Tabletop Games Market Revenue to Double in the Next 6 Years, the Market is Set to Reach $48.7 Billion by 2028 – Arizton

CHICAGO, March 7, 2023 /PRNewswire/ — According to Arizton’s latest research report, the tabletop games market will grow at a CAGR of 11.8% from 2022-2028.

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BROWSE IN-DEPTH TOC ON THE TABLETOP GAMES MARKET

312 – Pages
77 – Tables 
118 – Charts

Tabletop Games Market

Numerous tabletop games introduced on the market over the previous few decades have become extremely popular, strengthening the worldwide tabletop gaming market. Despite stiff competition from digital entertainment options, the tabletop game market has remained strong. The tabletop game market has recently expanded, reaching hitherto undiscovered nations and regions.

There are several reasons for the significant growth witnessed in the global tabletop games market, including the emergence of tabletop game conventions, gaming cafes, nerd culture, and a rise in millennial spending for nostalgia.  US-style tabletop games and European-style tabletop games dominate the global market. However, among millennials and zoomers, the demand for European-style tabletop games is increasing due to their design and appearance. European-style games are based on strategy rather than luck. One of the bestselling European-style games is “Settlers of Catan,” a German tabletop game first published in 1995. The game involves several strategies and has players colonizing an island.

TABLETOP GAMES MARKET REPORT SCOPE

Report Attributes

Details

Market Size (2028)

USD 48.69 Billion

Market Size (2022)

USD 24.91 Billion

CAGR (2022-2028)

11.82 %

Base Year

2022

Forecast Year

2023-2028

Market Segmentation

Type, Theme, Distribution Channel, User Group, and Geography

Geographic Analysis

North America, Europe, APAC, Latin America, and Middle East & Africa

Countries Covered

The US, Canada, China, India, Japan, Indonesia, South Korea, Australia, Malaysia, Singapore, Thailand, New Zealand, Vietnam, The UK, France, Germany, Russia, Italy, Sweden, Norway, Spain, Denmark, Switzerland, Iceland, Brazil, Mexico, Argentina, Colombia, Rest of Latin America, Saudi Arabia, South Africa, The UAE, Egypt, and Turkey

Market Dynamics

·  Rising Demand for Analog Experience

·  Increasing Number of Tabletop Game Cafes

·  Crowdfunding Platforms Boosting the Market

·  Incorporating Learning Quotient

Report Coverage

Market Trends & Opportunities, Competitive Analysis, Global Outlook – 2028

 

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MARKET DRIVERS:

Crowdfunding Platforms Boosting the Market: Funding is essential for creating a high-quality game. Crowdfunding platforms such as Kickstarter and Indiegogo assist merchants in actively seeking funds for the development of their games. They enable gamers to invest financially in the design and development of a game. It also allows publishers/designers to self-publish games while incurring less financial risk. It assists developers in determining market demand for their products and assists independent game developers in marketing their products. This also increases the market’s participation of new participants. As a result of the growing popularity of crowdfunding sites, the tabletop games business is likely to expand in the future years.

Incorporation of the Learning Quotient: One of the major growth drivers of the tabletop games market is the incorporation of the learning factor in tabletop games. Most parents want their kids to engage in educative games. The outbreak of COVID-19 has further pushed parents to choose games with an implicit learning quotient. Nowadays, the intelligence quotient is not the only parameter, but social and emotional skills are also some characteristics that parents want in their children. Tabletop games allow kids to develop all these traits. Thus, incorporating the learning quotient is driving the tabletop games market.

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KEY COMPANY PROFILES

  • Asmodee Group
  • Hasbro
  • Mattel
  • Ravensburger
  • Asmadi Games
  • Bezier Games
  • BoardGameDesign.com
  • Buffalo Games
  • Clementoni
  • CMON
  • Disney
  • Funko
  • Games Workshop
  • Gibsons Games
  • Goliath Games
  • Grey Fox Games
  • IELLO Games
  • Indie Boards and Cards
  • INI
  • Epoch Everlasting Play
  • Imago Group
  • Kamings Trade
  • Learning Resources
  • Lifestyle Boardgames
  • Loony Labs
  • Ludo Fact
  • Melissa & Doug
  • MindWare
  • North Star Games
  • Orchard Toys
  • Panda Game Manufacturing
  • Pegasus Spiele
  • Piatnik
  • Reaper Miniatures
  • Rio Grande Games
  • Schmidt Spiele
  • Spin Master
  • Spontaneous Games
  • Sunsout
  • Surprised Stare Games
  • Talicor
  • Trend Enterprises
  • Ultra Pro International
  • University Games
  • USAOPOLY
  • Winning Moves Games
  • WizKids
  • Zobmondo

