Board Games - Laos

  • Laos
  • in Laos, a country Southeast_Asia, is not exempt from the global trend of the Board Games market.
  • In 2024, the revenue in this market segment amounts to US$2m.
  • Looking ahead, the market is projected to grow annually by 4.01% from 2024 to 2029, according to a compound annual growth rate (CAGR) analysis.
  • In the global comparison, it is noteworthy that in the United States generates the highest revenue in the Board Games market, reaching a staggering US$2,740m in 2024.
  • This highlights the dominant position of the United States in this industry.
  • To put the revenue figures into perspective, when considering the total population, per person revenues of US$0.21 are generated in Laos in 2024.
  • This indicates the level of economic activity in the Board Games market on an individual basis in the country.
  • Despite its small size and relatively low income, Laos has seen a surge in the popularity of board games as a form of entertainment and socializing among its population.

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

 
Market
 
Region
 
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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.

Overview

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