Trademark Laws
3.5.3 Standards for Child Safety in Game Components
3.6 SWOT Analysis
3.7 Stakeholder Ecosystem
3.8 Porters Five Forces Analysis
3.9 Competitive Ecosystem
4.1 By Product Type (In Value %)
4.1.1 Strategy Games
4.1.2 Card Games
4.1.3 Educational Games
4.1.4 Role-playing Games (RPGs)
4.1.5 Party Games
4.2 By Age Group (In Value %)
4.2.1 Kids (Ages 3-10)
4.2.2 Teenagers (Ages 11-18)
4.2.3 Adults (Ages 19+)
4.3 By Distribution Channel (In Value %)
4.3.1 E-commerce
4.3.2 Specialty Stores
4.3.3 Mass Market Retailers
4.3.4 Board Game Cafs
4.4 By Theme (In Value %)
4.4.1 Fantasy
4.4.2 Science Fiction
4.4.3 Historical
4.4.4 Adventure
4.4.5 Educational
4.5 By Country (In Value %)
4.5.1 China
4.5.2 Japan
4.5.3 South Korea
4.5.4 Australia
4.5.5 India
5.1 Detailed Profiles of Major Companies
5.1.1 Hasbro Inc.
5.1.2 Asmodee Group
5.1.3 Mattel Inc.
5.1.4 Ravensburger AG
5.1.5 Goliath Games
5.1.6 Cephalofair Games
5.1.7 Z-Man Games
5.1.8 Days of Wonder
5.1.9 CMON Limited
5.1.10 IELLO
5.1.11 Funskool India Ltd.
5.1.12 Plaid Hat Games
5.1.13 Pandasaurus Games
5.1.14 WizKids
5.1.15 Thames & Kosmos
5.2 Cross Comparison Parameters (No. of Employees, Headquarters, Revenue, Regional Presence, Product Offerings, Pricing Strategy, Distribution Network, Key Strategic Initiatives)
5.3 Market Share Analysis
5.4 Strategic Initiatives (Product Launches, Collaborations, Licensing Agreements)
5.5 Mergers and Acquisitions
5.6 Investment Analysis
5.7 Private Equity and Venture Capital Funding
5.8 Strategic Partnerships and Alliances
6.1 Safety Standards for Game Components
6.2 Environmental Regulations on Packaging
6.3 Compliance with Intellectual Property Rights
6.4 Licensing Requirements for Import and Export
7.1 Future Market Size Projections
7.2 Key Factors Driving Future Market Growth
8.1 By Product Type (In Value %)
8.2 By Age Group (In Value %)
8.3 By Distribution Channel (In Value %)
8.4 By Theme (In Value %)
8.5 By Country (In Value %)
9.1 TAM/SAM/SOM Analysis
9.2 Customer Cohort Analysis
9.3 Marketing Initiatives
9.4 White Space Opportunity Analysis
Disclaimer Contact UsThe initial phase involves constructing an ecosystem map of the Asia Pacific Board Games Market, identifying key players and stakeholders, including game manufacturers, retailers, and consumers. This step leverages desk research, incorporating insights from proprietary databases and public sources, to determine the critical variables influencing market trends.
In this phase, we collect and analyze historical data pertaining to the Asia Pacific Board Games Market. This analysis includes evaluating market penetration, sales trends, and revenue generation across different product segments. In addition, quality of service data is gathered to ensure the accuracy of market forecasts.
Market assumptions are validated through consultations with industry experts, using computer-assisted interviews. These consultations help refine our understanding of operational practices and provide a closer look at market dynamics.
The final stage involves synthesizing data from primary and secondary sources, ensuring that the final output represents a well-rounded, validated analysis of the Asia Pacific Board Games Market. This process includes collaboration with board game manufacturers to gather insights on consumer preferences and product trends.
The Asia Pacific Board Games Market is valued at USD 2.6 billion, driven by the growing popularity of strategy and card games, coupled with increased disposable income and retail expansion across the region.
Challenges include rising competition from digital games, high production costs for physical board games, and piracy concerns. Additionally, rural areas have limited access to specialty game stores, hindering market growth in some regions.
Key players include Hasbro Inc., Asmodee Group, Funskool India, Ravensburger AG, and CMON Limited, all of which have strong market presence and established distribution networks in the region.
Growth drivers include the increasing demand for offline social engagement, the rise of board game cafs, and growing disposable incomes. The educational benefits of board games are also driving demand in schools and institutions.
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