Tabletop Gaming Market Size, Share, Growth, and Industry Analysis by Type (Board Games, Role-Playing Games, Card Games) by Application (Entertainment, Leisure, Retail), and Regional Forecast to 2033

Last Updated: 14 July 2025
SKU ID: 29827869

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TABLETOP GAMING MARKET REPORT OVERVIEW

The global tabletop gaming market size is anticipated to be valued at USD 8.98 billion in 2025, with a projected growth to USD 19.15 billion by 2034 at a CAGR of 8.8% Forecast From 2025 to 2034.

Tabletop game is a general expression that states to numerous game kinds and styles frequently played on a flat surface. This characteristically suggests that they are played on top of a table so performers can sit around it and relish themselves. Playing table top games is not a lonely activity but needs a set of players. Those sets can form casually, through players engaging novel players to a group, or through more formal plans to bring players together in commercial sites. The growth of planned play programs in hobby game stores, board game nights at bars and cafeterias, and game coffee bar, and restaurants with a continuing gameplay module is anticipated to enhance the development of the market. With more people looking for meaningful ways to occupy with friends and family, tabletop games offer a resolution that combines race, collaboration, and creativity, pleasing to an extensive demographic. Prospects to be discovered embrace the upsurge of varied genres within the tabletop gaming sector, comprising strategy, supportive, and playacting games. Furthermore, the rise of self-determining originators and small firms has unlocked novel prospects for unique interest themes and niche markets.

Participants are fixing their efforts on encouraging R&D. Technological development are supporting the regional market growth. Companies need to stay updated with varying market trends and develop products that meet rising consumer needs. Companies coming up with advanced technological solutions for firming their positions.  

TABLETOP GAMING MARKET KEY FINDING

  • Market Size & Growth: The worldwide tabletop gaming market, valued at USD billion in 2024, is projected to reach USD 17.6 billion by 2033, mounting at a compound annual growth rate (CAGR) of 8.79%.
  • Key Market Driver: The worldwide tabletop games market was esteemed at around USD 27.27 billion in 2023 and is anticipated to grow to USD 49.17 billion by 2029, fueled by the rising popularity of hosting tabletop game sessions and growing customer demand.
  • Major Market Restraints: The tabletop gaming industry is grappling with challenges ensuing the introduction of a 54% U.S. tariff on Chinese imports, significantly rising making costs and putting augmented burden on smaller publishers' sustainability.
  • Emerging Trends: The number of innovative tabletop game releases has grown suggestively from 800 in 1990 to over 5,000 in 2022 prominence sturdy market development and growing consumer demand.
  • Regional Leadership: North America held the major share of the tabletop gaming market in 2022, valued at USD 6.3 billion, and is projected to expand to USD 10.1 billion by 2030, recording a CAGR of 6.6%.
  • Market Segmentation: Board games, by game type, were esteemed at USD 14.37 billion in 2024, with predictions representing development to USD 32.00 billion by 2032.

COVID-19 IMPACT

Pandemic Affected The Market Due To Unexpected Disruption In The Sectors

The global COVID-19 pandemic has been unprecedented and staggering, with the market experiencing lower-than-anticipated demand across all regions compared to pre-pandemic levels. The sudden market growth reflected by the rise in CAGR is attributable to market’s growth and demand returning to pre-pandemic levels.

The COVID-19 pandemic impacted the market mainly due to limitations on social get-togethers and retail processes. Local game stores, hobby cafes, and prearranged play events are critical to the social nature of tabletop gaming were compulsory to closed down or function at reduced volume, leading to reduced sales and community engagement. Game conventions and events are dynamic for upgrade and networking, were cancelled or encouraged online, restraining contact for new labels. Supply chain disturbances further impacted the industry, postponing making and consignments due to shop closings, shipping backlogs, and augmented material costs.

