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The Board Game Renaissance: Analog Play Returns

Jayden

Analyzes global supply chains, industrial policy, and technology issues.

Published

Key points

  • ICv2 put the US and Canada hobby-games market at roughly $2.84 billion in 2024 — nearly flat versus 2023, a "year of stabilization" and a 16th consecutive year of hobby-channel growth at about a 2% rate.
  • ICv2's estimate that the market grew about 40% in 2025 to roughly $3.66 billion is a hobby-games topline led by trading card games, which account for more than half of the channel's dollars; it is not a board-game growth rate.
  • Crowdfunding is flat at the top rather than booming: Kickstarter counted $220 million pledged to tabletop in 2024 out of $270 million to Games overall, from 6,646 tabletop projects launched and 5,314 successfully funded.
  • Conventions point in different directions. Gen Con 2024 sold out for the first time with more than 71,000 attendees, while Origins drew 17,706 — up about 9% year over year, yet still roughly 14% below its 2019 peak of 20,642, and reported down again in 2026.
  • Research on wellbeing is associative: reviews report better engagement, learning, inclusion and cognitive measures among players, but they document association, not proof that games cause those outcomes.

In August 2024, the largest tabletop gaming convention in North America sold out for the first time in its history. More than 71,000 people packed the Indiana Convention Center for Gen Con, topping the previous year's record of roughly 70,000, to celebrate — among many other things — the 50th anniversary of Dungeons & Dragons [source: Gen Con, 2024]. A few months earlier, a single crowdfunding campaign for a tabletop role-playing game had pulled in more than $15 million from over 55,000 backers [source: Kickstarter, 2025]. To anyone glancing at the headlines, the message seemed obvious: in an age of infinite screens, people are rediscovering cardboard, dice, and the company of other humans around a table.

That story is real, but it is not the whole story. The same industry that broke attendance records also spent 2024 worrying about price resistance, unsold reorders, and publisher stress. Crowdfunding, the engine that built the modern hobby, was essentially flat. Understanding the board-game renaissance means separating what is measured from what is merely felt — and asking whether this is a durable cultural shift or a market cooling off after a pandemic-era peak.

How the modern board-game boom got here

The tabletop revival did not begin with the pandemic. Its roots reach back to the 1990s and 2000s, when "Eurogames" like The Settlers of Catan introduced a generation to designer board games built around strategy and social interaction rather than luck and elimination. What accelerated it in the 2010s were two forces: online communities that could spread word of a good game faster than any retailer, and crowdfunding, which let designers finance ambitious projects before a single copy was printed.

By the time COVID-19 arrived in 2020, a mature hobby ecosystem was already in place — designers, publishers, reviewers, conventions, and a growing network of board-game cafés. Lockdowns then poured fuel on the fire, as households stuck at home rediscovered games as a way to pass time together. According to the trade tracker ICv2, 2024 marked the 16th consecutive year of growth in the hobby-games channel [source: ICv2, 2025]. In other words, the boom predates the pandemic; the pandemic accelerated a trend that was already well underway, and the important question is what happened once the acceleration wore off.

The measured boom versus the felt boom

Here the numbers demand care, because the feeling that "everyone is playing board games again" is not the same as the measurement of how the market actually performed.

By ICv2's estimate, the hobby-games market in the United States and Canada was worth roughly $2.84 billion in 2024 — and it was nearly flat compared with 2023. The firm called 2024 a "year of stabilization" after the pandemic surge and the adjustment that followed, with channel growth of only about 2% [source: ICv2, 2025]. That is growth, but it is modest, incremental growth, not an explosion.

Two further caveats matter. First, "hobby games" is a broad category, and trading card games account for more than half of its dollars. When ICv2 later estimated that the market grew about 40% to roughly $3.66 billion in 2025, that headline was driven heavily by collectible card games, not by board games specifically [source: ICv2, 2026]. Board games as a category were, if anything, the soft spot: in 2024 they faced price resistance, fewer retailer reorders, and fewer reprints [source: ICv2, 2025]. A 40% jump in "hobby games" is not a 40% jump in board games.

