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Global Games and Puzzles Market to reach USD 54.08 billion by the end of 2030

Global Games and Puzzles Market Size Study & Forecast, by Licensing (Licensed, Non-Licensed), by Type (Games, Puzzles), by Distribution Channel (Online, Offline) and Regional Analysis, 2023-2030

Product Code: OIRGSF-88751941
Publish Date: 15-11-2023
Page: 200

Global Games and Puzzles Market is valued at approximately USD 15.09 billion in 2022 and is anticipated to grow with a healthy growth rate of more than 17.3% over the forecast period 2023-2030. The Games and Puzzles market has experienced steady growth over the years due to its ability to provide entertainment, education, and improve problem-solving skills. This growth can be attributed to the accelerated digital transformation from traditional methods globally. However, high development costs act as a barrier to enter this market.

The Games and puzzles Market is driven by increasing people’s concern for their overall health. By solving puzzles one is able to learn many different skills such as problem solving skills, improved IQ. According to a study by the University of Michigan, it is shown that regularly solving and playing puzzle games promotes the creation of new brain connections, which improves short-term memory. Even those who solve puzzles for just 25 minutes a day saw a four-point increase in IQ scores. The market is driven by increasing awareness and concern for environmental issues among consumers, a growing trend towards eco-friendly and socially responsible products. Additionally, their use in offices for team bonding activities positively affects the demand for board games and puzzles. The increasing enrollment of children in primary education has also led to a rise in the utilization of these products for educational purposes, creating an opportunity for market growth. According to the World Bank Organization report in 2020, the global school enrollment in primary education was increased by 102%, and countries such as Australia has increased by 99% in 2020, China has increased by 104% in 2021, India has increased by 102% in 2021. However, the market is saturated with a vast number of games and puzzles, which impedes market growth throughout the forecast period of 2023-2030.

The key regions considered for the Global Games and Puzzles Market study includes Asia Pacific, North America, Europe, Latin America, and Middle East & Africa. North America dominated the market in 2022, as the U.S. games and puzzles industry continues to be a lucrative segment, largely due to the presence of popular market players in the region. Asia Pacific is expected to experience significant growth over the forecast period. According to an Associated Press article published in March 2023, China has seen an increase in factory activity following the lockdown. Production activity has increased, with indicators for export and new orders rising. The China Federation of Logistics & Purchasing has also recovered to pre-COVID levels, indicating market growth.

Major market player included in this report are:
Buffalo Games
Hasbro, Inc.
Mattel, Inc.
Ceaco, Inc.
Ravensburger AG
Schmidt Spiele
Cubicfun 3D Puzzle
Educa Borras
Castorland
Cobble Hill Puzzles

Recent Developments in the Market:
Ø In January 2023, Buffalo Games partnered with Big Potato, to distribute each other’s products in the UK and the U.S. Buffalo Games’ Chuckle & Roar line of toys and games debut in the UK through Big Potato on Amazon and with a few select retail partners.
Ø In March 2023 Buffalo Games acquired EastPoint Sports, which enhances Buffalo Games market-leading family fun platform comprised of an expanded portfolio of games and puzzles.

Global Games and Puzzles Market Report Scope:
ü Historical Data – 2020 – 2021
ü Base Year for Estimation – 2022
ü Forecast period – 2023-2030
ü Report Coverage – Revenue forecast, Company Ranking, Competitive Landscape, Growth factors, and Trends
ü Segments Covered – Licensing, Type, Distribution Channel, Region
ü Regional Scope – North America; Europe; Asia Pacific; Latin America; Middle East & Africa
ü Customization Scope – Free report customization (equivalent up to 8 analyst’s working hours) with purchase. Addition or alteration to country, regional & segment scope*

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within countries involved in the study.

The report also caters detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, it also incorporates potential opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Licensing:
Licensed
Non-Licensed

By Type:
Games
Puzzles

By Distribution Channel:
Online
Offline

By Region:

North America
U.S.
Canada

Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC

Latin America
Brazil
Mexico

Middle East & Africa
Saudi Arabia
South Africa
Rest of Middle East & Africa

Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2020-2030 (USD Billion)
1.2.1. Games and Puzzles Market, by Region, 2020-2030 (USD Billion)
1.2.2. Games and Puzzles Market, by Licensing, 2020-2030 (USD Billion)
1.2.3. Games and Puzzles Market, by Type, 2020-2030 (USD Billion)
1.2.4. Games and Puzzles Market, by Distribution Channel, 2020-2030 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Games and Puzzles Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Games and Puzzles Market Dynamics
3.1. Games and Puzzles Market Impact Analysis (2020-2030)
3.1.1. Market Drivers
3.1.1.1. Increased digital transformation
3.1.1.2. Increasing awareness and concern about environmental issues among consumers
3.1.1.3. Increased demand in offices for fun & activities
3.1.2. Market Challenges
3.1.2.1. High development cost
3.1.2.2. Market Saturation due to the presence of a large number of competitors
3.1.3. Market Opportunities
3.1.3.1. Increased enrolment of children for primary education
3.1.3.2. Increased technical development
Chapter 4. Global Games and Puzzles Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Porter’s 5 Force Impact Analysis
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.3.5. Environmental
4.3.6. Legal
4.4. Top investment opportunity
4.5. Top winning strategies
4.6. COVID-19 Impact Analysis
4.7. Disruptive Trends
4.8. Industry Expert Perspective
4.9. Analyst Recommendation & Conclusion
Chapter 5. Global Games and Puzzles Market, by Licensing
5.1. Market Snapshot
5.2. Global Games and Puzzles Market by Licensing, Performance – Potential Analysis
5.3. Global Games and Puzzles Market Estimates & Forecasts by Licensing 2020-2030 (USD Billion)
5.4. Games and Puzzles Market, Sub Segment Analysis
5.4.1. Licensed
5.4.2. Non-Licensed
Chapter 6. Global Games and Puzzles Market, by Type
6.1. Market Snapshot
6.2. Global Games and Puzzles Market by Type, Performance – Potential Analysis
6.3. Global Games and Puzzles Market Estimates & Forecasts by Type 2020-2030 (USD Billion)
6.4. Games and Puzzles Market, Sub Segment Analysis
6.4.1. Games
6.4.2. Puzzle
Chapter 7. Global Games and Puzzles Market, by Distribution Channel
7.1. Market Snapshot
7.2. Global Games and Puzzles Market by Distribution Channel, Performance – Potential Analysis
7.3. Global Games and Puzzles Market Estimates & Forecasts by Distribution Channel 2020-2030 (USD Billion)
7.4. Games and Puzzles Market, Sub Segment Analysis
7.4.1. Online
7.4.2. Offline
Chapter 8. Global Games and Puzzles Market, Regional Analysis
8.1. Top Leading Countries
8.2. Top Emerging Countries
8.3. Games and Puzzles Market, Regional Market Snapshot
8.4. North America Games and Puzzles Market
8.4.1. U.S. Games and Puzzles Market
8.4.1.1. Licensing breakdown estimates & forecasts, 2020-2030
8.4.1.2. Type breakdown estimates & forecasts, 2020-2030
8.4.1.3. Distribution Channel breakdown estimates & forecasts, 2020-2030
8.4.2. Canada Games and Puzzles Market
8.5. Europe Games and Puzzles Market Snapshot
8.5.1. U.K. Games and Puzzles Market
8.5.2. Germany Games and Puzzles Market
8.5.3. France Games and Puzzles Market
8.5.4. Spain Games and Puzzles Market
8.5.5. Italy Games and Puzzles Market
8.5.6. Rest of Europe Games and Puzzles Market
8.6. Asia-Pacific Games and Puzzles Market Snapshot
8.6.1. China Games and Puzzles Market
8.6.2. India Games and Puzzles Market
8.6.3. Japan Games and Puzzles Market
8.6.4. Australia Games and Puzzles Market
8.6.5. South Korea Games and Puzzles Market
8.6.6. Rest of Asia Pacific Games and Puzzles Market
8.7. Latin America Games and Puzzles Market Snapshot
8.7.1. Brazil Games and Puzzles Market
8.7.2. Mexico Games and Puzzles Market
8.8. Middle East & Africa Games and Puzzles Market
8.8.1. Saudi Arabia Games and Puzzles Market
8.8.2. South Africa Games and Puzzles Market
8.8.3. Rest of Middle East & Africa Games and Puzzles Market

Chapter 9. Competitive Intelligence
9.1. Key Company SWOT Analysis
9.1.1. Company 1
9.1.2. Company 2
9.1.3. Company 3
9.2. Top Market Strategies
9.3. Company Profiles
9.3.1. Buffalo Games
9.3.1.1. Key Information
9.3.1.2. Overview
9.3.1.3. Financial (Subject to Data Availability)
9.3.1.4. Product Summary
9.3.1.5. Recent Developments
9.3.2. Hasbro, Inc.
9.3.3. Mattel, Inc.
9.3.4. Ceaco, Inc.
9.3.5. Ravensburger AG
9.3.6. Schmidt Spiele
9.3.7. Cubicfun 3D Puzzle
9.3.8. Educa Borras
9.3.9. Castorland
9.3.10. Cobble Hill Puzzles
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption

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