LATEST TRENDS

Use Of Innovative Products To Boost The Market Growth

Technological upgrading and improvement will further enhance the presentation of the product, allowing it to obtain a varied range of requests in the market. Technological advancement will improve performance and propel the market growth. Technological development with high demand is increasingly setting a force to increase the productivity. Some players focus on product improvement to meet consumer requirements and likings. Constant upgrading in manufacturing of products is anticipated to stimulate product demand. New opportunities such as programs to demonstrate gameplay at conventions and stores and the creation of videos to teach customers how to play games have been formally organized by game companies to stimulate the sales. Increase in awareness about hobby games such as table top games and board games are expected to fuel the growth of the market in the coming years.

TABLETOP GAMING MARKET SEGMENTATION

By Type

According to type, the market can be segmented into Board Games, Role-Playing Games, Card Games

  • Chocolate Pralines: Board Games signify the major sector, encompassing an extensive range of planned, family, and party games. Board games appeal to casual players and relations looking for social contact and cooperative or competitive performance. The sector benefits from constant innovation in game mechanics and thematic range.
  • Fruit Pralines: RPGs highlight narrative storytelling, character progress, and immersive group experiences, frequently relating complex rule systems and enduring campaigns.
  • Nougat Pralines: Card games combine planned depth with portability, appealing both casual players and competitive gamers. Inventions such as deck-building process and digital versions have prolonged this sector’s reach.

By Application

According to application, the market can be segmented into Entertainment, Leisure, and Retail

  • Confectionery: Entertainment is the essential application, with tabletop games providing immersive social knowledge. Players involve in strategic struggle, supportive storytelling, and casual fun, frequently in set settings such as family meetings, friend circles, or gaming clubs.
  • Gift Packaging: Tabletop games are progressively used as tools for easing, strain relief, and social connection. They are also combined into educational and beneficial circumstances, helping to progress intellectual skills, coordination, and expressive resilience. This widens the market to institutions such as universities, reading room, and health care providers.
  • Retail: Retail signifies the commercial and distribution side of the market. Hobby stores, general retailers, and online stages sell games and equipment, often forming events, events, and samples to encourage products. Retailers play a key role in discoverability and community building, supportive continuous development.

MARKET DYNAMICS

Market dynamics include driving and restraining factors, opportunities and challenges stating the market conditions.

Driving Factors

Rising Shift Towards Sustainable and Eco-Friendly Practices To Boost The Market Growth

Customers progressively pursue tabletop games that reflect their values as ecological concerns such as temperature change, desertification, and plastic contamination become more projecting. This has led to mounting demand for games formed in ecologically friendly ways, highlighting dropping biological footprints. A significant constituent of biodegradable tabletop games is the use of sustainable materials, and several firms are shifting to recycled paper, cardboard, and recyclable plastics for game mechanisms, which benefits to decrease dependence on virgin resources and diminishes waste. Progressively, firms are pursuing documentations for wood and paper products and other eco-labels to authenticate their sustainable practices. These documentations benefit to build trust with ecologically conscious customers.

Technological Advancement and Innovation To Upsurge The Market

Technological advancements and innovation activate unique revenue augmenting opportunity which will upsurge the tabletop gaming market growth. Growing investment in research and development activities and growing awareness about benefits are expected to deliver profitable opportunities for the market.

Restraining Factor

High Competition from Alternative Gaming Options To Hamper The Market Growth

The tabletop games market is presently saturated with numerous games spanning several genres and themes. This plenty of options can overcome customers, making it challenging for individual games to gain visibility. Furthermore, the popularity of digital games, comprising mobile apps, online games, and video games, poses a substantial substitute to traditional tabletop games. Digital formats often deliver ease, lower prices, and instant access, pleasing to patrons who might then involve in tabletop gaming. As these digital games endure to progress and offer advanced experiences, they may appeal potential companies away from the tabletop market, further growing competition for relaxation time and disturbing sales.