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MARKET SEGMENTATION

Type

  • Board Games
    • Puzzles Games
    • Tabletop Board Games
    • Collectible Card Games
    • Card & Dice Games
    • Miniature Games
    • RPG Board Games
  • Dexterity Games
  • Tile-Based Games
  • Paper & Pencil Games

Theme

  • Educational Tabletop Games
  • Strategy & War Tabletop Games
  • Fantasy Tabletop Games
  • Sports Tabletop Games
  • Historical Tabletop Games
  • Other Tabletop Games

Distribution Channel

  • Offline
    • Specialty Stores
    • Mass Market Players
    • Other Retailers
  • Online

User Group

  • Adults
  • Kids
  • Family & Party

Geography

  • North America
    • The US
    • Canada
  • APAC
    • China
    • India
    • Japan
    • Indonesia
    • South Korea
    • Australia
    • Malaysia
    • Singapore
    • Thailand
    • New Zealand
    • Vietnam
  • Europe
    • The UK
    • France
    • Germany
    • Russia
    • Italy
    • Sweden
    • Norway
    • Spain
    • Denmark
    • Switzerland
    • Iceland
  • Latin America
    • Brazil
    • Mexico
    • Argentina
    • Colombia
    • Rest Of Latin America
  • Middle East & Africa
    • Saudi Arabia
    • South Africa
    • The UAE
    • Egypt
    • Turkey

