Market Overview:
The global games and puzzles market is expected to grow at a CAGR of 5.5% during the forecast period from 2018 to 2030. The market was valued at US$ 9,584.8 Mn in 2017 and is projected to reach a value of US$ 15,711.4 Mn by 2030. The growth of the global games and puzzles market can be attributed to various factors such as increasing disposable income, growing trend of indoor activities among children and adults, rising demand for innovative products, etc. On the basis of type, the global games and puzzles market has been segmented into games, jigsaw puzzles, photo puzzles, 3D Puzzles and others (including crosswords & Sudoku). Games are further sub-segmented into board games & card games while jigsaw Puzzles are sub-segmented into standard size jigsaw Puzzles & large size jigsaw Puzzles. Photo Puzzles are further sub-segmented into square photo Puzzles & rectangular photo Puzzles while 3D Puzzle are further sub-segmented into simple 3D Puzzle & complex 3D Puzzle segments . Others include crosswords& Sudoku which accounted for a minor share in 2017 owing to their limited popularity as compared to other types of puzzle formats discussed earlier in this section. On the basis on application ,the global Games And Puzzels Market has been segmenteinto Kids Applicationand Adult Application .
Product Definition:
Games and puzzles are important because they help to improve cognitive skills, problem-solving skills, hand-eye coordination, and more. They can also be a fun way to spend time with friends or family.
Games:
The global games, it's usage and growth factor in the Games & Puzzles market size was valued at USD 6.5 billion in 2015. The industry is expected to witness significant growth over the forecast period owing to increasing consumer preference for leisure activities as a result of growing disposable income among individuals across the globe.
Jigsaw Puzzles:
Jigsaw puzzle is a game in which pieces are cut out from a larger picture to form a completed image. It's an excellent brain training activity and also helps develop spatial reasoning, visualization, creativity as well as problem solving ability. Jigsaw puzzles have been popular since the 19th century and their history can be traced back to Charles Dicken's novel “Oliver Twist” (1838).
Application Insights:
The kids application segment dominated the global games and puzzles market in 2017. This is attributed to rising preference for playing games on smartphones, tablets and computers by kids. Moreover, increasing number of educational apps has inclined parents toward purchasing devices for their children. As a result, kid's app stores are full of fun and educational puzzle games that parents can control easily from anywhere in the world with internet connection.
Adults application segment is expected to witness significant growth over the forecast period owing to growing interest among older population group towards mental challenges or brain training activities for maintaining cognitive health as well as sharpening mental skills such as concentration & focus. Furthermore, an increase in social networking sites has created a huge opportunity for game developers who are coming up with new ways to keep users entertained through mobile apps or computer programs downloaded online.
Regional Analysis:
Asia Pacific dominated the global games and puzzles market in 2017. The region is expected to maintain its dominance over the forecast period. This can be attributed to increasing penetration of various puzzle games, such as jigsaw puzzles, board games, and card games among children and adults in China. Furthermore, rising popularity of video gaming among Chinese consumers has led to increased demand for digital content including mobile apps that offer different types of puzzle game modes.
North America accounted for a significant share owing to growing trend towards mental stimulation amongst kids & adults coupled with high disposable income especially in U.S.
Growth Factors:
- Increasing disposable income of the population: The global games and puzzles market is expected to grow at a CAGR of 5.5% during the forecast period, owing to the increasing disposable income of the population. This is mainly because people are spending more on leisure activities, which in turn is fueling the demand for games and puzzles products.
- Rising popularity of online gaming: The advent of new technologies has led to an increase in online gaming, thereby driving the growth of this market segment. In addition, gamers are preferring multiplayer games that offer social interaction opportunities over traditional single-player ones. This is further propelling the growth prospects for this market segment during the forecast period.
Scope Of The Report
Report Attributes
Report Details
Report Title
Games and Puzzles Market Research Report
By Type
Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, Others
By Application
Kids, Adults
By Companies
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
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
245
Number of Tables & Figures
172
Customization Available
Yes, the report can be customized as per your need.