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Growing Educational and Therapeutic Uses To Create Opportunity in the Market

Opportunity

Tabletop games’ role in education and healing is growing. Schools gradually incorporate games to endorse skills such as critical thinking, collaboration, and history alertness. Meanwhile, therapeutic use of RPGs and cooperative games is gaining appreciation for supporting mental health, social skills progress, and trauma retrieval. This unlocks prospects for firms with educational institutions, healthcare workers, and nonprofit organization, expanding the market beyond traditional hobbyists.

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Digital Distraction and Changing Consumer Preferences Could Be a Major Challenge

Challenge

Tabletop gaming strives for consideration against a mounting array of digital entertainment options, embracing video games, social media, and streaming content. Younger groups, in specific, may favour rapid, digital, and on-the-go entertainment. The challenge is to create experiences that can contest with the immediacy and immersive superiority of digital platforms, while protective the unique social and tactile features of tabletop gaming.

TABLETOP GAMING MARKET REGIONAL INSIGHTS

The market is primarily segregated into Europe, Latin America, Asia Pacific, North America, and Middle East and Africa.

  • North America

North America remains the major and most established market for tabletop gaming. The United States tabletop gaming market have an intensely rooted gaming culture, with sturdy groups cantered around board games, role-playing games (RPGs), and collectable card games which motivate the tabletop gaming market share. The region benefits from strong retail systems, dynamic hobby stores, contracts, and a high level of crowdfunding action.

  • Asia

Asia-Pacific is considered a extremely capable market for tabletop games, with new demand projected during the prediction period. Surge in tabletop gaming popularity due to growing disposable incomes, urbanization, and mounting youth demographics.

  • Europe

European clients favour planned and family-oriented games, and local producers produce several praised titles. The region also gets growing penetration of hobby shops and cafes that encourage social gaming. Governing support and government attention in creative industries have adopted a caring environment for game progress.

KEY INDUSTRY PLAYERS

Key Players Focus On Partnerships To Gain Competitive Advantage

The key players are dynamically contributing in strategic events that are aimed at maintaining strong market position and increasing market share by merger, partnerships and others. Key players are motivated to introduce new innovative products. They are spending severely on research and development in order to arise with more new technology so that they can maintain and improve their existing market. The market changes are dynamic such as market expansion, partnership and merger. The collective efforts of these major players expressively impact the competitive landscape and future path of the market.

List Of Market Players Profiled

  • Hasbro (U.S.)
  • CMON Limited (Singapore)
  • Asmodee (France)
  • Fantasy Flight Games (U.S.)
  • Games Workshop (U.K.)

INDUSTRIAL DEVELOPMENT

September 2022:   Asmodee entered into collaboration with Z-Man Games, a board game company, to launch Tabletop Game, namely, Challengers. Through this partnership, Z-Man Games would empower Asmodee in offering users an innovative Tabletop Game, Challengers, that would be a tournament of up to eight participants challenging one another at the same time in a strategic deck-building tournament.

REPORT COVERAGE

The report provides scrutiny and information according to market sectors. Business overview, financial overview, product portfolio, new project launch, recent development enquiry are the factors included in the profile. The report incorporates completely examined and appraised evidence of the noticeable players and their position in the market by methods for various descriptive tools. The report covers national and regional level market size and forecast. The report gives businesses the facility to research new prospect in many areas. The report shows to be an operational tool that players can use to gain a competitive superiority over their opponents and ensure lasting achievement in the market.

Tabletop Gaming Market Report Scope & Segmentation

Attributes Details

Market Size Value In

US$ 8.98 Billion in 2025

Market Size Value By

US$ 19.15 Billion by 2034

Growth Rate

CAGR of 8.8% from 2025 to 2034

Forecast Period

2025-2034

Base Year

2024

Historical Data Available

Yes

Regional Scope

Global

Segments Covered

By Type

  • Board Games
  • Role-Playing Games
  • Card Games

By Application

  • Entertainment
  • Leisure
  • Retail

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