Second, the figures themselves are estimates, not audited totals. ICv2 builds its numbers from industry interviews, public-company filings, retail data, and crowdfunding analysis. Broader market-research firms, which use different definitions, place the global board-game market anywhere from about $12 billion to nearly $20 billion for 2024–2025 [source: The Conversation, 2026]. That enormous spread is not a mystery to be solved; it reflects how differently each firm defines the market — some fold in mass-market classics, playing cards, or digital adaptations. The honest takeaway is that the market is large and growing, but any single dollar figure should be read as an estimate with wide error bars.

The crowdfunding engine

If one mechanism defines the modern hobby, it is crowdfunding, which turned board-game publishing into something closer to a creator economy. On Kickstarter, backers pledged $270 million to games of all kinds in 2024, of which about $220 million went to tabletop projects — 83% of the games total. Of 6,646 tabletop campaigns launched, 5,314 succeeded: an 80% success rate, which Kickstarter described as the highest in its 15-year history [source: Kickstarter, 2025]. Since 2009, more than 93,000 games projects on the platform have raised a cumulative $2.63 billion.

Those are striking figures, but two qualifications keep them honest. The totals are top-heavy: a handful of mega-campaigns can move the average, as when Brandon Sanderson's Cosmere role-playing game raised over $15 million from more than 55,000 backers, the platform's highest-funded games project ever [source: Kickstarter, 2025]. And year over year, Kickstarter's tabletop dollars were essentially flat — about $220 million in 2024 against roughly $226 million in 2023 [source: BoardGameWire, 2025].

Competition, meanwhile, is reshaping the picture. The rival platform Gamefound reported roughly $85 million in direct crowdfunding in 2024, up about 49% year over year, and said its total reached around $156 million once pledge-manager and late-pledge sales were included. Its chief executive stated an ambition "to be number one in tabletop" in 2025 [source: BoardGameWire, 2025]. It is worth reading those Gamefound numbers carefully: the $85 million and the $156 million are two different accounting bases, and the larger figure is not directly comparable to Kickstarter's $220 million. The "number one" line is a stated goal, not an achieved result.

Why analog, why now

Beyond the spreadsheets lies the cultural argument that gives the renaissance its name: the idea that people are choosing analog play precisely because so much of life has moved onto screens. Proponents point to "digital fatigue," to the appeal of a shared physical space, and to the simple tactile pleasure of shuffling cards and moving pieces with friends who are actually in the room.

There is a growing body of research that the hobby likes to cite here, and it deserves to be represented accurately. Writing in The Conversation, a University of British Columbia scholar summarized a University of Plymouth review finding that tabletop games "enhance well-being, foster inclusion, and support learning, with strong evidence that games improve engagement," alongside pandemic-era studies linking board games to reduced stress, isolation, and anxiety [source: The Conversation, 2026]. A separate narrative review in the National Library of Medicine's PMC archive reports associations between board-game play and gains in attention, working memory, processing speed, and social cognition, and describes games as a therapeutic and preventive tool across age groups [source: PMC, 2025].

The crucial distinction is that this research is largely correlational. It shows that board-game play is associated with better wellbeing and social connection; it does not prove that games cause those outcomes, and the studies themselves note the caution. The cultural narrative — that a screen-weary public is deliberately reaching for cardboard — is a plausible and widely shared explanation, but it remains a hypothesis about motivation, distinct from the measured fact that the hobby has more players and more revenue than it did a decade ago.

Cafés, conventions, and the third place

The renaissance is easiest to see in physical spaces. Board-game cafés — venues that combine food, drink, a lending library of games, and a place to play — have spread through cities worldwide, functioning as a "third place" between home and work and as discovery points that turn casual players into buyers. Public data on the café segment is thin and dominated by market-research estimates rather than hard counts, so its scale is better shown by example than by a precise tally: one Vancouver-area game convention reported ticket sales rising from about 8,500 in 2024 to more than 9,100 in 2025 [source: The Conversation, 2026].

