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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771431

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771431

North America Trading Card Game (Tcg) Market Forecast 2025-2032

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KEY FINDINGS

The North America trading card game (TCG) market is anticipated to rise with a CAGR of 7.40% over the forecasting years of 2025 to 2032, reaching a revenue of $6187.82 million by 2032.

MARKET INSIGHTS

The North American 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 North America trading card game (TCG) market growth assessment includes a detailed analysis of the United States and Canada.

In the United States, sealed booster boxes and packs are increasingly being viewed as investment assets, with certain rare and professionally graded cards fetching thousands of dollars on secondary platforms like Goldin, PWCC, TCGplayer, and eBay. This trend is amplified by online communities, influencers, and fan conventions that generate buzz around each new release.

The widespread availability of English-language cards supports mainstream accessibility, while anime-based titles like Dragon Ball Super and One Piece continue to broaden the market's demographic appeal. Still, the market faces challenges from product oversaturation, especially within the One Piece and Pokemon sets, and the proliferation of counterfeit products. In response, publishers are implementing security measures such as serialized cards and tamper-evident packaging.

Canada reflects many of the United States trends but operates on a much smaller scale, shaped by its bilingual (English and French) regulatory landscape. Most major card releases now offer dual-language packaging to comply with federal laws and ensure accessibility across different provinces. Canadian hobby stores are seeing increased foot traffic, particularly among Gen Z audiences drawn in by anime-related content. Local tournaments serve as important community anchors, while the expansion of domestic grading services, like the Canadian branches of PSA and CGC, has encouraged greater confidence in investing in premium singles, but frequent reprints and uncertainty around card rarity continue to pose challenges for collectors seeking long-term value, despite growing demand for ultra-rare pulls on online marketplaces and social platforms.

SEGMENTATION ANALYSIS

The North America trading card game (TCG) market segmentation includes product type, TCG theme, and retail channel. The product type segment is further classified into booster boxes and packs, tins and special boxes, and pre-constructed decks.

In the North America trading card game (TCG) market, booster boxes and packs have consistently been the most sought-after product types, largely due to their dual appeal to both collectors and competitive players. These packs offer the excitement of chance and the potential to uncover rare, holographic, or high-value cards, making them a staple purchase for hobbyists looking to expand their collections or enhance their gameplay decks. Their relatively lower price point per pack also makes them accessible for casual buyers while still providing opportunities for significant card pulls, which adds to their widespread popularity.

Competitive players particularly favor Booster Boxes as they often include a large number of cards that can be used to build or upgrade tournament-ready decks. Meanwhile, collectors are drawn to the potential of pulling limited-edition or exclusive chase cards that may increase in value over time. The continuous release of new expansions by major franchises such as Pokemon, Magic: The Gathering, and Yu-Gi-Oh! keeps the demand for booster boxes and packs high as players seek to stay current with the latest card sets, game mechanics, and collectible themes. This dynamic has made them a core driver of revenue and engagement in the North American TCG market.

COMPETITIVE INSIGHTS

Some of the key players in the North America trading card game (TCG) market include Bandai Namco Holdings Inc, Bushiroad Inc, Kayou Inc, Konami Group Corporation, Takara Tomy Co Ltd, Hobby Japan Co Ltd, The Pokemon Company, Hasbro, Inc, etc.

Hasbro is a leading American multinational toy, game, and entertainment company founded in 1923 and headquartered in Pawtucket, Rhode Island. The company operates through three primary divisions: Hasbro Consumer Products (featuring brands like Monopoly, Nerf, Play-Doh, Peppa Pig, Power Rangers), Hasbro Entertainment (which manages content assets acquired from eOne including My Little Pony, PJ Masks, and Transformers media), and Wizards & Digital (which includes Wizards of the Coast, publisher of Magic: The Gathering and Dungeons & Dragons). The company emphasizes global reach, innovation in play experiences, and responsible sourcing and sustainability initiatives, including changes to packaging policies in partnership with environmental organizations.

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 NORTH AMERICA
  • 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. NORTH AMERICA
    • 8.1.1. MARKET SIZE & ESTIMATES
    • 8.1.2. NORTH AMERICA TRADING CARD GAME (TCG) MARKET DRIVERS
    • 8.1.3. NORTH AMERICA TRADING CARD GAME (TCG) MARKET CHALLENGES
    • 8.1.4. KEY PLAYERS IN NORTH AMERICA TRADING CARD GAME (TCG) MARKET
    • 8.1.5. COUNTRY ANALYSIS
      • 8.1.5.1. UNITED STATES
        • 8.1.5.1.1. UNITED STATES TRADING CARD GAME (TCG) MARKET SIZE & OPPORTUNITIES
      • 8.1.5.2. CANADA
        • 8.1.5.2.1. CANADA 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. PRODUCTS
      • 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
      • 9.2.11.3. STRENGTHS & CHALLENGES
    • 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: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 4: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 5: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY TCG THEME, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 6: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY TCG THEME, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 7: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 8: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 9: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY GEOGRAPHY, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 10: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY GEOGRAPHY, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 11: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY COUNTRY, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 12: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY COUNTRY, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 13: KEY PLAYERS OPERATING IN NORTH AMERICA TRADING CARD GAME (TCG) MARKET
  • TABLE 14: LIST OF MERGERS & ACQUISITIONS
  • TABLE 15: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 16: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 17: 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 NORTH AMERICA
  • FIGURE 4: MARKET MATURITY ANALYSIS
  • FIGURE 5: MARKET CONCENTRATION ANALYSIS
  • FIGURE 6: VALUE CHAIN ANALYSIS
  • FIGURE 7: KEY BUYING CRITERIA
  • FIGURE 8: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY PRODUCT TYPE, IN 2024
  • FIGURE 9: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY BOOSTER BOXES AND PACKS, 2025-2032 (IN $ MILLION)
  • FIGURE 10: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY TINS AND SPECIAL BOXES, 2025-2032 (IN $ MILLION)
  • FIGURE 11: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY PRE-CONSTRUCTED DECKS, 2025-2032 (IN $ MILLION)
  • FIGURE 12: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY TCG THEME, IN 2024
  • FIGURE 13: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY FANTASY 2025-2032 (IN $ MILLION)
  • FIGURE 14: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY SCI-FI, 2025-2032 (IN $ MILLION)
  • FIGURE 15: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY TV, FILM & COMIC IPS, 2025-2032 (IN $ MILLION)
  • FIGURE 16: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY VIDEO GAME-BASED, 2025-2032 (IN $ MILLION)
  • FIGURE 17: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY RETAIL CHANNEL, IN 2024
  • FIGURE 18: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY SPECIALTY AND HOBBY STORES, 2025-2032 (IN $ MILLION)
  • FIGURE 19: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY SUPERSTORES, 2025-2032 (IN $ MILLION)
  • FIGURE 20: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, BY ONLINE, 2025-2032 (IN $ MILLION)
  • FIGURE 21: NORTH AMERICA TRADING CARD GAME (TCG) MARKET, COUNTRY OUTLOOK, 2024 & 2032 (IN %)
  • FIGURE 22: UNITED STATES TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
  • FIGURE 23: CANADA TRADING CARD GAME (TCG) MARKET, 2025-2032 (IN $ MILLION)
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