The global games and puzzles market size reached US$ 15.1 billion in 2022, and it is expected to total US$ 18.0 billion by 2033. Global game and puzzle sales are forecast to soar at 17.3% CAGR during the forecast period. Key statistics about the games and puzzles market predict the total market size to reach US$ 88.8 billion by 2033.
Demand will likely remain high for games during the forecast period due to their ability to offer a more interactive and immersive experience. The latest games and puzzles market report analysis predicts the target segment to exhibit a 17.2% CAGR between 2023 and 2033.
Key Market Highlights:
Market to Expand Over 4.9X Despite Reduction in CAGR
The worldwide games and puzzles industry is projected to expand about 4.9X during the forecast period despite a reduction in the predicted CAGR compared to the historical one. This is due to the growing popularity of games and puzzles across homes, schools, and other educational settings.
Sales of Games to Outpace Puzzles Through 2033
During the forecast period, sales are expected to remain high for games. This is because they offer more interactive and immersive experiences than puzzles. They are also available in several formats and genres, further increasing their adoption.
Puzzles are also expected to rise in popularity during the forecast period owing to their ability to improve cognitive skills and educational benefits. Similarly, innovation in puzzles, from traditional jigsaws to 3D puzzles, escape room puzzles, and more, is expected to boost the target segment.
United States to Hold Lion’s Share in the Games and Puzzles Market
The United States is anticipated to remain at the epicenter of the worldwide games and puzzles market during the forecast period. This is due to the digitalization of games and puzzles, the increasing focus on mental health, and large presence of leading gaming companies.
Using Eco-friendly Materials Allowing Companies to Cope with Concerns
Rising environmental concerns are creating bigger challenges for the games and puzzles market. To address these, companies are focusing on reducing their carbon footprint.
Leading game and puzzle manufacturers like Educa Borras are embracing sustainable and environmental business models. For instance, Educa Borras started to use 100% recycled paper & cardboard and vegetable-based inks in 2020.
The growing trend of using sustainable and eco-friendly materials for producing games and puzzles is expected to help companies boost their revenues. Besides this, it will also allow them to comply with environmental regulations.
Companies also look to develop augmented reality and virtual reality games and puzzles, which can offer a more immersive and interactive experience. This will further uplift global games and puzzles market demand.
Attributes | Key Insights |
---|---|
Global Games and Puzzles Market Value in 2022 | US$ 15.1 billion |
Estimated Games and Puzzles Market Size (2023) | US$ 18.0 billion |
Expected Games and Puzzles Market Size (2033) | US$ 88.8 billion |
Predicted Games and Puzzles Market CAGR (2023 to 2033) | 17.3% |
Games and puzzles are popular forms of entertainment and mental challenges enjoyed by people of all ages. They provide mental stimulation, entertainment, and opportunities for social interaction.
Games puzzles cater to a wide range of interests and skill levels, so they are becoming versatile and enjoyable pastime for certain people. They come in diverse forms and can be played solo or with others.
Monopoly, Settlers of Catan, Scrabble, chess, poker, and solitaire are popular games globally. Similarly, puzzles such as jigsaw puzzles and sudoku are witnessing higher demand.
Several factors drive growth in the games and puzzles industry. Rising awareness about the benefits of games and puzzles and the availability of diverse products are key games and puzzles market drivers.
Games and puzzles serve multiple purposes. They provide entertainment while fulfilling an educational role. It is believed that games and puzzles enhance the cognitive behavior of people, especially children, and stimulate creativity.
Products such as puzzles foster cognitive growth and improve children’s problem-solving abilities. As a result, parents today spend much of their income on purchasing educational and social games and puzzles for their children. This is expected to boost the market.
Increasing incidence of mental disorders, such as depression, across the world is acting as a catalyst fueling demand for games and puzzles. Subsequently, growing awareness about the potential benefits of games and puzzles on brain health is expected to bolster sales.
As per the World Health Organization (WHO), about 280 million people worldwide have depression, which is likely to surge further in the forthcoming years. Driven by this, demand for games and puzzles is predicted to rise rapidly through 2033.
Games and puzzles can significantly help to reduce stress & anxiety and improve mood. Engaging in mentally stimulating activities, such as solving puzzles or playing games, releases mood-boosting endorphins.