Conventions tell a more mixed story, and the contrast is instructive. Gen Con's record 71,000-person sellout is the boom's most quotable data point. But Origins Game Fair, the event run by the Game Manufacturers Association (GAMA), drew 17,706 attendees in 2024 — up about 9% from 2023, yet still roughly 14% below its pre-pandemic 2019 peak of 20,642 [source: ICv2, 2024]. By 2026, trade reporting noted that Origins attendance had fallen for the first time since the pandemic, even as its revenue and exhibitor space grew [source: BoardGameWire, 2026]. The lesson is that conventions do not all point the same way: one flagship can break records while another sits below its own high-water mark.

Boom, or a cooling market?

This is where the two halves of the story meet. Optimists can point to sold-out conventions, record crowdfunding success rates, a maturing café culture, and research suggesting real social value. Skeptics can point to the same year's flat sales, flat crowdfunding, price-sensitive shoppers, and publishers reprinting less and feeling the squeeze [source: ICv2, 2025].

Both readings can be true at once, and that is the most honest framing. The pandemic produced a genuine spike in 2020–2021; what followed was not a collapse but a normalization to a higher baseline than existed before. The underlying trend — 16 straight years of channel growth — is real and predates COVID. But the double-digit surges of the peak years have given way to low-single-digit growth for board games, tariffs and supply-chain shocks have pressured costs, and shoppers have grown sensitive to the rising price of a boxed game. A renaissance and a cooling-off are not contradictory descriptions; they describe different time horizons of the same market.

What to watch

The board-game renaissance is neither the unqualified boom of the headlines nor the bust that skeptics occasionally forecast. It is a mature, sizeable hobby that grew explosively during the pandemic and has since settled into steadier, more price-sensitive growth.

A few signals are worth watching. First, whether board games specifically — as opposed to the trading-card games that dominate the "hobby" topline — return to healthier growth, or stay the soft category. Second, whether the crowdfunding contest between Kickstarter and Gamefound expands the total pie or merely splits it. Third, whether convention attendance, so mixed in 2024–2026, trends back toward or past its pre-pandemic peaks. And fourth, whether the wellbeing research matures from correlation toward stronger causal evidence, which would give the "why analog" argument firmer ground. Whatever the numbers do next, the more durable fact may be the simplest one: a lot of people have decided that sitting around a table with a game is time well spent.

Charts

Origins Game Fair attendance

Origins Game Fair attendance2019 (pre-pandemic peak) 20,642attendees, 2023 16,082attendees, 2024 17,706attendees20,642attendees2019 (pre-pandemic peak)16,082attendees202317,706attendees2024
Attendance counts run by GAMA and reported through ICv2. 2024 rose about 9% over 2023 yet stayed roughly 14% below the 2019 peak; the pandemic years in between are not shown because no comparable figure is cited here. BoardGameWire later reported a further decline in 2026 without giving an attendance number.ICv2 / GAMA (opens in a new tab)

Kickstarter tabletop projects, 2024

Kickstarter tabletop projects, 2024Launched 6,646projects, Successfully funded 5,314projects6,646projectsLaunched5,314projectsSuccessfully funded
From Kickstarter's own year-in-review published 5 February 2025, which puts the tabletop success rate at 80% and calls it the highest in the platform's 15-year history. These are self-reported platform figures, not audited totals, and they count projects rather than dollars.Kickstarter (opens in a new tab)

Timeline

  1. GAMA's figures, reported through ICv2, put Origins Game Fair 2024 at 17,706 attendees with 326 exhibitors and 6,528 events — up about 9% from 16,082 in 2023, but still roughly 14% under the 2019 peak of 20,642.

    ICv2 / GAMA (opens in a new tab)
  2. Gen Con announces a record of more than 71,000 attendees and the first sellout in the show's history, topping a prior record of roughly 70,000, with 540+ exhibitors and about 24,000 events headlined by the 50th anniversary of Dungeons & Dragons.

    Gen Con press release (opens in a new tab)
  3. Kickstarter's year-in-review reports $270 million pledged to Games in 2024, $220 million of it to tabletop — 83% of the category — from 6,646 tabletop projects launched and 5,314 funded, and names Brandon Sanderson's Cosmere RPG the highest-funded Games project of all time at $15.1M+ from 55,106 backers.

