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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771426

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771426

Asia-pacific Trading Card Game (Tcg) Market Forecast 2025-2032

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KEY FINDINGS

The Asia-Pacific trading card game (TCG) market is anticipated to rise with a CAGR of 7.62% over the forecasting years of 2025 to 2032, reaching a revenue of $5179.21 million by 2032.

MARKET INSIGHTS

The Asia-Pacific trading card game (TCG) market is experiencing growth, fueled by the rising appeal of collectibles as alternative investments, increased availability in local languages, and strong ties to popular media franchises. Iconic properties such as Pokemon, Yu-Gi-Oh!, Magic: The Gathering (MTG), and One Piece are the highest in demand, with nostalgia and the pursuit of high-value chase cards attracting both seasoned collectors and younger fans.

REGIONAL ANALYSIS

The Asia-Pacific trading card game (TCG) market growth analysis includes a detailed evaluation of China, Japan, South Korea, Indonesia, Thailand, and Australia.

Japan remains the global epicentre of the TCG industry, not only as the originator of most major franchises but also as a highly mature market. The country is home to PSA's only non-U.S. or Canadian grading facility, opened in Tokyo in July 2023, to meet overwhelming domestic and international demand. PSA's population data reveals over 122,000 slabs for just the 1996 Japanese Base Set which surpasses the entire French-language population across all sets.

Japan's early access to mainline releases, which arrive 2-3 months before their English counterparts, coupled with chronic scarcity, makes Japanese printings the global price leaders. Booster boxes sell out instantly, often requiring a lottery just to purchase at Pokemon centre Japan. High-stakes "mystery pack" culture through gachapon machines has become mainstream in districts like Akihabara and Ikebukuro, reinforcing a sealed product economy and keeping even low-tier singles moving.

Australia, while lacking the historical foundation of Japan, is quickly emerging as a high-demand market, though it faces unique logistical and operational challenges. The April 2025 policy shift by PSA halted direct submissions from Australia, forcing collectors to rely on third-party forwarders like The Hobby Australia. This has led to delays, bottlenecks, and higher costs. Despite these hurdles, the demand for TCGs and card grading remains High. Events like XL have reached levels comparable to Comic-Con, highlighting the growing community. However, the limited domestic supply has intensified market pressures, leading to an alarming surge in criminal activity.

Melbourne has witnessed a wave of hobby store robberies, 16 reported in just eight months, with thieves stealing up to A$100,000 in some heists. Some shop owners are now considering halting Pokemon card sales or even closing entirely due to security concerns and lack of police response. Despite these issues, both Japan and Australia illustrate the strong regional demand and cultural integration of TCGs. While Japan sets the tone for global pricing and trends, Australia exemplifies both the passion and growing pains of an expanding collector base in a constrained supply environment.

SEGMENTATION ANALYSIS

The Asia-Pacific trading card game (TCG) market segmentation includes product type, TCG theme, and retail channel. The retail channel segment is further classified into specialty and hobby stores, superstores, and online.

Specialty and hobby stores play a vital role in the Asia-Pacific trading card game (TCG) market, serving as key retail hubs for both casual players and competitive enthusiasts. These stores offer curated selections of TCG products, including starter decks, booster packs, exclusive releases, and accessories such as card sleeves and playmats. Beyond retail, they often host in-store events, tournaments, and community gatherings, making them central to player engagement and brand loyalty. Markets like Japan, South Korea, and Taiwan have a particularly strong presence of such stores, where trading card culture is deeply embedded in youth and pop culture.

These retail spaces also function as discovery platforms for new and emerging TCG titles, allowing customers to sample gameplay, receive expert guidance, and connect with fan communities. Unlike mass retailers, specialty and hobby stores often carry region-specific or limited-edition products, which appeal to serious collectors and competitive players. Their role in building local communities and offering personalized service gives them a competitive edge, especially in cities with high player density. As TCG popularity continues to grow across the Asia-Pacific region, specialty and hobby stores are expected to remain a critical channel for both product distribution and brand-driven community development.

COMPETITIVE INSIGHTS

Some of the key players in the Asia-Pacific trading card game (TCG) market include Bandai Namco Holdings Inc, Bushiroad Inc, Kayou Inc, Konami Group Corporation, etc.