Playing games and puzzles can help people with depression focus their thoughts on something other than their negative feelings. They can also provide opportunities for social interactions, helping combat the loneliness and social withdrawal associated with depression.
Studies have also revealed that specific types of games and puzzles can be helpful for people with depression. For instance, a study published in Games for Health journal found that playing board games with friends can significantly reduce symptoms of anxiety and depression.
Sales of games and puzzles are also growing due to rising consumer interest in interactive and intellectually stimulating leisure activities. Further, rising sales of games and puzzles through online channels will likely bode well for the market.
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The global market for games and puzzles registered a CAGR of 21.2% between 2018 and 2022. The overall market valuation is predicted to increase 4.9X through 2033 despite a reduction in the games and puzzles market growth rate.
Historical CAGR (2018 to 2022) | 21.2% |
---|---|
Forecast CAGR (2023 to 2033) | 17.3% |
Short-term Analysis of Games and Puzzles Market from 2018 to 2022
Worldwide sales of games and puzzles increased rapidly during the historical timeframe. This was due to the outbreak of the COVID-19 pandemic and the shift towards indoor games.
During 2018 and 2022, the COVID-19 pandemic increased demand for indoor activities, such as card games and board games. During lockdowns and social distancing measures, people viewed these games as a safe and enjoyable way to pass the time. As a result, the global games and puzzles market witnessed prolific growth.
Games and puzzles help to entertain, educate, and relieve the boredom of users. These benefits significantly improved the popularity of card games, jigsaw puzzles, and board games during the pandemic.
There was also a spike in cases of depression and anxiety during the pandemic. This positively impacted global game and puzzle sales revenue. The worldwide games and puzzles market revenues totaled US$ 15.1 billion in 2022.
Mid-term Analysis of Games and Puzzles Market Forecast from 2023 to 2028
Nostalgia is becoming an X factor motivating people to engage in games and puzzles or introduce them to a new generation. This, in turn, is anticipated to provide a strong impetus for expanding the games and puzzles industry.
Several companies use puzzles and board games to promote communication, teamwork, and problem-solving skills among their employees. This will likely create a high demand for games, such as apples-to-apples, codenames, wits & wagers, etc.
Rapid shift of the gaming industry towards digital distribution and online gaming is another key factor expected to boost the target market. Traditional board games and puzzles are transitioning to digital formats, attracting a broader audience.
People are also shifting their preference towards playing games and puzzles on smartphones, tablets, and other gaming gadgets. This trend is expected to further escalate during the forecast period and will fuel games and puzzles market demand.
Long-term Analysis of Games and Puzzles Market from 2028 to 2033
Between 2028 and 2033, the worldwide games and puzzles industry is expected to grow robustly. This growth will likely be fueled by the rising adoption of games and puzzles in homes and educational settings. The growing popularity of board game cafes and social gaming events is expected to further drive innovation in games and puzzles.
Educators and parents are realizing the educational benefits of games and puzzles. For instance, they help to improve children’s cognitive skills, critical thinking, and problem-solving abilities. As a result, global demand for games and puzzles is set to rise rapidly through 2033.
Innovation in games and puzzles is projected to boost the target market during the assessment period. Key game and puzzle manufacturers are concentrating on developing new and engaging products to attract consumers looking for fresh experiences.
Companies are expected to transition to digital formats and utilize eco-friendly materials to follow the digitalization trend and comply with regulations. It will likely contribute to market expansion in the long run.
With these dynamics, the latest games and puzzles market analysis estimates total revenues to reach US$ 88.8 billion by 2033.
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The table below highlights key countries’ games and puzzles market revenue. The United States, China, and Japan are the top three leading markets for games and puzzles, with expected valuations of US$ 15.7 billion, US$ 13.3 billion, and US$ 8.6 billion, respectively, in 2033.
The United Kingdom, South Korea, and India are also expected to offer lucrative opportunities for game and puzzle manufacturers. This is due to rising interest of people in these countries in playing card games, board games, and puzzles.