    Kickstarter (opens in a new tab)
  4. BoardGameWire, using Gamefound-supplied figures, reports Kickstarter tabletop dollars roughly flat year over year while Gamefound raised about $85 million in direct crowdfunding, up around 49%, or about $156 million counting pledge-manager and late pledges.

    BoardGameWire (opens in a new tab)
  5. ICv2 calls 2024 a "year of stabilization": the US and Canada hobby-games market holds at roughly $2.84 billion, a 16th consecutive year of channel growth at about 2%, with board games specifically facing price resistance, fewer retailer reorders and fewer reprints.

    ICv2 (opens in a new tab)
  6. A narrative review in the National Library of Medicine's PMC associates board-game play with gains in attention, working memory, processing speed, verbal and visual learning, reasoning and social cognition, drawing on studies that are largely small and heterogeneous.

    PMC / NCBI (opens in a new tab)
  7. The Conversation summarizes a University of Plymouth review finding that tabletop games enhance well-being, foster inclusion and support learning, and cites Rain City Games in Vancouver growing event ticket sales from about 8,500 in 2024 to more than 9,100 in 2025.

    The Conversation (opens in a new tab)
  8. BoardGameWire reports that Origins attendance fell for the first time since the pandemic, even as revenue, hall space and event volume rose — a cooling signal delivered at headline level, with no attendance figure attached.

    BoardGameWire (opens in a new tab)
  9. ICv2 estimates the hobby-games market grew about 40% in 2025 to roughly $3.66 billion, with demand overcoming tariffs and a distributor bankruptcy — an estimate built from industry interviews, public-company filings, retail and crowdfunding data, and weighted toward trading card games.

    ICv2 (opens in a new tab)

Analysis

"Hobby games" and "board games" are not the same market

ICv2's channel estimate covers five categories — collectible games, non-collectible miniatures, board games, card and dice games, and roleplaying games — and trading card games alone account for more than half the dollars. So a headline growth rate for hobby games describes mostly what happened to TCGs. In the same 2024 data where the topline stabilized, board games specifically ran into price resistance, fewer retailer reorders and fewer reprints.

Stabilization is the honest word for 2024

Roughly $2.84 billion, nearly flat against 2023, at about a 2% growth rate is not a boom. It is a market that stopped falling after the pandemic surge and the correction that followed. Sixteen straight years of channel growth is a real streak, but the size of the most recent step matters more than the length of the streak.

Crowdfunding is flat overall and top-heavy inside

Kickstarter tabletop pledges landed at $220 million in 2024, essentially level with the year before, while the platform's highest-funded Games project ever raised $15.1M+ from 55,106 backers in the same period. A record success rate and a record single project can coexist with a flat total — which is what happens when attention and money concentrate in a few large campaigns.

Two accounting bases, two different numbers

Gamefound's roughly $85 million in direct crowdfunding and its roughly $156 million including pledge-manager and late pledges are not interchangeable. Setting the $156 million figure next to Kickstarter's $220 million compares different things, because the platforms are not counting the same transactions. The company's stated goal of being number one in tabletop is an ambition, not a result.

Conventions disagree with each other

Gen Con set an attendance record and sold out for the first time in 2024. Origins grew about 9% the same year and still finished roughly 14% under its 2019 peak, then was reported down again in 2026. One flagship breaking records while another sits below its own high-water mark is not a contradiction — it is what an uneven, still-adjusting market looks like.

Wellbeing evidence is association, not causation

The Plymouth review reports enhanced well-being, inclusion and learning, and the PMC narrative review links play to cognitive and social measures. Both are read correctly as "games are associated with" rather than "games produce." The underlying studies are largely small and heterogeneous, and a narrative review summarizes them rather than pooling them into a high-certainty estimate.

