Report Summary
TheGlobal Games and Puzzles Market size of games and puzzles is expected to reach USD XX billion by 2028 from USD 19.93 billion in 2020 with a CAGR of 4.7% during the forecast period from 2021-2028. The growth will be driven by factors such as increasing population, changing lifestyle, and rise in disposable income. The demand for educational toys has been growing rapidly due to the increase in literacy levels, which will provide an opportunity for the growth of this market segment. Games & Puzzles is an interactive toy designed to provide mental stimulation. It can also be used as a training tool for different skills such as dexterity, problem-solving, and language development. Games are defined as an activity, played by two or more players for entertainment. The puzzle is a type of game that requires imagination and problem-solving skills to complete the objective. On the basis of Type, the market is segmented into Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, and Others. The Games segment accounted for the largest share of the market in 2019. Games: Games are activities that usually involve human imagination or ingenuity and require a certain amount of physical skill. Games can be played in a variety of ways, such as on-field performance (e.g., cricket, football), solo play (e.g., Chess), competitive sport between two teams/individuals (e.g., hockey), or groups playing against each other with no winner at the end of time period allotted for the game to complete( e.g., hide-and-seek). Jigsaw Puzzles: Jigsaw puzzles are a type of puzzle which requires the assembly of usually 12 or more pieces. They can be bought in different sizes, shapes, and themes. These puzzles come with strong interlocking tabs that snap together to form a cohesive piece once they have been put together correctly. They?re good for when a person needs to give his brain some exercise in figuring out shapes, patterns, and colors. Photo Puzzles: Photo puzzles are a type of puzzle that uses photographs as the subject. The image pieces must be arranged and assembled in order to form the whole photo once again. They can be printed or photographic, and often contain large numbers of pieces to put together. On the basis of Application, the market is segmented into Kids, Adults. The Kids segment held a major share of this market in 2018 and is estimated to continue its dominance throughout the forecasts period. Kids: Games and puzzles are mainly used as development tools among kids all across the world. It helps them learn new things by playing with different puzzle pieces and shapes every day which further enhances their skills like cognitive abilities, fine motor skills, visual perception, problem-solving ability, etc. The main learning objectives include language acquisition (vocabulary), mathematics (numbers & counting), science concepts (problem-solving), social studies(geography), this helps kids grow. Adults: A variety of adults use games and puzzles as a way to de-stress. Different types of games and puzzles are used for different purposes. Some people use them to improve their concentration, while some others play them with a group in order to make a great social connection among themselves. Puzzles, in particular, are used by those with Alzheimer?s disease or dementia for their cognitive benefits. On the basis of Region, the market is segmented into North America, Latin America, Europe, Asia Pacific, and Middle East & Africa. The Market in North America is expected to grow at a high CAGR during the forecast period from 2021-2028. The growth will be driven by factors such as increasing population, changing