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TABLE OF CONTENT

1 RESEARCH METHODOLOGY

2 RESEARCH OBJECTIVES

3 RESEARCH PROCESS

4 SCOPE & COVERAGE

4.1 MARKET DEFINITION

4.1.1 INCLUSIONS

4.1.2 EXCLUSIONS

4.1.3 MARKET ESTIMATION CAVEATS

4.2 BASE YEAR

4.3 SCOPE OF THE STUDY

4.3.1 MARKET SEGMENTATION BY TYPE

4.3.2 MARKET SEGMENTATION BY THEME

4.3.3 MARKET SEGMENTATION BY DISTRIBUTION CHANNEL

4.3.4 MARKET SEGMENTATION BY USER GROUP

4.3.5 MARKET SEGMENTATION BY GEOGRAPHY

5 REPORT ASSUMPTIONS & CAVEATS

5.1 KEY CAVEATS

5.2 CURRENCY CONVERSION

5.3 MARKET DERIVATION

6 PREMIUM INSIGHTS

6.1 MARKET DEFINITION

6.2 REPORT OVERVIEW

6.3 GLOBAL MARKET RISK

6.3.1 IMPACT OF THE RUSSIAUKRAINE WAR

6.4 OPPORTUNITIES & CHALLENGE ANALYSIS

6.5 SEGMENT ANALYSIS

6.6 COMPETITIVE LANDSCAPE

7 MARKET AT A GLANCE

8 INTRODUCTION

8.1 OVERVIEW

8.2 VALUE CHAIN

8.2.1 RAW MATERIAL SUPPLIERS

8.2.2 MANUFACTURERS

8.2.3 DESIGNERS/PUBLISHERS

8.2.4 RETAILERS

8.2.5 END-USERS

8.3 UPCOMING MEGA TRENDS INFLUENCING THE MARKET

8.4 COMPETITION FROM ALTERNATIVE OPTIONS

8.5 GLOBAL MARKET RISK

8.5.1 IMPACT OF THE RUSSIAUKRAINE WAR

8.6 TABLETOP GAME LIFE CYCLE

8.7 DISTRIBUTION MODEL

8.8 PRICING MODEL

9 MARKET OPPORTUNITIES & TRENDS

9.1 ADOPTION OF A DIGITAL-FIRST APPROACH

9.2 INTRODUCTION OF NEW DESIGNS

9.3 NEW PRODUCT INNOVATIONS AND DEVELOPMENT

9.4 TABLETOP GAMING CONVENTIONS

9.5 SHIFTING FOCUS TOWARD LEISURE ACTIVITIES

10 MARKET GROWTH ENABLERS

10.1 RISING DEMAND FOR ANALOG EXPERIENCES

10.2 INCREASING NUMBER OF TABLETOP GAME CAFES

10.3 CROWDFUNDING PLATFORMS BOOSTING THE MARKET

10.4 INCORPORATION OF THE LEARNING QUOTIENT

11 MARKET RESTRAINTS

11.1 TRADE & TARIFFS CAUSING MARKET TURBULENCE

11.2 HIGH COMPETITION FROM ALTERNATIVE GAMING OPTIONS

11.3 DISRUPTIONS IN THE SUPPLY CHAIN

11.4 LACK OF PRODUCT AWARENESS

12 MARKET LANDSCAPE

12.1 MARKET SIZE & FORECAST

12.2 POST-COVID SCENARIO

12.3 VENDOR ANALYSIS

12.4 MARKET BY TYPE

12.5 MARKET BY BOARD GAMES: SUB-TYPE

12.6 MARKET BY USER GROUP

12.7 MARKET BY THEME

12.8 MARKET BY DISTRIBUTION CHANNEL

12.9 FIVE FORCES ANALYSIS

12.9.1 THREAT OF NEW ENTRANTS

12.9.2 BARGAINING POWER OF SUPPLIERS

12.9.3 BARGAINING POWER OF BUYERS

12.9.4 THREAT OF SUBSTITUTES

12.9.5 COMPETITIVE RIVALRY

13 TYPE

13.1 MARKET SNAPSHOT & GROWTH ENGINE

13.2 MARKET OVERVIEW

13.3 BOARD GAMES

13.3.1 MARKET SIZE & FORECAST

13.3.2 MARKET BY GEOGRAPHY

13.3.3 PUZZLE GAMES: MARKET SIZE & FORECAST

13.3.4 MARKET BY GEOGRAPHY

13.3.5 TABLETOP BOARD GAMES: MARKET SIZE & FORECAST

13.3.6 MARKET BY GEOGRAPHY

13.3.7 COLLECTIBLE CARD GAMES: MARKET SIZE & FORECAST

13.3.8 MARKET BY GEOGRAPHY

