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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771432

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PUBLISHER: Inkwood Research | PRODUCT CODE: 1771432

United States Trading Card Game (Tcg) Market Forecast 2025-2032

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KEY FINDINGS

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.

MARKET INSIGHTS

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.

SEGMENTATION ANALYSIS

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.

COMPETITIVE INSIGHTS

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.

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. LARGEST TCG MARKET GLOBALLY
    • 2.5.2. POKEMON, MTG AND YU-GI-OH! DOMINATE THE MARKET
    • 2.5.3. FASTEST MOVING RESALE MARKET GLOBALLY

3. MARKET DYNAMICS

  • 3.1. KEY DRIVERS
    • 3.1.1. HEAVY SOCIAL MEDIA MARKETING AND UNBOXINGS INFLUENCE DEMAND
    • 3.1.2. HIGH-PROFILE CHASE CARDS DRIVE CONSUMER BEHAVIOR
    • 3.1.3. THE PRESENCE OF NATIONAL TOURNAMENTS AND EVENTS DRIVES DEMAND FOR TRADING CARDS
  • 3.2. KEY RESTRAINTS
    • 3.2.1. HIGH-END BOXES OFTEN SOLD OUT OR OVERPRICED
    • 3.2.2. PRICE INFLATION FROM DEMAND/SUPPLY IMBALANCES AND SCALPERS
    • 3.2.3. HIGH COSTS KEEP NEW PLAYERS OUT

4. KEY ANALYTICS

  • 4.1. KEY MARKET TRENDS
    • 4.1.1. INCREASED UNBOXING VIDEOS AND RIP-AND-SHIP STREAMS ARE BOOSTING PRODUCT DEMAND
    • 4.1.2. SEALED PRODUCT INVESTING IS BECOMING MAINSTREAM
  • 4.2. PESTLE ANALYSIS
    • 4.2.1. POLITICAL
    • 4.2.2. ECONOMICAL
    • 4.2.3. SOCIAL
    • 4.2.4. TECHNOLOGICAL
    • 4.2.5. LEGAL
    • 4.2.6. ENVIRONMENTAL
  • 4.3. PORTER'S FIVE FORCES ANALYSIS
    • 4.3.1. BUYERS POWER
    • 4.3.2. SUPPLIERS POWER
    • 4.3.3. SUBSTITUTION
    • 4.3.4. NEW ENTRANTS
    • 4.3.5. INDUSTRY RIVALRY
  • 4.4. GROWTH PROSPECT MAPPING
    • 4.4.1. GROWTH PROSPECT MAPPING FOR UNITED STATES
  • 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. COMPETITIVE LANDSCAPE