Global Games and Puzzles Market Report Segments:
The global Games and Puzzles market is segmented on the basis of:
Types
Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, Others
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Kids, Adults
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
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
Highlights of The Games and Puzzles Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Games
- Jigsaw Puzzles
- Photo Puzzles
- 3D Puzzles
- Others
- By Application:
- Kids
- Adults
- 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 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Games and puzzles are activities that involve solving problems or completing tasks. They can be simple, like a jigsaw puzzle, or more complex, like a strategy game.
Some of the key players operating in the games and puzzles market 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.
The games and puzzles market is expected to register a CAGR of 5.5%.
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 4.5 Global Games and Puzzles Market Size & Forecast, 2020-2028 4.5.1 Games and Puzzles Market Size and Y-o-Y Growth 4.5.2 Games and Puzzles Market Absolute $ Opportunity
Chapter 5 Global 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 Market Size Forecast by Type
5.2.1 Games
5.2.2 Jigsaw Puzzles
5.2.3 Photo Puzzles
5.2.4 3D Puzzles
5.2.5 Others
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Market Size Forecast by Applications
6.2.1 Kids
6.2.2 Adults
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Games and Puzzles Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Games and Puzzles Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Analysis and Forecast
9.1 Introduction
9.2 North America Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Market Size Forecast by Type
9.6.1 Games
9.6.2 Jigsaw Puzzles
9.6.3 Photo Puzzles
9.6.4 3D Puzzles
9.6.5 Others
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Market Size Forecast by Applications
9.10.1 Kids
9.10.2 Adults
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Analysis and Forecast
10.1 Introduction
10.2 Europe Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
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 Europe Market Size Forecast by Type
10.6.1 Games
10.6.2 Jigsaw Puzzles
10.6.3 Photo Puzzles
10.6.4 3D Puzzles
10.6.5 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 Europe Market Size Forecast by Applications
10.10.1 Kids
10.10.2 Adults
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
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 Asia Pacific Market Size Forecast by Type
11.6.1 Games
11.6.2 Jigsaw Puzzles
11.6.3 Photo Puzzles
11.6.4 3D Puzzles
11.6.5 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 Asia Pacific Market Size Forecast by Applications
11.10.1 Kids
11.10.2 Adults
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Analysis and Forecast
12.1 Introduction
12.2 Latin America Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
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 Latin America Market Size Forecast by Type
12.6.1 Games
12.6.2 Jigsaw Puzzles
12.6.3 Photo Puzzles
12.6.4 3D Puzzles
12.6.5 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 Latin America Market Size Forecast by Applications
12.10.1 Kids
12.10.2 Adults
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
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 Middle East & Africa (MEA) Market Size Forecast by Type
13.6.1 Games
13.6.2 Jigsaw Puzzles
13.6.3 Photo Puzzles
13.6.4 3D Puzzles
13.6.5 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 Middle East & Africa (MEA) Market Size Forecast by Applications
13.10.1 Kids
13.10.2 Adults
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Games and Puzzles Market: Competitive Dashboard
14.2 Global Games and Puzzles Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Hasbro
14.3.2 LEGO
14.3.3 Mattel
14.3.4 Bandai
14.3.5 TOMY
14.3.6 Ravensburger AG
14.3.7 Buffalo Games
14.3.8 Springbok Puzzles
14.3.9 Cobble Hill (Outset Media)
14.3.10 Castor Drukarnia
14.3.11 Ceaco, Inc.
14.3.12 Gibsons
14.3.13 Educa Borras, S.A.U.
14.3.14 Eurographics, Inc.
14.3.15 Heye Puzzle
14.3.16 Piatnik
14.3.17 MasterPieces Puzzle Company
14.3.18 Royal Jumbo BV
14.3.19 Schmidt Spiele GmbH