PUBLISHER: QYResearch | PRODUCT CODE: 1872079
PUBLISHER: QYResearch | PRODUCT CODE: 1872079
The global market for Collectible Card Game was estimated to be worth US$ 14285 million in 2024 and is forecast to a readjusted size of US$ 25916 million by 2031 with a CAGR of 9.2% during the forecast period 2025-2031.
A collectible card game (CCG), also called a trading card game (TCG), among other names, is a strategy card game created in 1993 and consists of specially designed sets of playing cards. These cards use proprietary artwork or images to embellish the card. Players constantly acquire rare cards to build personalized tactical systems. CCGs usually do not support card trading between players. Manufacturers maintain the vitality of the ecosystem by regularly releasing new expansion content, which combines both competitive and collectible value.
The trading card game market has developed rapidly in recent years, especially the digital version of the product has dominated, driving a significant increase in overall sales. Among them, PC games are the key application scenario and occupy a dominant share; Japan, North America and Europe are the core markets, and Japan continues to lead the world with the highest share. In terms of global suppliers, Hasbro, Blizzard Entertainment, Cygames, Take-Two, Supercell and other companies constitute the main force of the market, but the top five manufacturers only account for about 27% of the total market, and the industry structure is still relatively fragmented. This shows that there is still a lot of room for the development of emerging players and regional brands in the future. The trading card game market is showing a trend of diversification and digital integration. Strong IP drive has become the core competitiveness. Products attract users of different ages around well-known brands such as animation and sports, covering everything from children's entertainment to adult collections. Digital platforms lower the threshold for participation, combining AR technology with code scanning interaction to enhance the player experience; physical cards expand consumption scenarios through live e-commerce and offline events, but the tendency of gambling needs to be strengthened. The growth potential of the Chinese market is significant, and local companies such as Kayou are accelerating their global layout. In addition, the industry also faces compliance challenges such as addiction among minors, and needs to promote measures such as probabilistic disclosure, age verification and bottom-line mechanisms to achieve a balance between commercial value and social responsibility.
This report aims to provide a comprehensive presentation of the global market for Collectible Card Game, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Collectible Card Game by region & country, by Type, and by Application.
The Collectible Card Game 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 Collectible Card Game.
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 Collectible Card Game 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 Collectible Card Game 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 Collectible Card Game 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.