PUBLISHER: QYResearch | PRODUCT CODE: 1862363
PUBLISHER: QYResearch | PRODUCT CODE: 1862363
The global market for Trading Card was estimated to be worth US$ 9028 million in 2024 and is forecast to a readjusted size of US$ 17140 million by 2031 with a CAGR of 9.4% during the forecast period 2025-2031.
A Trading Card is a small, typically rectangular card made of paperboard or plastic, designed for collecting, trading, or competitive play. Trading cards are often part of a themed set and may feature elements such as fictional characters, sports figures, fantasy artwork, in-game statistics, or multimedia content. There are several types, including sports cards, entertainment cards (e.g., Pokemon, Yu-Gi-Oh!), and trading card games (TCGs). Cards can vary in rarity, condition, and value, with some becoming valuable collectibles. They are popular among both hobbyists and investors.
The resurgence of interest in trading cards, particularly vintage and rare items from the 1990s and early 2000s, has been fueled by a combination of emotional connection and financial potential. Cards from iconic franchises like Pokemon and Magic: The Gathering are not only prized for their nostalgic value but also viewed as alternative investments, with some cards fetching record-breaking prices at auctions.
Technological innovations, particularly in digital cards and NFTs, have opened new avenues for collectors. Platforms such as NBA Top Shot have popularized digital trading, making the market more accessible to younger generations and global audiences. This shift has allowed the industry to attract tech-savvy collectors while maintaining its appeal to traditional hobbyists.
Geographically, while North America continues to a main region in the market, regions such as Asia-Pacific and the Middle East are experiencing rapid growth. Japan remains a major hub due to its robust gaming culture, and markets like China and India are seeing increased interest driven by urbanization and growing consumer bases. Europe, with its blend of local sports and global entertainment franchises, is also showing strong demand, while emerging regions like Latin America present new growth opportunities.
Sports trading cards, in particular, have seen a boost due to global events like the NBA, MLB, and NFL, which have increased sponsorships and media exposure. The rise in sports channels and the proliferation of Internet-connected devices have further driven engagement, leading to a surge in sports trading card sales.
Despite challenges like counterfeiting and market speculation, the trading card market is positioned for sustained growth. The combination of emotional, financial, and technological factors, coupled with a global audience, ensures that the market will continue to thrive, evolving alongside consumer preferences and technological advancements. In essence, the trading card industry remains an influential and vibrant part of both collectible culture and alternative investment landscapes.
This report aims to provide a comprehensive presentation of the global market for Trading Card, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card by region & country, by Type, and by Application.
The Trading Card market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Trading Card.
Market Segmentation
By Company
Segment by Type
Segment by Application
By Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Trading Card company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Trading Card in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Trading Card in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.