Countries | Market Value (2033) |
---|---|
United States | US$ 15.7 billion |
United Kingdom | US$ 3.2 billion |
China | US$ 13.3 billion |
Japan | US$ 8.6 billion |
South Korea | US$ 4.7 billion |
Below table highlights the predicted games and puzzles market growth rates of top five countries. China, Japan, and the United Kingdom are anticipated to witness higher CAGRs of 18.1%, 18.5%, and 18.3% respectively through 2033.
Countries | Projected Games and Puzzles Market CAGR (2023 to 2033) |
---|---|
United States | 17.6% |
United Kingdom | 18.3% |
China | 18.1% |
Japan | 18.4% |
South Korea | 16.9% |
The table below shows the top five countries’ historical games and puzzles market growth rates. With CAGRs of 23.1%, 22.7%, and 21.9%, respectively, China, Japan, and the United Kingdom were the key markets for games and puzzles between 2018 and 2022.
Countries | Historical Games and Puzzles Market CAGR (2018 to 2022) |
---|---|
United States | 21.4% |
United Kingdom | 21.9% |
China | 23.1% |
Japan | 22.7% |
South Korea | 20.3% |
The United States games and puzzles market value is forecast to total US$ 15.7 billion by 2033. Over the forecast period, games and puzzles sales growth in the United States is likely to increase at 17.6% CAGR.
Demand in the United States games and puzzles industry is expected to be driven by multiple factors. These include the rising prevalence of mental health diseases, such as depression, growing focus on mental health, and development of new innovative games and puzzles.
The United States is witnessing a sharp rise in the case of mental health disorders, such as depression. As per the World Population Review, the United States has a depression rate of about 5.9%. This creates a high demand for games and puzzles, which is expected to continue through 2033.
Games and puzzles are becoming valuable tools for people with depression. This is because they can help to improve mood, enhance social skills, and reduce stress, depression, and anxiety. As the prevalence of depression continues to rise, so will the demand for games and puzzles.
Surging demand for sustainable games and puzzles due to environmental issues is expected further to improve the United States games and puzzles market share. Companies will likely utilize eco-friendly materials such as recycled paper and cardboard to make games and puzzles.
China games and puzzles market is projected to thrive at an impressive CAGR of 18.1% through 2033. Total games and puzzles sales revenue is expected to reach US$ 13.3 billion by 2033.
Growth in China market is expected to be driven by multiple factors. These include the increasing popularity of digital games and puzzles, high population growth, the strong presence of leading gaming companies, and lax government regulations.
China is emerging as a highly lucrative market for manufacturers of games and puzzles. This is due to the rising popularity of digital games and puzzles, which offer a more immersive and interactive experience.
Thanks to the widespread availability of smartphones and internet connections, mobile gaming, digital puzzles, and online multiplayer games are becoming highly popular in China. This is expected to boost the country's games and puzzles market revenue through 2033.
Digital games offer several advantages over traditional ones. For instance, they allow people to play with friends and family from anywhere in the world. As a result, they are witnessing high demand across China.
The United Kingdom games and puzzles industry is predicted to reach US$ 3.2 billion by 2033. The country's game and puzzle demand will likely rise at 18.3% CAGR throughout the forecast period.
As per the latest analysis, the United Kingdom is predicted to remain a profitable market for manufacturers of games and puzzles across Western Europe. This is due to growing awareness about the importance of games and puzzles on human health, education, and skills.
Games and puzzles have become ideal solutions for fostering people's educational and skill development. They help improve an individual’s cognitive skills, critical thinking, and problem-solving abilities.
Growing popularity of games and puzzles in schools and other educational settings is expected to boost the United Kingdom market. Similarly, introducing new games and puzzles by key companies is likely to foster market development.
Japan is anticipated to register a CAGR of 18.5% during the forecast period, reaching a valuation of US$ 8.6 billion by 2033. Historically, Japan's demand for games and puzzles increased at around 22.7% CAGR.
Japan games and puzzles industry is expected to witness robust growth due to several factors. These include rising popularity of games, such as Pokemon, among adults, growing focus on mental health, and surging demand for sustainable game and puzzle materials.
Pokemon fever in Japan is key in uplifting demand for Pokemon games. As per the latest analysis, sales in Japan are driven by children and adults who play trading games with a sense of nostalgia.