  • 8.1. KEY STRATEGIC DEVELOPMENTS
    • 8.1.1. MERGERS & ACQUISITIONS
    • 8.1.2. PRODUCT LAUNCHES & DEVELOPMENTS
    • 8.1.3. PARTNERSHIPS & AGREEMENTS
    • 8.1.4. BUSINESS EXPANSIONS & DIVESTITURES
  • 8.2. COMPANY PROFILES
    • 8.2.1. BANDAI NAMCO HOLDINGS INC
      • 8.2.1.1. COMPANY OVERVIEW
      • 8.2.1.2. PRODUCTS
      • 8.2.1.3. STRENGTHS & CHALLENGES
    • 8.2.2. BUSHIROAD INC
      • 8.2.2.1. COMPANY OVERVIEW
      • 8.2.2.2. PRODUCTS
      • 8.2.2.3. STRENGTHS & CHALLENGES
    • 8.2.3. KONAMI GROUP CORPORATION
      • 8.2.3.1. COMPANY OVERVIEW
      • 8.2.3.2. PRODUCTS
      • 8.2.3.3. STRENGTHS & CHALLENGES
    • 8.2.4. TAKARA TOMY CO LTD
      • 8.2.4.1. COMPANY OVERVIEW
      • 8.2.4.2. PRODUCTS
      • 8.2.4.3. STRENGTHS & CHALLENGES
    • 8.2.5. HOBBY JAPAN CO LTD
      • 8.2.5.1. COMPANY OVERVIEW
      • 8.2.5.2. PRODUCTS
      • 8.2.5.3. STRENGTHS & CHALLENGES
    • 8.2.6. THE POKEMON COMPANY
      • 8.2.6.1. COMPANY OVERVIEW
      • 8.2.6.2. PRODUCTS
      • 8.2.6.3. STRENGTHS & CHALLENGES
    • 8.2.7. HASBRO INC
      • 8.2.7.1. COMPANY OVERVIEW
      • 8.2.7.2. PRODUCTS
      • 8.2.7.3. STRENGTHS & CHALLENGES
    • 8.2.8. SQUARE ENIX HOLDINGS CO LTD
      • 8.2.8.1. COMPANY OVERVIEW
      • 8.2.8.2. PRODUCTS
      • 8.2.8.3. STRENGTHS & CHALLENGES
    • 8.2.9. RAVENSBURGER AG
      • 8.2.9.1. COMPANY OVERVIEW
      • 8.2.9.2. PRODUCTS
      • 8.2.9.3. STRENGTHS & CHALLENGES
    • 8.2.10. LEGEND STORY STUDIOS
      • 8.2.10.1. COMPANY OVERVIEW
      • 8.2.10.2. PRODUCTS
      • 8.2.10.3. STRENGTHS & CHALLENGES

LIST OF TABLES

  • TABLE 1: MARKET SNAPSHOT - TRADING CARD GAME (TCG)
  • TABLE 2: REGULATORY FRAMEWORK
  • TABLE 3: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 4: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY PRODUCT TYPE, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 5: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY TCG THEME, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 6: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY TCG THEME, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 7: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, HISTORICAL YEARS, 2018-2023 (IN $ MILLION)
  • TABLE 8: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY RETAIL CHANNEL, FORECAST YEARS, 2025-2032 (IN $ MILLION)
  • TABLE 9: LIST OF MERGERS & ACQUISITIONS
  • TABLE 10: LIST OF PRODUCT LAUNCHES & DEVELOPMENTS
  • TABLE 11: LIST OF PARTNERSHIPS & AGREEMENTS
  • TABLE 12: 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 UNITED STATES
  • FIGURE 4: MARKET CONCENTRATION ANALYSIS
  • FIGURE 5: VALUE CHAIN ANALYSIS
  • FIGURE 6: KEY BUYING CRITERIA
  • FIGURE 7: UNITED STATES TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY PRODUCT TYPE, IN 2024
  • FIGURE 8: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY BOOSTER BOXES AND PACKS, 2025-2032 (IN $ MILLION)
  • FIGURE 9: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY TINS AND SPECIAL BOXES, 2025-2032 (IN $ MILLION)
  • FIGURE 10: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY PRE-CONSTRUCTED DECKS, 2025-2032 (IN $ MILLION)
  • FIGURE 11: UNITED STATES TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY TCG THEME, IN 2024
  • FIGURE 12: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY FANTASY 2025-2032 (IN $ MILLION)
  • FIGURE 13: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY SCI-FI, 2025-2032 (IN $ MILLION)
  • FIGURE 14: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY TV, FILM & COMIC IPS, 2025-2032 (IN $ MILLION)
  • FIGURE 15: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY VIDEO GAME-BASED, 2025-2032 (IN $ MILLION)
  • FIGURE 16: UNITED STATES TRADING CARD GAME (TCG) MARKET, GROWTH POTENTIAL, BY RETAIL CHANNEL, IN 2024
  • FIGURE 17: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY SPECIALTY AND HOBBY STORES, 2025-2032 (IN $ MILLION)
  • FIGURE 18: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY SUPERSTORES, 2025-2032 (IN $ MILLION)
  • FIGURE 19: UNITED STATES TRADING CARD GAME (TCG) MARKET, BY ONLINE, 2025-2032 (IN $ MILLION)
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