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Board Games - United States

United States
  • The Board Games market in the United States is projected to generate a revenue of US$3bn in 2025.
  • This market is expected to exhibit an annual growth rate of 4.23% from 2025 to 2029, according to the compound annual growth rate (CAGR) during that period.
  • In terms of global comparison, United States leads in revenue generation, with US$3bn projected for 2025.
  • When considering the total population figures, the per person revenue generated in 2025 amounts to US$8.35.
  • The United States' board game market is experiencing a surge in popularity, with a growing demand for strategy-based games among both casual and hardcore gamers.

Definition:

Board games are tabletop games that involve the use of counters, pieces, or markers on a pre-marked surface or "board." Players engage in structured gameplay according to a set of rules, which may involve strategic decision-making, resource management, competition, cooperation, or storytelling. Board games can encompass a wide range of genres, themes, and complexity levels, catering to various age groups and player preferences. They are typically designed for multiple players, although some can be enjoyed solo. The board game market is driven by the demand for social interaction, entertainment, and intellectual stimulation.

Additional Information:

The market comprises revenue and average revenue per capita. Figures are generated through both online and offline sales channels and include spending by consumers (B2C). Key players in the market are companies such as Asmodee, Hasbro, and Mattel. These companies offer a diverse range of board games, from classic titles to innovative and licensed games, and often employ online platforms to facilitate game discovery and community engagement. For more information on the data displayed, use the info button right next to the boxes.

In-Scope
  • Strategy games, such as Settlers of Catan, Risk, and Ticket to Ride.
  • Party games, such as Codenames, Cards Against Humanity, and Pictionary.
  • Cooperative games, such as Pandemic, Forbidden Island, and Hanabi.
  • Deck-Building games, such as Dominion, Ascension, and Marvel Legendary.
  • Role-playing games (RPGs), such as Dungeons & Dragons, Pathfinder, and Gloomhaven.
  • Social deduction games, such as Werewolf, The Resistance, and One Night Ultimate Werewolf.
  • Trivia games, such as Trivial Pursuit, Jeopardy!, and Bezzerwizzer.
Out-Of-Scope
  • Playing cards, such as poker cards, bridge cards, or tarot cards
  • Puzzles such as jigsaw puzzles, crossword puzzles, or Sudoku puzzles
  • Digital games such as digital versions of Monopoly, Scrabble, or Chess that can be played on computers, game consoles, or mobile devices

Revenue

NOTES: Data was converted from local currencies using average exchange rates of the respective year.

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

Key Players

MOST_RECENT_UPDATE: Mar 2024

SOURCE: Statista Market Insights

Sales Channels

MOST_RECENT_UPDATE: Jan 2025

SOURCE: Statista Market Insights

Global Comparison

MOST_RECENT_UPDATE: Dec 2024

SOURCE: Statista Market Insights

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.

Key Market Indicators

NOTES: Based on data from IMF, World Bank, UN and Eurostat

MOST_RECENT_UPDATE: Jan 2025

SOURCE: Statista Market Insights

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