South Korea is anticipated to register a CAGR of 16.9% during the forecast period compared to the 20.3% CAGR registered from 2018 to 2022. Total market valuation in the country is predicted to reach about US$ 4.7 billion by 2033.
Sales of games and puzzles in Korea are predicted to rise rapidly during the forecast period. This is attributable to the rise of social media, digitalization of games and puzzles, and increasing consumer demand for engaging & educational games and puzzle-related activities.
Social media is helping to improve the visibility of games and puzzles across Korea. It has made it easier for people to connect with others who share their interests. This, in turn, is likely to positively impact game and puzzle sales revenue in the country and will improve Korea games and puzzles market share.
Below section shows the games segment to register an impressive growth based on type. It is anticipated to thrive at 17.2% CAGR between 2023 and 2033.
Based on licensing, non-licensed segment is expected to create high revenues in the target market. It is set to expand at a CAGR of 17.0% during the forecast period.
Top Segment (Type) | Games |
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Predicted CAGR (2023 to 2033) | 17.2% |
The games and puzzles market by type is categorized into games and puzzles. Games are anticipated to witness higher revenues throughout the assessment period despite a slight decrease in predicted CAGR.
From 2018 to 2022, the games segment expanded at 21.1%. Over the assessment period, the same segment is likely to progress at 17.2% CAGR. This is attributable to growing consumer preference for card games and board games.
Games offer more interactive and immersive experiences than puzzles. They usually have dynamic gameplay, storylines, and multiplayer features that encourage social interaction.
Games require players to participate in the action and make decisions, which makes them interactive and engaging. Growing popularity of games on account of their more interactive and engaging nature is expected to boost the target segment.
Availability of games in a wide range of formats and genres is another key factor driving their demand. No matter whether a person enjoys adventure, action, or role-playing, there is likely a game that suits their interests.
Board games such as chess, Scrabble, Monopoly, and Settlers of Catan are becoming extremely popular. Subsequently, people opt for card games such as solitaire, poker, and Uno.
Surging demand for board games and card games due to a combination of nostalgia, social interaction, and other factors is expected to fuel growth in the market. Top manufacturers are constantly launching new products to meet consumer demand for games.
Top Segment (Licensing) | Non-licensed |
---|---|
Projected CAGR (2023 to 2033) | 17.0% |
The games and puzzles market by end-use is divided into licensed and non-licensed. The non-licensed games and puzzles segment is expected to dominate the global market during the assessment period.
Per the latest games and puzzles market projection, the non-licensed segment is poised to exhibit a 17.0% CAGR through 2033. Between 2018 and 2022, the same segment exhibited a CAGR of 21.0%.
Several factors are expected to drive the growth of the target segment. These include creativity, lower costs, flexibility, and other benefits of non-licensed games and puzzles.
Non-licensed games and puzzles allow for greater freedom and originality in design and development, resulting in innovative and engaging gameplay experiences. They can be developed and sold at much lower costs, making them more accessible to a wider audience.
Non-licensed games and puzzles have a more universal appeal as they do not rely on familiarity with a specific franchise or brand. This makes them a more reliable and profitable investment for game and puzzle manufacturers.
Non-licensed products also cater to specific interests and niche markets not well-served by licensed ones. They generally have a longer lifespan as they are not tied to a particular IP’s popularity cycle.
Rising consumer inclination towards non-licensed games and puzzles due to their benefits is expected to boost the target segment through 2023. Subsequently, growing focus of manufacturers on expanding their non-licensed product portfolios will bode well for the market.
Global competition for games and puzzles market is fiercer due to large presence of both regional and domestic players. Key manufacturers of games and puzzles listed in the report include Ravensburger AG, Buffalo Games, Cubicfun 3D Puzzle, Hasbro, Inc., Ceaco, Inc., Mattel, Inc., Schmidt Spiele, Educa Borras, Castorland, and Cobble Hill.
These game and puzzle companies constantly upgrade their portfolios through new product launches. They also show interest in implementing strategies, such as collaborations, mergers, partnerships, and acquisitions, to boost revenues.