Bandai Namco Holdings is a major Japanese multinational entertainment conglomerate formed in 2005 through the merger of toy giant Bandai and video game pioneer Namco. Headquartered in Tokyo, the company functions as the strategic management hub for several core operating segments: Toys & Hobby (Bandai, Bandai Spirits), Entertainment (Bandai Namco Entertainment-home to game franchises like Pac Man, Tekken, Dark Souls), Amusement (include Namco operated arcades and amusement centers), Film & Music Production, and IP Creation. Bandai Namco's diversified portfolio spans toys, video games, anime, theme parks, and live entertainment.

TABLE OF CONTENTS

1. RESEARCH SCOPE & METHODOLOGY

  • 1.1. STUDY OBJECTIVES
  • 1.2. METHODOLOGY
  • 1.3. ASSUMPTIONS & LIMITATIONS

2. EXECUTIVE SUMMARY

  • 2.1. MARKET SIZE & ESTIMATES
  • 2.2. MARKET OVERVIEW
  • 2.3. SCOPE OF STUDY
  • 2.4. CRISIS SCENARIO ANALYSIS
  • 2.5. MAJOR MARKET FINDINGS
    • 2.5.1. POKEMON, YU-GI-OH!, MTG, AND ONE PIECE DOMINATE SALES
    • 2.5.2. ADULT COLLECTORS AND NOSTALGIA-DRIVEN BUYERS DRIVE A SIGNIFICANT PORTION OF GROWTH IN THE MARKET

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. AVAILABILITY OF TRADING CARD GAME SETS IN LOCAL LANGUAGES
    • 3.1.2. INCREASED INTEREST IN TRADING CARD GAMES AS AN INVESTMENT
    • 3.1.3. HIGH-VALUE CHASE CARDS INCREASE DEMAND
    • 3.1.4. ANIME AND COMIC IP TIE-INS ARE ATTRACTING A WIDER AUDIENCE FOR TRADING CARDS
  • 3.2. KEY RESTRAINTS
    • 3.2.1. OVERSATURATION OF NEW RELEASES IN SOME IPS
    • 3.2.2. COUNTERFEIT CARDS DAMAGING CONSUMER CONFIDENCE
    • 3.2.3. UNCERTAIN RARITY DUE TO REPRINTS DETERS INTEREST FROM COLLECTORS

4. KEY ANALYTICS

  • 4.1. KEY MARKET TRENDS
    • 4.1.1. INVESTMENT SURGE IN RARE AND GRADED CARDS
    • 4.1.2. INCREASING NUMBER OF ANIME/FANTASY BRANDS ENTERING THE TCG SPACE
    • 4.1.3. GROWTH OF COLLECTOR COMMUNITIES AND PLATFORMS
  • 4.2. PORTER'S FIVE FORCES ANALYSIS
    • 4.2.1. BUYERS POWER
    • 4.2.2. SUPPLIERS POWER
    • 4.2.3. SUBSTITUTION
    • 4.2.4. NEW ENTRANTS
    • 4.2.5. INDUSTRY RIVALRY
  • 4.3. GROWTH PROSPECT MAPPING
    • 4.3.1. GROWTH PROSPECT MAPPING FOR ASIA-PACIFIC
  • 4.4. MARKET MATURITY ANALYSIS
  • 4.5. MARKET CONCENTRATION ANALYSIS
  • 4.6. VALUE CHAIN ANALYSIS
    • 4.6.1. GAME DEVELOPMENT & DESIGN
    • 4.6.2. PRODUCTION & MANUFACTURING
    • 4.6.3. BRAND MANAGEMENT & MARKETING
    • 4.6.4. RETAIL & DISTRIBUTION CHANNELS
    • 4.6.5. END-USERS: PLAYERS, COLLECTORS & INVESTORS
  • 4.7. KEY BUYING CRITERIA
    • 4.7.1. GAMEPLAY
    • 4.7.2. COLLECTABILITY
    • 4.7.3. FRANCHISE APPEAL & ARTWORK
    • 4.7.4. COMMUNITY
    • 4.7.5. PRICE & ACCESSIBILITY
    • 4.7.6. RETAIL AVAILABILITY
  • 4.8. REGULATORY FRAMEWORK