lifestyle, and rise in disposable income. Latin America is expected to grow at a moderate growth rate from 2021-2028. Europe is expected to be the second-largest market during the forecast period from 2021 to 2028. The Asia Pacific region will have a steady growth rate over the forecast years.The report covers comprehensive data on emerging trends, market drivers, growth opportunities, and restraints that can change the market dynamics of the industry. It provides an in-depth analysis of the market segments which include products, applications, and competitor analysisGlobal Games and Puzzles Market Report Segments: The market is segmented by Type (Board Games, Card Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, Brain Teasers, Trivia, Flashcards, Educational, Others), by Application (Kids, Teens, Adults, Seniors), by Distribution Channel (Online, Specialty Stores, Department Stores, Supermarkets, Others). Some of the companies that are profiled in this report are: Hasbro LEGO Mattel Bandai TOMY Ravensburger AG Buffalo Games Springbok Puzzles Cobble Hill (Outset Media) Castor Drukarnia Ceaco, Inc. Gibsons Educa Borras, S.A.U. Eurographics, Inc. Heye Puzzle Piatnik MasterPieces Puzzle Company Royal Jumbo BV Schmidt Spiele GmbH Games and Puzzles Market research report delivers a close watch on leading competitors with strategic analysis, micro and macro market trend and scenarios, pricing analysis and a holistic overview of the market situations in the forecast period. It is a professional and a detailed report focusing on primary and secondary drivers, market share, leading segments and geographical analysis. Further, key players, major collaborations, merger & acquisitions along with trending innovation and business policies are reviewed in the report. Key Benefits for Industry Participants & Stakeholders: Industry drivers, restraints, and opportunities covered in the study Neutral perspective on the market performance Recent industry trends and developments Competitive landscape & strategies of key players Potential & niche segments and regions exhibiting promising growth covered Historical, current, and projected market size, in terms of value In-depth analysis of the Games and Puzzles Market Overview of the regional outlook of the Games and Puzzles Market: Based on region, the market is segmented into North America, Europe, Asia Pacific, Latin America and Middle East & Africa (MEA). North America region is further bifurcated into countries such as U.S., and Canada. The Europe region is further categorized into U.K., France, Germany, Italy, Spain, Russia, and Rest of Europe. Asia Pacific is further segmented into China, Japan, South Korea, India, Australia, South East Asia, and Rest of Asia Pacific. Latin America region is further segmented into Brazil, Mexico, and Rest of Latin America, and the MEA region is further divided into GCC, Turkey, South Africa, and Rest of MEA.Highlights of The Games and Puzzles Market Report: The market structure and projections for the coming years. Drivers, restraints, opportunities, and current trends of Games and Puzzles Market. Historical data and forecast. Estimations for the forecast period 2031. Developments and trends in the market. By Type: Board Games Card Games Jigsaw Puzzles Photo Puzzles 3D Puzzles Brain Teasers Trivia Flashcards Educational Others By Application: Kids Teens Adults Seniors By Distribution Channel: Online Specialty Stores Department Stores Supermarkets Others Market scenario by region, sub-region, and country. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape. Analysis regarding upstream raw materials, downstream demand, and current market dynamics. Government Policies, Macro & Micro economic factors are also included in the report. We have studied the Games and Puzzles Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2031. How you may use our products: Correctly Positioning New Products Market Entry Strategies Business Expansion Strategies Consumer Insights Understanding Competition Scenario Product & Brand Management Channel & Customer Management Identifying Appropriate Advertising Appeals