Recent developments in games and puzzles market:
Attribute | Details |
---|---|
Estimated Market Value (2023) | US$ 18.0 billion |
Projected Market Value (2033) | US$ 88.8 billion |
Anticipated Growth Rate (2023 to 2033) | 17.3% CAGR |
Historical Data | 2018 to 2022 |
Forecast Period | 2023 to 2033 |
Quantitative Units | Revenue in US$ Billion and CAGR from 2023 to 2033 |
Segments Covered | Type, Licensing, Distribution Channel, and Region |
Regions Covered | North America, Latin America, Western Europe, Eastern Europe, South Asia and Pacific, East Asia, and the Middle East & Africa |
Key Countries Covered | United States, Canada, Brazil, Mexico, Germany, United Kingdom, France, Italy, Spain, Nordic, Russia, Poland, China, India, Thailand, Indonesia, Australia and New Zealand, Japan, GCC countries, North Africa, South Africa, and others. |
Key Companies Profiled |
|
The global market was valued at US$ 15.1 billion in 2022.
The global market value is forecast to reach US$ 18.0 billion in 2023.
The global market size is projected to reach US$ 88.8 billion by 2033.
The global market witnessed a CAGR of 21.2% from 2018 to 2022.
The worldwide market is expected to thrive at 17.3% CAGR through 2033.
The United States market is forecast to reach US$ 15.7 billion by 2033.
Chess, Scrabble, Pandemic, and Sudoku are a few popular types.
Shift towards digital platforms and usage of sustainable materials are key trends.
Buffalo Games, Hasbro, Inc., and Mattel, Inc. are a few key players in the market.
1. Executive Summary 1.1. Global Market Outlook 1.2. Demand-side Trends 1.3. Supply-side Trends 1.4. Technology Roadmap Analysis 1.5. Analysis and Recommendations 2. Market Overview 2.1. Market Coverage / Taxonomy 2.2. Market Definition / Scope / Limitations 3. Market Background 3.1. Market Dynamics 3.1.1. Drivers 3.1.2. Restraints 3.1.3. Opportunity 3.1.4. Trends 3.2. Scenario Forecast 3.2.1. Demand in Optimistic Scenario 3.2.2. Demand in Likely Scenario 3.2.3. Demand in Conservative Scenario 3.3. Opportunity Map Analysis 3.4. Investment Feasibility Matrix 3.5. PESTLE and Porter’s Analysis 3.6. Regulatory Landscape 3.6.1. By Key Regions 3.6.2. By Key Countries 3.7. Regional Parent Market Outlook 4. Global Market Analysis 2018 to 2022 and Forecast, 2023 to 2033 4.1. Historical Market Size Value (US$ Billion) Analysis, 2018 to 2022 4.2. Current and Future Market Size Value (US$ Billion) Projections, 2023 to 2033 4.2.1. Y-o-Y Growth Trend Analysis 4.2.2. Absolute $ Opportunity Analysis 5. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Type 5.1. Introduction / Key Findings 5.2. Historical Market Size Value (US$ Billion) Analysis By Type, 2018 to 2022 5.3. Current and Future Market Size Value (US$ Billion) Analysis and Forecast By Type, 2023 to 2033 5.3.1. Games 5.3.1.1. Board Games 5.3.1.2. Card Games 5.3.2. Puzzles 5.4. Y-o-Y Growth Trend Analysis By Type, 2018 to 2022 5.5. Absolute $ Opportunity Analysis By Type, 2023 to 2033 6. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Licensing 6.1. Introduction / Key Findings 6.2. Historical Market Size Value (US$ Billion) Analysis By Licensing, 2018 to 2022 6.3. Current and Future Market Size Value (US$ Billion) Analysis and Forecast By Licensing, 2023 to 2033 6.3.1. Non-Licensed 6.3.2. Licensed 6.4. Y-o-Y Growth Trend Analysis By Licensing, 2018 to 2022 6.5. Absolute $ Opportunity Analysis By Licensing, 2023 to 2033 7. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Distribution Channel 7.1. Introduction / Key Findings 7.2. Historical Market Size Value (US$ Billion) Analysis By Distribution Channel, 2018 to 2022 7.3. Current and Future Market Size Value (US$ Billion) Analysis and Forecast By Distribution Channel, 2023 to 2033 7.3.1. Online 7.3.2. Offline 7.4. Y-o-Y Growth Trend Analysis By Distribution Channel, 2018 to 2022 7.5. Absolute $ Opportunity Analysis By Distribution Channel, 2023 to 2033 8. Global Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Region 8.1. Introduction 8.2. Historical Market Size Value (US$ Billion) Analysis By Region, 2018 to 2022 8.3. Current Market Size Value (US$ Billion) Analysis and Forecast By Region, 2023 to 2033 8.3.1. North America 8.3.2. Latin America 8.3.3. Western Europe 8.3.4. Eastern Europe 8.3.5. South Asia and Pacific 8.3.6. East Asia 8.3.7. Middle East and Africa 8.4. Market Attractiveness Analysis By Region 9. North America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 9.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 9.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 9.2.1. By Country 9.2.1.1. United States 9.2.1.2. Canada 9.2.2. By Type 9.2.3. By Licensing 9.2.4. By Distribution Channel 9.3. Market Attractiveness Analysis 9.3.1. By Country 9.3.2. By Type 9.3.3. By Licensing 9.3.4. By Distribution Channel 9.4. Key Takeaways 10. Latin America Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 10.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 10.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 10.2.1. By Country 10.2.1.1. Brazil 10.2.1.2. Mexico 10.2.1.3. Rest of Latin America 10.2.2. By Type 10.2.3. By Licensing 10.2.4. By Distribution Channel 10.3. Market Attractiveness Analysis 10.3.1. By Country 10.3.2. By Type 10.3.3. By Licensing 10.3.4. By Distribution Channel 10.4. Key Takeaways 11. Western Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 11.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 11.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 11.2.1. By Country 11.2.1.1. Germany 11.2.1.2. United Kingdom 11.2.1.3. France 11.2.1.4. Spain 11.2.1.5. Italy 11.2.1.6. Rest of Western Europe 11.2.2. By Type 11.2.3. By Licensing 11.2.4. By Distribution Channel 11.3. Market Attractiveness Analysis 11.3.1. By Country 11.3.2. By Type 11.3.3. By Licensing 11.3.4. By Distribution Channel 11.4. Key Takeaways 12. Eastern Europe Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 12.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 12.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 12.2.1. By Country 12.2.1.1. Poland 12.2.1.2. Russia 12.2.1.3. Czech Republic 12.2.1.4. Romania 12.2.1.5. Rest of Eastern Europe 12.2.2. By Type 12.2.3. By Licensing 12.2.4. By Distribution Channel 12.3. Market Attractiveness Analysis 12.3.1. By Country 12.3.2. By Type 12.3.3. By Licensing 12.3.4. By Distribution Channel 12.4. Key Takeaways 13. South Asia and Pacific Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 13.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 13.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 13.2.1. By Country 13.2.1.1. India 13.2.1.2. Bangladesh 13.2.1.3. Australia 13.2.1.4. New Zealand 13.2.1.5. Rest of South Asia and Pacific 13.2.2. By Type 13.2.3. By Licensing 13.2.4. By Distribution Channel 13.3. Market Attractiveness Analysis 13.3.1. By Country 13.3.2. By Type 13.3.3. By Licensing 13.3.4. By Distribution Channel 13.4. Key Takeaways 14. East Asia Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 14.