Comparison

Crowdfunding platforms, 2024 — the numbers only line up if the accounting basis does
Platform / basis2024 figureYear-over-yearWhat it counts
Kickstarter, tabletop pledges$220 millionRoughly flat versus 2023Pledges made on the platform; the same year-in-review counts $270 million pledged to Games overall, 83% of it tabletop
Gamefound, direct crowdfundingAbout $85 millionUp around 49%, per the companyCampaign pledges only
Gamefound, including pledge manager and late pledgesAbout $156 millionNot stated on the same basisCompany-supplied total; not comparable like-for-like with Kickstarter's $220 million
Convention signals — record and shortfall in the same year
EventMost recent reported figureAgainst its own peakDirection
Gen Con 2024More than 71,000 attendeesRecord; first sellout in show history, topping roughly 70,000 in 2023Up
Origins Game Fair 202417,706 attendeesRoughly 14% below the 2019 peak of 20,642Up about 9% from 16,082 in 2023
Origins 2026No attendance figure published in the reporting cited hereReported down for the first time since the pandemic, while revenue, hall space and events rose
Evidence tiers behind the renaissance story
SourceWhat it measuresTierHow to read it
ICv2 hobby-games market sizeUS and Canada hobby channel, five categoriesTrade estimateBuilt from interviews, public filings, retail and crowdfunding data — an estimate, not an audited total
GAMA figures via ICv2 (Origins)Badge-level attendance at one eventReported countSpecific and comparable year to year, but one event only
Gen Con press releaseAttendance and sellout statusOfficial announcement by the organizerPrimary for the organizer's own event; the economic-impact figure quoted elsewhere is secondary reporting
Kickstarter year-in-reviewPledges, project counts, success rateSelf-reported platform dataAuthoritative about its own platform, not about the category
Gamefound figures via BoardGameWireCrowdfunding and pledge-manager totalsCompany-supplied, trade-reportedCheck which accounting basis each number uses before comparing
Market-research firms, global market sizeGlobal board-games marketThird-party estimates, roughly $12 billion to $20 billion for 2024–2025Definitions differ — some include mass-market and classic games; cite as a range, never one number
Plymouth review, PMC narrative reviewWellbeing, learning, cognition among playersAssociative researchSupports "linked to," not "causes"

Process

  1. Check the category before the growth rate

    Ask whether the figure covers hobby games as a whole or board games specifically. Trading card games are more than half the hobby channel, so a channel-wide rate is mostly a TCG rate.

  2. Ask whether it is an estimate or a count

    ICv2's market sizes are trade estimates assembled from interviews, filings and retail data. Origins attendance is a count. They do not carry the same weight.

  3. Note who is reporting on themselves

    Kickstarter's success rate and Gamefound's totals come from the platforms whose performance they describe. Useful and specific, but self-reported.

  4. Match the accounting basis before comparing

    Direct crowdfunding, pledge-manager revenue and late pledges are different lines. Comparing a total that includes them with one that does not overstates the gap or closes it artificially.

  5. Read conventions in the plural

    One show's record does not describe the calendar. Gen Con up and Origins below its 2019 peak in the same year is the actual signal.

  6. Separate association from cause in the wellbeing claims

    Reviews report that play is linked to better engagement, connection and cognitive measures. That supports recommending games; it does not prove they produce the outcome.

Sources

  1. Gen Con — Gen Con 2024 Breaks Attendance Records (2024-08-06).View source (opens in a new tab)
  2. Kickstarter — 2024 Was a Big Year for Games on Kickstarter (2025-02-05).View source (opens in a new tab)
  3. ICv2 — 2024 Was a Year of Stabilization in Hobby Games Market (2025).View source (opens in a new tab)
  4. ICv2 — Big Growth in Hobby Games in 2025 (2026).View source (opens in a new tab)
  5. ICv2 / GAMA — GAMA Reports Origins Game Fair 2024 Attendance (2024).View source (opens in a new tab)
  6. BoardGameWire — Gamefound Closes Gap on Kickstarter as 2024 Dollars Remain Flat (2025-02-06).View source (opens in a new tab)
  7. BoardGameWire — Origins Attendance Falls for First Time Since Pandemic (2026-07-01).View source (opens in a new tab)
  8. The Conversation — Not Just a Fun Hobby: Board Games Can Help Build Connections and Reduce Stress (2026-05-18).View source (opens in a new tab)
  9. PMC (National Library of Medicine) — A Narrative Review of the Benefits of Board Games in Health (2025).View source (opens in a new tab)

Tags

  • #board-games
  • #tabletop-games
  • #hobby-games
  • #crowdfunding
  • #board-game-cafes