The "GCC Board Games & Hobby Stores Retail Market Size, Share, Growth Drivers, Trends, Opportunities, Competitive Landscape & Forecast 2025-2030" has been added to ResearchAndMarkets.com's offering.
The GCC Board Games and Hobby Stores Retail Market is valued at USD 1.2 billion, underscored by a significant rise in popularity among various demographics. The market's expansion is fueled by increased disposable income and leisure time, with growing affinity for both traditional and contemporary board games. This trend indicates a consumer shift toward interactive and social forms of entertainment.
Key markets such as the United Arab Emirates, Saudi Arabia, and Qatar drive this growth. The UAE capitalizes on its vibrant retail landscape and multicultural gaming community, while Saudi Arabia's investment in entertainment further consolidates its market position. Qatar's emphasis on cultural events and community interaction strengthens its foothold in the board games segment.
Recent regulatory changes by GCC governments have focused on nurturing local manufacturing of board games and hobby products. This initiative aims to decrease import dependence, stimulate economic activity, and foster the creation of culturally attuned games that resonate with the regional market.
Growth Drivers
The surge in board game sales, projecting to reach 1.3 million units, is tied to a renewed cultural preference for offline social interactions, with 66% of consumers favoring face-to-face engagements. Social gaming events in the region attract significant participation, reinforcing community and interest in board games as a social staple.
Challenges
Despite robust growth, the sector grapples with digital gaming's allure, which reports a 26% growth in user engagement. Additionally, high import tariffs on specialty board games pose challenges, impacting market dynamics by affecting pricing and availability.
Opportunities
- Development of Local Game Design: There's potential for local creators to craft culturally-specific games, estimating a $35 million opportunity. The market is ripe for diversity, supporting unique consumer experiences.
- Demand for Eco-friendly Products: A notable trend is rising consumer demand for sustainable board games, with segments willing to pay a premium, presenting retailers with opportunities to capture a market with eco-conscious offerings.
Market Segmentation
- By Type: The market is segmented into Strategy, Card, Role-Playing, Miniature, Family, Educational games, and others. Strategy Games have captured significant interest, supported by a surge in competitive gaming. Card Games, equally prevalent, appeal to casual and family gamers, a trend accentuated by the rise of social gatherings and game nights.
- By Sales Channel: Segmentation also includes Online Retail, Brick-and-Mortar Stores, Specialty Hobby Shops, Events, and Conventions. Online Retail is a dominant channel, appealing through convenience, while in-person experiences draw customers to physical stores. Specialty Hobby Shops address niche markets, and Events and Conventions facilitate community interaction and product showcases.
Future Outlook
The future of the GCC board games and hobby sector appears promising, with increased enthusiasm for social gaming and online retail expansion. Local design innovations are anticipated to enrich the market palette, aligning with regional preferences. Collaborative initiatives with educational institutions could cultivate emerging board game aficionados.
A selection of companies mentioned in this report includes, but is not limited to:
- Fantasy Flight Games
- Asmodee
- Hasbro
- Ravensburger
- CMON Limited
- Days of Wonder
- Z-Man Games
- IELLO
- WizKids
- North Star Games
- Blue Orange Games
- Stronghold Games
- Greater Than Games
- Cool Mini or Not
- AEG (Alderac Entertainment Group)
For more information about this report visit https://www.researchandmarkets.com/r/w3eoje
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