| Product Code: ETC043501 | Publication Date: Jan 2021 | Updated Date: Oct 2025 | Product Type: Report | |
| Publisher: 6Wresearch | Author: Ravi Bhandari | No. of Pages: 70 | No. of Figures: 35 | No. of Tables: 5 |
The board games import market in China experienced a shift in concentration levels from very high in 2023 to high in 2024, indicating a potential diversification of sources. South Korea, Japan, Singapore, India, and the UK emerged as top exporting countries in 2024, showcasing a diverse mix of suppliers. Despite a notable decline in growth rate from 2023 to 2024, the impressive compound annual growth rate of 20.93% over the period from 2020 to 2024 highlights the overall resilience and potential of the board games import market in China.

1 Executive Summary |
2 Introduction |
2.1 Key Highlights of the Report |
2.2 Report Description |
2.3 Market Scope & Segmentation |
2.4 Research Methodology |
2.5 Assumptions |
3 China Board Games Market Overview |
3.1 China Country Macro Economic Indicators |
3.2 China Board Games Market Revenues & Volume, 2021 & 2031F |
3.3 China Board Games Market - Industry Life Cycle |
3.4 China Board Games Market - Porter's Five Forces |
3.5 China Board Games Market Revenues & Volume Share, By Product Type, 2021 & 2031F |
3.6 China Board Games Market Revenues & Volume Share, By Theme Type, 2021 & 2031F |
3.7 China Board Games Market Revenues & Volume Share, By Distribution Channel, 2021 & 2031F |
4 China Board Games Market Dynamics |
4.1 Impact Analysis |
4.2 Market Drivers |
4.2.1 Increasing disposable income of the middle-class population in China, leading to higher spending on leisure activities such as board games. |
4.2.2 Growing popularity of board games as a form of entertainment and social activity among Chinese consumers. |
4.2.3 Rising awareness and adoption of board games as a means of improving cognitive skills and mental stimulation in China. |
4.3 Market Restraints |
4.3.1 Cultural preferences favoring traditional forms of entertainment over board games, limiting market penetration. |
4.3.2 Competition from digital and online gaming platforms, diverting consumer attention away from traditional board games. |
4.3.3 Challenges in distribution and retail channels for board games, especially in reaching rural or less developed areas in China. |
5 China Board Games Market Trends |
6 China Board Games Market, By Types |
6.1 China Board Games Market, By Product Type |
6.1.1 Overview and Analysis |
6.1.2 China Board Games Market Revenues & Volume, By Product Type, 2021 - 2031F |
6.1.3 China Board Games Market Revenues & Volume, By Puzzles, 2021 - 2031F |
6.1.4 China Board Games Market Revenues & Volume, By Collectible Card Games, 2021 - 2031F |
6.1.5 China Board Games Market Revenues & Volume, By Card & Dice Games, 2021 - 2031F |
6.1.6 China Board Games Market Revenues & Volume, By Miniature Games, 2021 - 2031F |
6.1.7 China Board Games Market Revenues & Volume, By RPG Board Games, 2021 - 2031F |
6.2 China Board Games Market, By Theme Type |
6.2.1 Overview and Analysis |
6.2.2 China Board Games Market Revenues & Volume, By Educational Board Games, 2021 - 2031F |
6.2.3 China Board Games Market Revenues & Volume, By Strategy & War Board Games, 2021 - 2031F |
6.2.4 China Board Games Market Revenues & Volume, By Fantasy Board Games, 2021 - 2031F |
6.2.5 China Board Games Market Revenues & Volume, By Sports Board Games, 2021 - 2031F |
6.2.6 China Board Games Market Revenues & Volume, By Others, 2021 - 2031F |
6.3 China Board Games Market, By Distribution Channel |
6.3.1 Overview and Analysis |
6.3.2 China Board Games Market Revenues & Volume, By Retail Stores, 2021 - 2031F |
6.3.3 China Board Games Market Revenues & Volume, By Online, 2021 - 2031F |
7 China Board Games Market Import-Export Trade Statistics |
7.1 China Board Games Market Export to Major Countries |
7.2 China Board Games Market Imports from Major Countries |
8 China Board Games Market Key Performance Indicators |
8.1 Average time spent playing board games per capita in China. |
8.2 Number of board game cafes or dedicated board game spaces opening in major cities across China. |
8.3 Participation rates in board game-related events or competitions organized in China. |
9 China Board Games Market - Opportunity Assessment |
9.1 China Board Games Market Opportunity Assessment, By Product Type, 2021 & 2031F |
9.2 China Board Games Market Opportunity Assessment, By Theme Type, 2021 & 2031F |
9.3 China Board Games Market Opportunity Assessment, By Distribution Channel, 2021 & 2031F |
10 China Board Games Market - Competitive Landscape |
10.1 China Board Games Market Revenue Share, By Companies, 2024 |
10.2 China Board Games Market Competitive Benchmarking, By Operating and Technical Parameters |
11 Company Profiles |
12 Recommendations |
13 Disclaimer |
Export potential enables firms to identify high-growth global markets with greater confidence by combining advanced trade intelligence with a structured quantitative methodology. The framework analyzes emerging demand trends and country-level import patterns while integrating macroeconomic and trade datasets such as GDP and population forecasts, bilateral import–export flows, tariff structures, elasticity differentials between developed and developing economies, geographic distance, and import demand projections. Using weighted trade values from 2020–2024 as the base period to project country-to-country export potential for 2030, these inputs are operationalized through calculated drivers such as gravity model parameters, tariff impact factors, and projected GDP per-capita growth. Through an analysis of hidden potentials, demand hotspots, and market conditions that are most favorable to success, this method enables firms to focus on target countries, maximize returns, and global expansion with data, backed by accuracy.
By factoring in the projected importer demand gap that is currently unmet and could be potential opportunity, it identifies the potential for the Exporter (Country) among 190 countries, against the general trade analysis, which identifies the biggest importer or exporter.
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