Table of content
Table of Contents Chapter 1 Executive Summary Chapter 2 Assumptions and Acronyms Used Chapter 3 Research Methodology Chapter 4 Games and Puzzles Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Games and Puzzles Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Games and Puzzles Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Games and Puzzles Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5Global Games and Puzzles Market Size & Forecast, 2021-2031 4.5.1 Games and Puzzles Market Size and Y-o-Y Growth 4.5.2 Games and Puzzles Market Absolute $ Opportunity Chapter 5Global Games and Puzzles Market Analysis and Forecast By Type 5.1 Introduction 5.1.1 Key Market Trends & Growth Opportunities By Type 5.1.2 Basis Point Share (BPS) Analysis By Type 5.1.3 Absolute $ Opportunity Assessment By Type 5.2 Games and Puzzles Market Size Forecast By Type 5.2.1 Board Games 5.2.2 Card Games 5.2.3 Jigsaw Puzzles 5.2.4 Photo Puzzles 5.2.5 3D Puzzles 5.2.6 Brain Teasers 5.2.7 Trivia 5.2.8 Flashcards 5.2.9 Educational 5.2.10 Others 5.3 Market Attractiveness Analysis By Type Chapter 6Global Games and Puzzles Market Analysis and Forecast By Application 6.1 Introduction 6.1.1 Key Market Trends & Growth Opportunities By Application 6.1.2 Basis Point Share (BPS) Analysis By Application 6.1.3 Absolute $ Opportunity Assessment By Application 6.2 Games and Puzzles Market Size Forecast By Application 6.2.1 Kids 6.2.2 Teens 6.2.3 Adults 6.2.4 Seniors 6.3 Market Attractiveness Analysis By Application Chapter 7Global Games and Puzzles Market Analysis and Forecast By Distribution Channel 7.1 Introduction 7.1.1 Key Market Trends & Growth Opportunities By Distribution Channel 7.1.2 Basis Point Share (BPS) Analysis By Distribution Channel 7.1.3 Absolute $ Opportunity Assessment By Distribution Channel 7.2 Games and Puzzles Market Size Forecast By Distribution Channel 7.2.1 Online 7.2.2 Specialty Stores 7.2.3 Department Stores 7.2.4 Supermarkets 7.2.5 Others 7.3 Market Attractiveness Analysis By Distribution Channel Chapter 8Global Games and Puzzles Market Analysis and Forecast by Region 8.1 Introduction 8.1.1 Key Market Trends & Growth Opportunities by Region 8.1.2 Basis Point Share (BPS) Analysis by Region 8.1.3 Absolute $ Opportunity Assessment by Region 8.2 Games and Puzzles Market Size Forecast by Region 8.2.1 North America 8.2.2 Europe 8.2.3 Asia Pacific 8.2.4 Latin America 8.2.5 Middle East & Africa (MEA) 8.3 Market Attractiveness Analysis by Region Chapter 9 Coronavirus Disease (COVID-19) Impact 9.1 Introduction 9.2 Current & Future Impact Analysis 9.3 Economic Impact Analysis 9.4 Government Policies 9.5 Investment Scenario Chapter 10 North America Games and Puzzles Analysis and Forecast 10.1 Introduction 10.2 North America Games and Puzzles Market Size Forecast by Country 10.2.1 U.S. 10.2.2 Canada 10.3 Basis Point Share (BPS) Analysis by Country 10.4 Absolute $ Opportunity Assessment by Country 10.5 Market Attractiveness Analysis by Country 10.6 North America Games and Puzzles Market Size Forecast By Type 10.6.1 Board Games 10.6.2 Card Games 10.6.3 Jigsaw Puzzles 10.6.4 Photo Puzzles 10.6.5 3D Puzzles 10.6.6 Brain Teasers 10.6.7 