Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Games and Puzzles Market by Type (Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, Others), By Application (Kids, Adults) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Games and Puzzles Market by Type (Games, Jigsaw Puzzles, Photo Puzzles, 3D Puzzles, Others), By Application (Kids, Adults) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 333832 4200 Service & Software 377 245 Pages 4.7 (33)
                                          

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 .


Global Games and Puzzles Industry Outlook


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:

  1. Hasbro
  2. LEGO
  3. Mattel
  4. Bandai
  5. TOMY
  6. Ravensburger AG
  7. Buffalo Games
  8. Springbok Puzzles
  9. Cobble Hill (Outset Media)
  10. Castor Drukarnia
  11. Ceaco, Inc.
  12. Gibsons
  13. Educa Borras, S.A.U.
  14. Eurographics, Inc.
  15. Heye Puzzle
  16. Piatnik
  17. MasterPieces Puzzle Company
  18. Royal Jumbo BV
  19. Schmidt Spiele GmbH

Global Games and Puzzles Market Overview


Highlights of The Games and Puzzles Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Games
    2. Jigsaw Puzzles
    3. Photo Puzzles
    4. 3D Puzzles
    5. Others
  1. By Application:

    1. Kids
    2. Adults
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. 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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Global Games and Puzzles Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. 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

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