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 14.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 14.2.1. By Country 14.2.1.1. China 14.2.1.2. Japan 14.2.1.3. South Korea 14.2.2. By Type 14.2.3. By Licensing 14.2.4. By Distribution Channel 14.3. Market Attractiveness Analysis 14.3.1. By Country 14.3.2. By Type 14.3.3. By Licensing 14.3.4. By Distribution Channel 14.4. Key Takeaways 15. Middle East and Africa Market Analysis 2018 to 2022 and Forecast 2023 to 2033, By Country 15.1. Historical Market Size Value (US$ Billion) Trend Analysis By Market Taxonomy, 2018 to 2022 15.2. Market Size Value (US$ Billion) Forecast By Market Taxonomy, 2023 to 2033 15.2.1. By Country 15.2.1.1. GCC Countries 15.2.1.2. South Africa 15.2.1.3. Israel 15.2.1.4. Rest of Middle East & Africa 15.2.2. By Type 15.2.3. By Licensing 15.2.4. By Distribution Channel 15.3. Market Attractiveness Analysis 15.3.1. By Country 15.3.2. By Type 15.3.3. By Licensing 15.3.4. By Distribution Channel 15.4. Key Takeaways 16. Key Countries Market Analysis 16.1. United States 16.1.1. Pricing Analysis 16.1.2. Market Share Analysis, 2023 16.1.2.1. By Type 16.1.2.2. By Licensing 16.1.2.3. By Distribution Channel 16.2. Canada 16.2.1. Pricing Analysis 16.2.2. Market Share Analysis, 2023 16.2.2.1. By Type 16.2.2.2. By Licensing 16.2.2.3. By Distribution Channel 16.3. Brazil 16.3.1. Pricing Analysis 16.3.2. Market Share Analysis, 2023 16.3.2.1. By Type 16.3.2.2. By Licensing 16.3.2.3. By Distribution Channel 16.4. Mexico 16.4.1. Pricing Analysis 16.4.2. Market Share Analysis, 2023 16.4.2.1. By Type 16.4.2.2. By Licensing 16.4.2.3. By Distribution Channel 16.5. Germany 16.5.1. Pricing Analysis 16.5.2. Market Share Analysis, 2023 16.5.2.1. By Type 16.5.2.2. By Licensing 16.5.2.3. By Distribution Channel 16.6. United Kingdom 16.6.1. Pricing Analysis 16.6.2. Market Share Analysis, 2023 16.6.2.1. By Type 16.6.2.2. By Licensing 16.6.2.3. By Distribution Channel 16.7. France 16.7.1. Pricing Analysis 16.7.2. Market Share Analysis, 2023 16.7.2.1. By Type 16.7.2.2. By Licensing 16.7.2.3. By Distribution Channel 16.8. Spain 16.8.1. Pricing Analysis 16.8.2. Market Share Analysis, 2023 16.8.2.1. By Type 16.8.2.2. By Licensing 16.8.2.3. By Distribution Channel 16.9. Italy 16.9.1. Pricing Analysis 16.9.2. Market Share Analysis, 2023 16.9.2.1. By Type 16.9.2.2. By Licensing 16.9.2.3. By Distribution Channel 16.10. Poland 16.10.1. Pricing Analysis 16.10.2. Market Share Analysis, 2023 16.10.2.1. By Type 16.10.2.2. By Licensing 16.10.2.3. By Distribution Channel 16.11. Russia 16.11.1. Pricing Analysis 16.11.2. Market Share Analysis, 2023 16.11.2.1. By Type 16.11.2.2. By Licensing 16.11.2.3. By Distribution Channel 16.12. Czech Republic 16.12.1. Pricing Analysis 16.12.2. Market Share Analysis, 2023 16.12.2.1. By Type 16.12.2.2. By Licensing 16.12.2.3. By Distribution Channel 16.13. Romania 16.13.1. Pricing Analysis 16.13.2. Market Share Analysis, 2023 16.13.2.1. By Type 16.13.2.2. By Licensing 16.13.2.3. By Distribution Channel 16.14. India 16.14.1. Pricing Analysis 16.14.2. Market Share Analysis, 2023 16.14.2.1. By Type 16.14.2.2. By Licensing 16.14.2.3. By Distribution Channel 16.15. Bangladesh 16.15.1. Pricing Analysis 16.15.2. Market Share Analysis, 2023 16.15.2.1. By Type 16.15.2.2. By Licensing 16.15.2.3. By Distribution Channel 16.16. Australia 16.16.1. Pricing Analysis 16.16.2. Market Share Analysis, 2023 16.16.2.1. By Type 16.16.2.2. By Licensing 16.16.2.3. By