Trivia 10.6.8 Flashcards 10.6.9 Educational 10.6.10 Others 10.7 Basis Point Share (BPS) Analysis By Type 10.8 Absolute $ Opportunity Assessment By Type 10.9 Market Attractiveness Analysis By Type 10.10 North America Games and Puzzles Market Size Forecast By Application 10.10.1 Kids 10.10.2 Teens 10.10.3 Adults 10.10.4 Seniors 10.11 Basis Point Share (BPS) Analysis By Application 10.12 Absolute $ Opportunity Assessment By Application 10.13 Market Attractiveness Analysis By Application 10.14 North America Games and Puzzles Market Size Forecast By Distribution Channel 10.14.1 Online 10.14.2 Specialty Stores 10.14.3 Department Stores 10.14.4 Supermarkets 10.14.5 Others 10.15 Basis Point Share (BPS) Analysis By Distribution Channel 10.16 Absolute $ Opportunity Assessment By Distribution Channel 10.17 Market Attractiveness Analysis By Distribution Channel Chapter 11 Europe Games and Puzzles Analysis and Forecast 11.1 Introduction 11.2 Europe Games and Puzzles Market Size Forecast by Country 11.2.1 Germany 11.2.2 France 11.2.3 Italy 11.2.4 U.K. 11.2.5 Spain 11.2.6 Russia 11.2.7 Rest of Europe 11.3 Basis Point Share (BPS) Analysis by Country 11.4 Absolute $ Opportunity Assessment by Country 11.5 Market Attractiveness Analysis by Country 11.6 Europe Games and Puzzles Market Size Forecast By Type 11.6.1 Board Games 11.6.2 Card Games 11.6.3 Jigsaw Puzzles 11.6.4 Photo Puzzles 11.6.5 3D Puzzles 11.6.6 Brain Teasers 11.6.7 Trivia 11.6.8 Flashcards 11.6.9 Educational 11.6.10 Others 11.7 Basis Point Share (BPS) Analysis By Type 11.8 Absolute $ Opportunity Assessment By Type 11.9 Market Attractiveness Analysis By Type 11.10 Europe Games and Puzzles Market Size Forecast By Application 11.10.1 Kids 11.10.2 Teens 11.10.3 Adults 11.10.4 Seniors 11.11 Basis Point Share (BPS) Analysis By Application 11.12 Absolute $ Opportunity Assessment By Application 11.13 Market Attractiveness Analysis By Application 11.14 Europe Games and Puzzles Market Size Forecast By Distribution Channel 11.14.1 Online 11.14.2 Specialty Stores 11.14.3 Department Stores 11.14.4 Supermarkets 11.14.5 Others 11.15 Basis Point Share (BPS) Analysis By Distribution Channel 11.16 Absolute $ Opportunity Assessment By Distribution Channel 11.17 Market Attractiveness Analysis By Distribution Channel Chapter 12 Asia Pacific Games and Puzzles Analysis and Forecast 12.1 Introduction 12.2 Asia Pacific Games and Puzzles Market Size Forecast by Country 12.2.1 China 12.2.2 Japan 12.2.3 South Korea 12.2.4 India 12.2.5 Australia 12.2.6 South East Asia (SEA) 12.2.7 Rest of Asia Pacific (APAC) 12.3 Basis Point Share (BPS) Analysis by Country 12.4 Absolute $ Opportunity Assessment by Country 12.5 Market Attractiveness Analysis by Country 12.6 Asia Pacific Games and Puzzles Market Size Forecast By Type 12.6.1 Board Games 12.6.2 Card Games 12.6.3 Jigsaw Puzzles 12.6.4 Photo Puzzles 12.6.5 3D Puzzles 12.6.6 Brain Teasers 12.6.7 Trivia 12.6.8 Flashcards 12.6.9 Educational 12.6.10 Others 12.7 Basis Point Share (BPS) Analysis By Type 12.8 Absolute $ Opportunity Assessment By Type 12.9 Market Attractiveness Analysis By Type 12.10 Asia Pacific Games and Puzzles Market Size Forecast By Application 12.10.1 Kids 12.10.2 Teens 12.10.3 Adults 12.10.4 Seniors 12.11 Basis Point Share (BPS) Analysis By Application 12.12 Absolute $ Opportunity Assessment By Application 12.13 Market Attractiveness Analysis By Application 12.14 Asia Pacific Games and Puzzles Market Size Forecast By Distribution Channel 12.14.1 Online 12.14.2 Specialty Stores 12.14.3 Department Stores 12.14.4 Supermarkets 12.14.5 Others 12.15 Basis Point Share (BPS) Analysis By Distribution Channel 12.16 Absolute $ Opportunity