13.3.9 CARD & DICE GAMES: MARKET SIZE & FORECAST

13.3.10 MARKET BY GEOGRAPHY

13.3.11 MINIATURE GAMES: MARKET SIZE & FORECAST

13.3.12 MARKET BY GEOGRAPHY

13.3.13 RPG BOARD GAMES: MARKET SIZE & FORECAST

13.3.14 MARKET BY GEOGRAPHY

13.4 DEXTERITY GAMES

13.4.1 MARKET SIZE & FORECAST

13.4.2 MARKET BY GEOGRAPHY

13.5 TILE-BASED GAMES

13.5.1 MARKET SIZE & FORECAST

13.5.2 MARKET BY GEOGRAPHY

13.6 PAPER & PENCIL GAMES

13.6.1 MARKET SIZE & FORECAST

13.6.2 MARKET BY GEOGRAPHY

14 THEME

14.1 MARKET SNAPSHOT & GROWTH ENGINE

14.2 MARKET OVERVIEW

14.3 EDUCATIONAL

14.3.1 MARKET SIZE & FORECAST

14.3.2 MARKET BY GEOGRAPHY

14.4 STRATEGY & WAR

14.4.1 MARKET SIZE & FORECAST

14.4.2 MARKET BY GEOGRAPHY

14.5 FANTASY

14.5.1 MARKET SIZE & FORECAST

14.5.2 MARKET BY GEOGRAPHY

14.6 SPORTS

14.6.1 MARKET SIZE & FORECAST

14.6.2 MARKET BY GEOGRAPHY

14.7 HISTORICAL

14.7.1 MARKET SIZE & FORECAST

14.7.2 MARKET BY GEOGRAPHY

14.8 OTHERS

14.8.1 MARKET SIZE & FORECAST

14.8.2 MARKET BY GEOGRAPHY

15 DISTRIBUTION CHANNEL

15.1 MARKET SNAPSHOT & GROWTH ENGINE

15.2 MARKET OVERVIEW

15.3 POST-COVID-19 SCENARIO

15.4 MANUFACTURING, PRODUCTION & DISTRIBUTION

15.5 OFFLINE

15.5.1 MARKET SIZE & FORECAST

15.6 ONLINE

15.6.1 MARKET SIZE & FORECAST

16 USER GROUP

16.1 MARKET SNAPSHOT & GROWTH ENGINE

16.2 MARKET OVERVIEW

16.3 ADULTS

16.3.1 MARKET SIZE & FORECAST

16.3.2 MARKET BY GEOGRAPHY

16.4 KIDS

16.4.1 MARKET SIZE & FORECAST

16.4.2 MARKET BY GEOGRAPHY

16.5 FAMILY & PARTY

16.5.1 MARKET SIZE & FORECAST

16.5.2 MARKET BY GEOGRAPHY

17 GEOGRAPHY

17.1 MARKET SNAPSHOT & GROWTH ENGINE

17.2 GEOGRAPHIC OVERVIEW

18 NORTH AMERICA

18.1 MARKET OVERVIEW

18.2 MARKET SIZE & FORECAST

18.3 TYPE

18.3.1 MARKET SIZE & FORECAST

18.4 BOARD GAMES: SUB-TYPE

18.4.1 MARKET SIZE & FORECAST

18.5 THEME

18.5.1 MARKET SIZE & FORECAST

18.6 USER GROUP

18.6.1 MARKET SIZE & FORECAST

18.7 KEY COUNTRIES

18.7.1 US: MARKET SIZE & FORECAST

18.7.2 CANADA: MARKET SIZE & FORECAST

19 APAC

19.1 MARKET OVERVIEW

19.2 MARKET SIZE & FORECAST

19.3 TYPE

19.3.1 MARKET SIZE & FORECAST

19.4 BOARD GAMES: SUB-TYPE

19.4.1 MARKET SIZE & FORECAST

19.5 THEME

19.5.1 MARKET SIZE & FORECAST

19.6 USER GROUP

19.6.1 MARKET SIZE & FORECAST

19.7 KEY COUNTRIES

19.7.1 CHINA: MARKET SIZE & FORECAST

19.7.2 INDIA: MARKET SIZE & FORECAST

19.7.3 JAPAN: MARKET SIZE & FORECAST

19.7.4 INDONESIA: MARKET SIZE & FORECAST

19.7.5 SOUTH KOREA: MARKET SIZE & FORECAST

19.7.6 AUSTRALIA: MARKET SIZE & FORECAST

19.7.7 MALAYSIA: MARKET SIZE & FORECAST

19.7.8 SINGAPORE: MARKET SIZE & FORECAST

19.7.9 THAILAND: MARKET SIZE & FORECAST