Distribution Channel 16.17. New Zealand 16.17.1. Pricing Analysis 16.17.2. Market Share Analysis, 2023 16.17.2.1. By Type 16.17.2.2. By Licensing 16.17.2.3. By Distribution Channel 16.18. China 16.18.1. Pricing Analysis 16.18.2. Market Share Analysis, 2023 16.18.2.1. By Type 16.18.2.2. By Licensing 16.18.2.3. By Distribution Channel 16.19. Japan 16.19.1. Pricing Analysis 16.19.2. Market Share Analysis, 2023 16.19.2.1. By Type 16.19.2.2. By Licensing 16.19.2.3. By Distribution Channel 16.20. South Korea 16.20.1. Pricing Analysis 16.20.2. Market Share Analysis, 2023 16.20.2.1. By Type 16.20.2.2. By Licensing 16.20.2.3. By Distribution Channel 16.21. GCC Countries 16.21.1. Pricing Analysis 16.21.2. Market Share Analysis, 2023 16.21.2.1. By Type 16.21.2.2. By Licensing 16.21.2.3. By Distribution Channel 16.22. South Africa 16.22.1. Pricing Analysis 16.22.2. Market Share Analysis, 2023 16.22.2.1. By Type 16.22.2.2. By Licensing 16.22.2.3. By Distribution Channel 16.23. Israel 16.23.1. Pricing Analysis 16.23.2. Market Share Analysis, 2023 16.23.2.1. By Type 16.23.2.2. By Licensing 16.23.2.3. By Distribution Channel 17. Market Structure Analysis 17.1. Competition Dashboard 17.2. Competition Benchmarking 17.3. Market Share Analysis of Top Players 17.3.1. By Regional 17.3.2. By Type 17.3.3. By Licensing 17.3.4. By Distribution Channel 18. Competition Analysis 18.1. Competition Deep Dive 18.1.1. Buffalo Games 18.1.1.1. Overview 18.1.1.2. Product Portfolio 18.1.1.3. Profitability by Market Segments 18.1.1.4. Sales Footprint 18.1.1.5. Strategy Overview 18.1.1.5.1. Marketing Strategy 18.1.2. Hasbro, Inc. 18.1.2.1. Overview 18.1.2.2. Product Portfolio 18.1.2.3. Profitability by Market Segments 18.1.2.4. Sales Footprint 18.1.2.5. Strategy Overview 18.1.2.5.1. Marketing Strategy 18.1.3. Mattel, Inc. 18.1.3.1. Overview 18.1.3.2. Product Portfolio 18.1.3.3. Profitability by Market Segments 18.1.3.4. Sales Footprint 18.1.3.5. Strategy Overview 18.1.3.5.1. Marketing Strategy 18.1.4. Ceaco, Inc. 18.1.4.1. Overview 18.1.4.2. Product Portfolio 18.1.4.3. Profitability by Market Segments 18.1.4.4. Sales Footprint 18.1.4.5. Strategy Overview 18.1.4.5.1. Marketing Strategy 18.1.5. Ravensburger AG 18.1.5.1. Overview 18.1.5.2. Product Portfolio 18.1.5.3. Profitability by Market Segments 18.1.5.4. Sales Footprint 18.1.5.5. Strategy Overview 18.1.5.5.1. Marketing Strategy 18.1.6. Schmidt Spiele 18.1.6.1. Overview 18.1.6.2. Product Portfolio 18.1.6.3. Profitability by Market Segments 18.1.6.4. Sales Footprint 18.1.6.5. Strategy Overview 18.1.6.5.1. Marketing Strategy 18.1.7. Cubicfun 3D Puzzle 18.1.7.1. Overview 18.1.7.2. Product Portfolio 18.1.7.3. Profitability by Market Segments 18.1.7.4. Sales Footprint 18.1.7.5. Strategy Overview 18.1.7.5.1. Marketing Strategy 18.1.8. Educa Borras 18.1.8.1. Overview 18.1.8.2. Product Portfolio 18.1.8.3. Profitability by Market Segments 18.1.8.4. Sales Footprint 18.1.8.5. Strategy Overview 18.1.8.5.1. Marketing Strategy 18.1.9. Castorland 18.1.9.1. Overview 18.1.9.2. Product Portfolio 18.1.9.3. Profitability by Market Segments 18.1.9.4. Sales Footprint 18.1.9.5. Strategy Overview 18.1.9.5.1. Marketing Strategy 18.1.10. Cobble Hill 18.1.10.1. Overview 18.1.10.2. Product Portfolio 18.1.10.3. Profitability by Market Segments 18.1.10.4. Sales Footprint 18.1.10.5. Strategy Overview 18.1.10.5.1. Marketing Strategy 19. Assumptions & Acronyms Used 20. Research Methodology
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