
Region:Asia
Author(s):Paribhasha Tiwari
Product Code:KROD9723
December 2024
93

By Game Type: The Asia Pacific Card and Board Games market is segmented by game type into card games, board games, role-playing games, strategy games, and educational games. Board games currently hold a dominant market share within this segmentation, due to their appeal across age groups, adaptability to digital formats, and their ability to bring people together in social settings. Popular titles like Monopoly, Scrabble, and Catan have established strong demand, creating sustained interest in board games for family entertainment.

By Distribution Channel: The market is further segmented by distribution channels, including online platforms, specialty stores, supermarkets & hypermarkets, and convenience stores. Online platforms have captured a dominant market share in recent years due to the convenience of home delivery, extensive availability of international titles, and exclusive online promotions. E-commerce giants like Amazon and Flipkart have played a crucial role in reshaping consumer access to a variety of games, increasing the popularity of online purchasing.

The Asia Pacific Card and Board Games market is dominated by several established players, each leveraging strong brand portfolios, innovative game titles, and strategic distribution networks. Major companies have invested heavily in product diversity and regional expansion to maintain market dominance.

Over the next five years, the Asia Pacific Card and Board Games market is anticipated to continue its growth trajectory. This expansion is expected to be driven by the increasing adoption of hybrid board games that combine physical and digital elements, the rising popularity of localized game content, and partnerships with pop culture franchises to attract younger demographics. Additionally, as e-commerce continues to gain traction, online platforms will likely play a crucial role in expanding market reach, particularly in emerging markets across Southeast Asia.
|
By Game Type |
Card Games Board Games Educational Games Strategy Games Fantasy Role-Playing Games |
|
By Distribution Channel |
Online Platforms Specialty Stores Mass Merchandisers Supermarkets & Hypermarkets Convenience Stores |
|
By Player Type |
Single-Player Multiplayer Team-Based |
|
By Age Group |
Kids (Under 12 Years) Teenagers (13-17 Years) Adults (18-35 Years) Older Adults (Above 35 Years) |
|
By Region |
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. Digital Integration (Online Platforms, App-Based Gaming)
3.1.2. Cultural Revival (Regional Influence, Traditional Game Resurgence)
3.1.3. Social Interaction Demand (Family, Community Game Nights)
3.1.4. Innovative Game Mechanics (Role-Playing, Strategy-Based, Hybrid Formats)
3.2. Market Challenges
3.2.1. Piracy and Copyright Issues
3.2.2. High Production and Distribution Costs
3.2.3. Competitive Digital Alternatives (Video Games, Mobile Apps)
3.3. Opportunities
3.3.1. Increasing Penetration in Emerging Markets (Tier-2 & Tier-3 Cities)
3.3.2. Collaboration with Educational Institutions (Educational Games)
3.3.3. Partnerships with Entertainment Franchises (Movie & Series Tie-ins)
3.4. Trends
3.4.1. Subscription-Based Models
3.4.2. Eco-Friendly Materials
3.4.3. Limited-Edition and Collector's Sets
3.4.4. Augmented Reality (AR) & Virtual Reality (VR) Integration
3.5. Government and Regulatory Influences
3.5.1. Licensing Requirements
3.5.2. Intellectual Property Rights (IPR) Compliance
3.5.3. Safety and Age-Appropriate Content Standards
3.6. SWOT Analysis
3.7. Stakeholder Ecosystem
3.8. Porters Five Forces Analysis
3.9. Competition Ecosystem
4.1. By Game Type (In Value %)
4.1.1. Card Games
4.1.2. Board Games
4.1.3. Educational Games
4.1.4. Strategy Games
4.1.5. Fantasy Role-Playing Games
4.2. By Distribution Channel (In Value %)
4.2.1. Online Platforms
4.2.2. Specialty Stores
4.2.3. Mass Merchandisers
4.2.4. Supermarkets & Hypermarkets
4.2.5. Convenience Stores
4.3. By Player Type (In Value %)
4.3.1. Single-Player
4.3.2. Multiplayer
4.3.3. Team-Based
4.4. By Age Group (In Value %)
4.4.1. Kids (Under 12 Years)
4.4.2. Teenagers (13-17 Years)
4.4.3. Adults (18-35 Years)
4.4.4. Older Adults (Above 35 Years)
4.5. By Region (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. Mattel Inc.
5.1.3. Asmodee Group
5.1.4. Ravensburger AG
5.1.5. Funskool Ltd.
5.1.6. Goliath Games
5.1.7. Spin Master Corp.
5.1.8. Grand Prix International
5.1.9. CMON Limited
5.1.10. IELLO Games
5.1.11. HABA
5.1.12. The Walt Disney Company (Games Division)
5.1.13. Oriental Trading Company
5.1.14. WizKids Games
5.1.15. Plaid Hat Games
5.2. Cross Comparison Parameters (Revenue, Regional Market Presence, Game Portfolio Diversity, Brand Partnerships, Digital Integration Capabilities, Licensing Deals, Environmental Initiatives, Production Facilities)
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. Import-Export Restrictions
6.2. Product Safety and Age Restrictions
6.3. Certification Processes
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 Player Type (In Value %)
8.4. By Age Group (In Value %)
8.5. By Region (In Value %)
9.1. TAM/SAM/SOM Analysis
9.2. Customer Cohort Analysis
9.3. Marketing Initiatives
9.4. White Space Opportunity Analysis
The initial phase involved constructing an ecosystem map for the Asia Pacific Card and Board Games Market. This included extensive desk research, drawing on primary and secondary sources to determine the significant variables influencing market trends.
The historical market data were assessed to construct a reliable forecast. This included evaluating distribution channels, popular game genres, and the impact of digital sales channels, which provided a comprehensive understanding of the current market structure.
Hypotheses regarding key growth drivers, consumer preferences, and dominant segments were tested through expert interviews with manufacturers, distributors, and regional market players. These interviews offered invaluable insights into market nuances and verified the collected data.
The final step included synthesizing research findings into a validated report, incorporating cross-sectional data from various market segments. By aligning with key players' strategies and considering consumer shifts, the report provides a well-rounded analysis of the market landscape.
The Asia Pacific Card and Board Games market is valued at USD 11.5 billion, driven by the growth of social gaming experiences and the increased popularity of digital adaptations of traditional games.
Key challenges in the Asia Pacific Card and Board Games market include piracy and copyright infringement, high production costs, and competition from digital games, which can detract from physical game sales in the region.
Notable players in the Asia Pacific Card and Board Games market include Hasbro, Mattel, Asmodee Group, Ravensburger, and Spin Master, all of which have significant market presence due to their diverse product ranges and established distribution networks.
Growth drivers in Asia Pacific Card and Board Games market include the rising disposable income across Asia, the cultural preference for interactive games, and the proliferation of online sales channels that offer a wide variety of gaming options.
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