PUBLISHER: Inkwood Research | PRODUCT CODE: 1771432
PUBLISHER: Inkwood Research | PRODUCT CODE: 1771432
The United States trading card game (TCG) market is anticipated to rise with a CAGR of 7.39% over the forecasting years of 2025 to 2032, reaching a revenue share of $5597.62 million by 2032.
The United States trading card game (TCG) market is being shaped by a range of drivers, including the influence of heavy social media marketing, the surge in high-profile chase cards, and the nationwide presence of organized tournaments and collector conventions. These factors have created an environment where both casual fans and serious collectors are constantly purchasing and engaging with TCGs through in-person events, online communities, and resale platforms. States such as California and Texas host large-scale card shows and regional qualifiers that satisfy the demand of local hobbyists while also drawing in international attention through live-streamed unboxings and influencer-backed promotions.
A major driver of market growth is the obsession with chase cards, which are extremely rare pulls that combine visual appeal with high aftermarket value. Cards like the Gol D. Roger Manga SEC from One Piece OP-09, which sold for $4,450 (PSA 10, April 2025), and the Gear 5 Luffy Manga SEC from OP-05, sold for $3,800 (PSA 10, June 2025), have captured global interest.
Pokemon continues to dominate with high-value cards such as the Umbreon ex SIR (#161/131) from Prismatic Evolutions, which reached $2,640 (PSA 10), and the Charizard ex SIR from Paldean Fates, which fetched $409 (PSA 10). These cards incentivize customers to purchase sealed products, participate in livestream breaks, and actively trade singles. The rapid turnover in both graded and raw singles on platforms like eBay, Whatnot, and TCGplayer has created a fast-moving secondary market, reinforcing the country's position as the largest single market for TCGs globally.
The United States 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.
Tins and special boxes represent a high-value and collector-focused segment within the United States trading card game (TCG) market. These products typically include a curated selection of booster packs, exclusive promo cards, collectible packaging, and themed accessories such as coins, dice, or playmats. They are particularly popular during holiday seasons and promotional events, appealing to both seasoned collectors and new players seeking a premium unboxing experience. Major franchises like Pokemon and Yu-Gi-Oh! frequently release special edition tins and gift boxes featuring limited-run content, which drives strong demand among fans and fuels the secondary market.
In addition to their collector appeal, tins and special boxes serve as strategic tools for publishers to introduce new card sets, themes, or character tie-ins. Their higher price point and perceived value make them attractive retail options for gift-giving and bundled promotions in both physical and online channels. Retailers such as Target, Walmart, and GameStop stock a wide variety of these products, often timed with media releases or TCG expansions. As the U.S. TCG market continues to grow, tins and special boxes are expected to remain a key driver of revenue, offering a blend of gameplay utility, exclusivity, and collectible appeal.
Some of the key players in the United States trading card game (TCG) market include Konami Group Corporation, Takara Tomy Co Ltd, Hobby Japan Co Ltd, The Pokemon Company, Hasbro, Inc, etc.
Takara Tomy is a major Japanese toy and entertainment group that designs, manufactures and markets a broad portfolio ranging from the Tomica die-cast vehicle line and Plarail model-train systems to global franchises such as Beyblade, Transformers, Duel Masters trading cards and a wide array of infant goods sold under The First Years, Lamaze and related brands. Its business spans toys & hobby products, digital and analog games, baby care items, capsule-toy ('Gacha') machines, and amusement equipment.