Assessment By Distribution Channel 12.17 Market Attractiveness Analysis By Distribution Channel Chapter 13 Latin America Games and Puzzles Analysis and Forecast 13.1 Introduction 13.2 Latin America Games and Puzzles Market Size Forecast by Country 13.2.1 Brazil 13.2.2 Mexico 13.2.3 Rest of Latin America (LATAM) 13.3 Basis Point Share (BPS) Analysis by Country 13.4 Absolute $ Opportunity Assessment by Country 13.5 Market Attractiveness Analysis by Country 13.6 Latin America Games and Puzzles Market Size Forecast By Type 13.6.1 Board Games 13.6.2 Card Games 13.6.3 Jigsaw Puzzles 13.6.4 Photo Puzzles 13.6.5 3D Puzzles 13.6.6 Brain Teasers 13.6.7 Trivia 13.6.8 Flashcards 13.6.9 Educational 13.6.10 Others 13.7 Basis Point Share (BPS) Analysis By Type 13.8 Absolute $ Opportunity Assessment By Type 13.9 Market Attractiveness Analysis By Type 13.10 Latin America Games and Puzzles Market Size Forecast By Application 13.10.1 Kids 13.10.2 Teens 13.10.3 Adults 13.10.4 Seniors 13.11 Basis Point Share (BPS) Analysis By Application 13.12 Absolute $ Opportunity Assessment By Application 13.13 Market Attractiveness Analysis By Application 13.14 Latin America Games and Puzzles Market Size Forecast By Distribution Channel 13.14.1 Online 13.14.2 Specialty Stores 13.14.3 Department Stores 13.14.4 Supermarkets 13.14.5 Others 13.15 Basis Point Share (BPS) Analysis By Distribution Channel 13.16 Absolute $ Opportunity Assessment By Distribution Channel 13.17 Market Attractiveness Analysis By Distribution Channel Chapter 14 Middle East & Africa (MEA) Games and Puzzles Analysis and Forecast 14.1 Introduction 14.2 Middle East & Africa (MEA) Games and Puzzles Market Size Forecast by Country 14.2.1 Saudi Arabia 14.2.2 South Africa 14.2.3 UAE 14.2.4 Rest of Middle East & Africa (MEA) 14.3 Basis Point Share (BPS) Analysis by Country 14.4 Absolute $ Opportunity Assessment by Country 14.5 Market Attractiveness Analysis by Country 14.6 Middle East & Africa (MEA) Games and Puzzles Market Size Forecast By Type 14.6.1 Board Games 14.6.2 Card Games 14.6.3 Jigsaw Puzzles 14.6.4 Photo Puzzles 14.6.5 3D Puzzles 14.6.6 Brain Teasers 14.6.7 Trivia 14.6.8 Flashcards 14.6.9 Educational 14.6.10 Others 14.7 Basis Point Share (BPS) Analysis By Type 14.8 Absolute $ Opportunity Assessment By Type 14.9 Market Attractiveness Analysis By Type 14.10 Middle East & Africa (MEA) Games and Puzzles Market Size Forecast By Application 14.10.1 Kids 14.10.2 Teens 14.10.3 Adults 14.10.4 Seniors 14.11 Basis Point Share (BPS) Analysis By Application 14.12 Absolute $ Opportunity Assessment By Application 14.13 Market Attractiveness Analysis By Application 14.14 Middle East & Africa (MEA) Games and Puzzles Market Size Forecast By Distribution Channel 14.14.1 Online 14.14.2 Specialty Stores 14.14.3 Department Stores 14.14.4 Supermarkets 14.14.5 Others 14.15 Basis Point Share (BPS) Analysis By Distribution Channel 14.16 Absolute $ Opportunity Assessment By Distribution Channel 14.17 Market Attractiveness Analysis By Distribution Channel Chapter 15 Competition Landscape 15.1 Games and Puzzles Market: Competitive Dashboard 15.2Global Games and Puzzles Market: Market Share Analysis, 2022 15.3 Company Profiles (Details – Overview, Financials, Developments, Strategy) 15.3.1 Hasbro 15.3.2 LEGO 15.3.3 Mattel 15.3.4 Bandai 15.3.5 TOMY 15.3.6 Ravensburger AG 15.3.7 Buffalo Games 15.3.8 Springbok Puzzles 15.3.9 Cobble Hill (Outset Media) 15.3.10 Castor Drukarnia 15.3.11 Ceaco, Inc. 15.3.12 Gibsons 15.3.13 Educa Borras, S.A.U. 15.3.14 Eurographics, Inc. 15.3.15 Heye Puzzle 15.3.16 Piatnik 15.3.17 MasterPieces Puzzle Company 15.3.18 Royal Jumbo BV 15.3.19 Schmidt Spiele GmbH