Board Games - China

  • China
  • in China, a country with a rich history and a large population, plays a significant role in the Board Games market.
  • In 2024, the revenue in this market amounts to €1.2bn.
  • This number reflects the total value of board games sold in China during that year.
  • Looking ahead, the market is expected to experience steady growth, with an annual increase of 5.37% (CAGR 2024-2028).
  • This growth indicates a positive trend in the board games industry, driven by factors such as increasing popularity and demand among consumers in China.
  • In terms of global comparison, in the United States leads the way in generating revenue in the Board Games market.
  • In 2024, in the United States is projected to generate €2,541.0m in revenue.
  • This figure highlights the dominant position of the United States in the global board games market.
  • To gain a better understanding of the market's performance, it is crucial to consider the per-person revenues.
  • In 2024, the per-person revenue in China is estimated to be €0.81.
  • This number represents the average revenue generated per individual in China's population.
  • It serves as a useful metric for evaluating the market's reach and impact on the Chinese population.
  • In summary, the Board Games market in China demonstrates promising growth potential and contributes significantly to the global board games industry.
  • The revenue figures, both in absolute terms and per person, showcase the market's importance and highlight China's role as a key player in this sector.
  • China's growing middle class and emphasis on family values have led to a surge in demand for board games as a form of recreational and educational entertainment.

Key regions: Worldwide, China, Germany, Europe, Asia

 
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Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on consumer spending on goods people buy for their leisure activities and hobbies.

Modeling approach:

Market sizes are determined through a Top-Down approach, building on specific predefined factors for each market segment. As a basis for evaluating markets, we use in-house market research, national statistical offices, international institutions, trade associations, third-party studies, and survey results from our primary research (e.g., the Statista Global Consumer Survey). In addition, we use relevant key market indicators and data from country-specific associations, such as GDP, consumer spending, and household number. This data helps us estimate the market size for each country individually.

Forecasts:

In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the relevant market. For example, exponential trend smoothing is well suited for forecasting the Toys & Hobby market with a projected steady growth. The main drivers are GDP per capita and consumer spending per capita.

Additional notes:

The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year.

Vue d’ensemble

  • Revenue
  • Key Players
  • Global Comparison
  • Methodology
  • Key Market Indicators
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