19.7.10 NEW ZEALAND: MARKET SIZE & FORECAST

19.7.11 VIETNAM: MARKET SIZE & FORECAST

20 EUROPE

20.1 MARKET OVERVIEW

20.2 MARKET SIZE & FORECAST

20.3 TYPE

20.3.1 MARKET SIZE & FORECAST

20.4 BOARD GAMES: SUB-TYPE

20.4.1 MARKET SIZE & FORECAST

20.5 THEME

20.5.1 MARKET SIZE & FORECAST

20.6 USER GROUP

20.6.1 MARKET SIZE & FORECAST

20.7 KEY COUNTRIES

20.7.1 UK: MARKET SIZE & FORECAST

20.7.2 FRANCE: MARKET SIZE & FORECAST

20.7.3 GERMANY: MARKET SIZE & FORECAST

20.7.4 RUSSIA: MARKET SIZE & FORECAST

20.7.5 ITALY: MARKET SIZE & FORECAST

20.7.6 SWEDEN: MARKET SIZE & FORECAST

20.7.7 NORWAY: MARKET SIZE & FORECAST

20.7.8 SPAIN: MARKET SIZE & FORECAST

20.7.9 DENMARK: MARKET SIZE & FORECAST

20.7.10 SWITZERLAND: MARKET SIZE & FORECAST

20.7.11 ICELAND: MARKET SIZE & FORECAST

21 LATIN AMERICA

21.1 MARKET OVERVIEW

21.2 MARKET SIZE & FORECAST

21.3 TYPE

21.3.1 MARKET SIZE & FORECAST

21.4 BOARD GAMES: SUB-TYPE

21.4.1 MARKET SIZE & FORECAST

21.5 THEME

21.5.1 MARKET SIZE & FORECAST

21.6 USER GROUP

21.6.1 MARKET SIZE & FORECAST

21.7 KEY COUNTRIES

21.7.1 BRAZIL: MARKET SIZE & FORECAST

21.7.2 MEXICO: MARKET SIZE & FORECAST

21.7.3 ARGENTINA: MARKET SIZE & FORECAST

21.7.4 COLOMBIA: MARKET SIZE & FORECAST

21.7.5 REST OF LATIN AMERICA: MARKET SIZE & FORECAST

22 MIDDLE EAST & AFRICA

22.1 MARKET OVERVIEW

22.2 MARKET SIZE & FORECAST

22.3 TYPE

22.3.1 MARKET SIZE & FORECAST

22.4 BOARD GAMES: SUB-TYPE

22.4.1 MARKET SIZE & FORECAST

22.5 THEME

22.5.1 MARKET SIZE & FORECAST

22.6 USER GROUP

22.6.1 MARKET SIZE & FORECAST

22.7 KEY COUNTRIES

22.7.1 SAUDI ARABIA: MARKET SIZE & FORECAST

22.7.2 SOUTH AFRICA: MARKET SIZE & FORECAST

22.7.3 UAE: MARKET SIZE & FORECAST

22.7.4 EGYPT: MARKET SIZE & FORECAST

22.7.5 TURKEY: MARKET SIZE & FORECAST

23 COMPETITIVE LANDSCAPE

23.1 COMPETITION OVERVIEW

24 KEY COMPANY PROFILES

24.1 EMBRACER GROUP (ASMODEE)

24.1.1 BUSINESS OVERVIEW

24.1.2 PRODUCT OFFERINGS

24.1.3 KEY STRATEGIES

24.1.4 KEY STRENGTHS

24.1.5 KEY OPPORTUNITIES

24.2 HASBRO

24.3 MATTEL

24.4 RAVENSBURGER

25 OTHER PROMINENT VENDORS

25.1 ASMADI GAMES

25.1.1 OVERVIEW

25.2 BEZIER GAMES

25.2.1 OVERVIEW

25.3 BOARDGAMEDESIGN.COM

25.3.1 OVERVIEW

25.4 BUFFALO GAMES

25.4.1 OVERVIEW

25.5 CLEMENTONI

25.5.1 OVERVIEW

25.6 CMON

25.6.1 OVERVIEW

25.7 DISNEY

25.7.1 OVERVIEW

25.8 FUNKO

25.8.1 OVERVIEW

25.9 GAMES WORKSHOP

25.9.1 OVERVIEW

25.10 GIBSONS GAMES

25.10.1 OVERVIEW

25.11 GOLIATH GAMES

25.11.1 OVERVIEW

25.12 GREY FOX GAMES

25.12.1 OVERVIEW

25.13 IELLO GAMES

25.13.1 OVERVIEW

25.14 INDIE BOARDS AND CARDS

25.14.1 OVERVIEW

25.15 INI

25.15.1 OVERVIEW

25.16 EPOCH EVERLASTING PLAY

25.16.1 OVERVIEW