5. MARKET BY PRODUCT TYPE

  • 5.1. BOOSTER BOXES AND PACKS
    • 5.1.1. MARKET FORECAST FIGURE
    • 5.1.2. SEGMENT ANALYSIS
  • 5.2. TINS AND SPECIAL BOXES
    • 5.2.1. MARKET FORECAST FIGURE
    • 5.2.2. SEGMENT ANALYSIS
  • 5.3. PRE-CONSTRUCTED DECKS
    • 5.3.1. MARKET FORECAST FIGURE
    • 5.3.2. SEGMENT ANALYSIS

6. MARKET BY TCG THEME

  • 6.1. FANTASY
    • 6.1.1. MARKET FORECAST FIGURE
    • 6.1.2. SEGMENT ANALYSIS
  • 6.2. SCI-FI
    • 6.2.1. MARKET FORECAST FIGURE
    • 6.2.2. SEGMENT ANALYSIS
  • 6.3. TV, FILM & COMIC IPS
    • 6.3.1. MARKET FORECAST FIGURE
    • 6.3.2. SEGMENT ANALYSIS
  • 6.4. VIDEO GAME-BASED
    • 6.4.1. MARKET FORECAST FIGURE
    • 6.4.2. SEGMENT ANALYSIS

7. MARKET BY RETAIL CHANNEL

  • 7.1. SPECIALTY AND HOBBY STORES
    • 7.1.1. MARKET FORECAST FIGURE
    • 7.1.2. SEGMENT ANALYSIS
  • 7.2. SUPERSTORES
    • 7.2.1. MARKET FORECAST FIGURE
    • 7.2.2. SEGMENT ANALYSIS
  • 7.3. ONLINE
    • 7.3.1. MARKET FORECAST FIGURE
    • 7.3.2. SEGMENT ANALYSIS

8. GEOGRAPHICAL ANALYSIS

  • 8.1. ASIA-PACIFIC
    • 8.1.1. MARKET SIZE & ESTIMATES
    • 8.1.2. ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET DRIVERS
    • 8.1.3. ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET CHALLENGES
    • 8.1.4. KEY PLAYERS IN ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET
    • 8.1.5. COUNTRY ANALYSIS
      • 8.1.5.1. CHINA
        • 8.1.5.1.1. CHINA TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.2. JAPAN
        • 8.1.5.2.1. JAPAN TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.3. SOUTH KOREA
        • 8.1.5.3.1. SOUTH KOREA TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.4. INDONESIA
        • 8.1.5.4.1. INDONESIA TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.5. THAILAND
        • 8.1.5.5.1. THAILAND TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.6. AUSTRALIA
        • 8.1.5.6.1. AUSTRALIA TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES

9. COMPETITIVE LANDSCAPE

  • 9.1. KEY STRATEGIC DEVELOPMENTS
    • 9.1.1. MERGERS & ACQUISITIONS
    • 9.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 9.1.3. PARTNERSHIPS & AGREEMENTS
    • 9.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 9.2. COMPANY PROFILES
    • 9.2.1. BANDAI NAMCO HOLDINGS INC
      • 9.2.1.1. COMPANY OVERVIEW
      • 9.2.1.2. PRODUCTS
      • 9.2.1.3. STRENGTHS & CHALLENGES
    • 9.2.2. BUSHIROAD INC
      • 9.2.2.1. COMPANY OVERVIEW
      • 9.2.2.2. PRODUCTS
      • 9.2.2.3. STRENGTHS & CHALLENGES
    • 9.2.3. KAYOU INC
      • 9.2.3.1. COMPANY OVERVIEW
      • 9.2.3.2. PRODUCTS
      • 9.2.3.3. STRENGTHS & CHALLENGES
    • 9.2.4. KONAMI GROUP CORPORATION
      • 9.2.4.1. COMPANY OVERVIEW
      • 9.2.4.2. PRODUCTS
      • 9.2.4.3. STRENGTHS & CHALLENGES
    • 9.2.5. TAKARA TOMY CO LTD
      • 9.2.5.1. COMPANY OVERVIEW
      • 9.2.5.2. PRODUCT
      • 9.2.5.3. STRENGTHS & CHALLENGES
    • 9.2.6. HOBBY JAPAN CO LTD
      • 9.2.6.1. COMPANY OVERVIEW
      • 9.2.6.2. PRODUCTS
      • 9.2.6.3. STRENGTHS & CHALLENGES
    • 9.2.7. THE POKEMON COMPANY
      • 9.2.7.1. COMPANY OVERVIEW
      • 9.2.7.2. PRODUCTS
      • 9.2.7.3. STRENGTHS & CHALLENGES
    • 9.2.8. HASBRO INC
      • 9.2.8.1. COMPANY OVERVIEW
      • 9.2.8.2. PRODUCTS
      • 9.2.8.3. STRENGTHS & CHALLENGES
    • 9.2.9. SQUARE ENIX HOLDINGS CO LTD
      • 9.2.9.1. COMPANY OVERVIEW
      • 9.2.9.2. PRODUCTS
      • 9.2.9.3. STRENGTHS & CHALLENGES
    • 9.2.10. RAVENSBURGER AG
      • 9.2.10.1. COMPANY OVERVIEW
      • 9.2.10.2. PRODUCTS
      • 9.2.10.3. STRENGTHS & CHALLENGES
    • 9.2.11. HAPPINET CORPORATION
      • 9.2.11.1. COMPANY OVERVIEW
      • 9.2.11.2. PRODUCTS
    • 9.2.12. LEGEND STORY STUDIOS
      • 9.2.12.1. COMPANY OVERVIEW
      • 9.2.12.2. PRODUCTS
      • 9.2.12.3. STRENGTHS & CHALLENGES

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - TRADING CARD GAME (TCG)
  • TABLE 2: REGULATORY FRAMEWORK
  • TABLE 3: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 4: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 5: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY TCG THEME, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 6: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY TCG THEME, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 7: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 8: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 9: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 10: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 11: KEY PLAYERS OPERATING IN ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET
  • TABLE 12: LIST OF MERGERS & ACQUISITIONS
  • TABLE 13: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 14: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 15: LIST OF BUSINESS EXPANSIONS & DIVESTITURES

LIST OF FIGURES

  • FIGURE 1: KEY MARKET TRENDS
  • FIGURE 2: PORTER'S FIVE FORCES ANALYSIS
  • FIGURE 3: GROWTH PROSPECT MAPPING FOR ASIA-PACIFIC
  • FIGURE 4: MARKET MATURITY ANALYSIS
  • FIGURE 5: MARKET CONCENTRATION ANALYSIS
  • FIGURE 6: VALUE CHAIN ANALYSIS
  • FIGURE 7: KEY BUYING CRITERIA
  • FIGURE 8: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY PRODUCT TYPE, IN 2024
  • FIGURE 9: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY BOOSTER BOXES AND PACKS, 2025-2032 (IN $ MILLION)
  • FIGURE 10: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY TINS AND SPECIAL BOXES, 2025-2032 (IN $ MILLION)
  • FIGURE 11: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY PRE-CONSTRUCTED DECKS, 2025-2032 (IN $ MILLION)
  • FIGURE 12: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY TCG THEME, IN 2024
  • FIGURE 13: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY FANTASY 2025-2032 (IN $ MILLION)
  • FIGURE 14: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY SCI-FI, 2025-2032 (IN $ MILLION)
  • FIGURE 15: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY TV, FILM & COMIC IPS, 2025-2032 (IN $ MILLION)
  • FIGURE 16: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY VIDEO GAME-BASED, 2025-2032 (IN $ MILLION)
  • FIGURE 17: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY RETAIL CHANNEL, IN 2024
  • FIGURE 18: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY SPECIALTY AND HOBBY STORES, 2025-2032 (IN $ MILLION)
  • FIGURE 19: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY SUPERSTORES, 2025-2032 (IN $ MILLION)
  • FIGURE 20: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, BY ONLINE, 2025-2032 (IN $ MILLION)
  • FIGURE 21: ASIA-PACIFIC TRADING CARD GAME (TCG) MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN%)
  • FIGURE 22: CHINA TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 23: JAPAN TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 24: SOUTH KOREA TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 25: INDONESIA TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 26: THAILAND TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 27: AUSTRALIA TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
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