25.17 IMAGO GROUP

25.17.1 OVERVIEW

25.18 KAMINGS TRADE

25.18.1 OVERVIEW

25.19 LEARNING RESOURCES

25.19.1 OVERVIEW

25.20 LIFESTYLE BOARDGAMES

25.20.1 OVERVIEW

25.21 LOONY LABS

25.21.1 OVERVIEW

25.22 LUDO FACT

25.22.1 OVERVIEW

25.23 MELISSA & DOUG

25.23.1 OVERVIEW

25.24 MINDWARE

25.24.1 OVERVIEW

25.25 NORTH STAR GAMES

25.25.1 OVERVIEW

25.26 ORCHARD TOYS

25.26.1 OVERVIEW

25.27 PANDA GAME MANUFACTURING

25.27.1 OVERVIEW

25.28 PEGASUS SPIELE

25.28.1 OVERVIEW

25.29 PIATNIK

25.29.1 OVERVIEW

25.3 REAPER MINIATURES

25.30.1 OVERVIEW

25.31 RIO GRANDE GAMES

25.31.1 OVERVIEW

25.32 SCHMIDT SPIELE

25.32.1 OVERVIEW

25.33 SPIN MASTER

25.33.1 OVERVIEW

25.34 SPONTANEOUS GAMES

25.34.1 OVERVIEW

25.35 SUNSOUT

25.35.1 OVERVIEW

25.36 SURPRISED STARE GAMES

25.36.1 OVERVIEW

25.37 TALICOR

25.37.1 OVERVIEW

25.38 TREND ENTERPRISES

25.38.1 OVERVIEW

25.39 ULTRA PRO INTERNATIONAL

25.39.1 OVERVIEW

25.4 UNIVERSITY GAMES

25.40.1 OVERVIEW

25.41 USAOPOLY

25.41.1 OVERVIEW

25.42 WINNING MOVES GAMES

25.42.1 OVERVIEW

25.43 WIZKIDS

25.43.1 OVERVIEW

25.44 ZOBMONDO

25.44.1 OVERVIEW

26 REPORT SUMMARY

26.1 KEY TAKEAWAYS

26.2 STRATEGIC RECOMMENDATIONS

27 QUANTITATIVE SUMMARY

27.1 MARKET BY GEOGRAPHY

27.2 MARKET BY TYPE

27.3 MARKET BY USER GROUP

27.4 MARKET BY THEME

27.5 MARKET BY DISTRIBUTION CHANNEL

28 NORTH AMERICA

28.1 TYPE

28.1.1 MARKET SIZE & FORECAST

28.2 BOARD GAMES: SUB-TYPE

28.2.1 MARKET SIZE & FORECAST

28.3 THEME

28.3.1 MARKET SIZE & FORECAST

28.4 USER GROUP

28.4.1 MARKET SIZE & FORECAST

29 APAC

29.1 TYPE

29.1.1 MARKET SIZE & FORECAST

29.2 BOARD GAMES: SUB-TYPE

29.2.1 MARKET SIZE & FORECAST

29.3 THEME

29.3.1 MARKET SIZE & FORECAST

29.4 USER GROUP

29.4.1 MARKET SIZE & FORECAST

30 EUROPE

30.1 TYPE

30.1.1 MARKET SIZE & FORECAST

30.2 BOARD GAMES: SUB-TYPE

30.2.1 MARKET SIZE & FORECAST

30.3 THEME

30.3.1 MARKET SIZE & FORECAST

30.4 USER GROUP

30.4.1 MARKET SIZE & FORECAST

31 LATIN AMERICA

31.1 TYPE

31.1.1 MARKET SIZE & FORECAST

31.2 BOARD GAMES: SUB-TYPE

31.2.1 MARKET SIZE & FORECAST

31.3 THEME

31.3.1 MARKET SIZE & FORECAST

31.4 USER GROUP

31.4.1 MARKET SIZE & FORECAST

32 MIDDLE EAST & AFRICA

32.1 TYPE

32.1.1 MARKET SIZE & FORECAST

32.2 BOARD GAMES: SUB-TYPE

32.2.1 MARKET SIZE & FORECAST

32.3 THEME

32.3.1 MARKET SIZE & FORECAST

32.4 USER GROUP

32.4.1 MARKET SIZE & FORECAST

33 APPENDIX

33.1 ABBREVIATIONS

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Tabletop Games Market Revenue to Double in the Next 6 Years, the Market is Set to Reach $48.7 Billion by 2028 - Arizton WeeklyReviewer

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