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PUBLISHER: QYResearch | PRODUCT CODE: 1874272

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PUBLISHER: QYResearch | PRODUCT CODE: 1874272

Trading Card Games (TCG) on Mobile - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

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The global market for Trading Card Games (TCG) on Mobile was estimated to be worth US$ 1136 million in 2024 and is forecast to a readjusted size of US$ 2167 million by 2031 with a CAGR of 9.8% during the forecast period 2025-2031.

Trading Card Games (TCG) on mobile refer to digital versions of traditional trading card games that can be played on smartphones and tablets. These games typically involve players collecting cards, building decks, and engaging in strategic gameplay against other players or AI opponents.

The global key companies of Trading Card Games (TCG) on Mobile include Konami, Nuverse, Cygames, Wizards of the Coast, 2K Games, etc. In 2023, the global top five players had a share 75.54% in terms of revenue.

The main sales regions for mobile Trading Card Games (TCGs) encompass North America, Asia-Pacific, and Europe. North America stands out with strong consumer spending and a well-established TCG culture. Meanwhile, the Asia-Pacific region, led by Japan, China, and South Korea, dominates the market thanks to high mobile gaming penetration and a strong affinity for anime and fantasy themes. Europe, particularly the UK, Germany, and France, is experiencing growing interest, driven by the popularity of gaming and collectible card subcultures. Additionally, emerging markets in Latin America and the Middle East are gradually gaining traction, supported by increasing smartphone usage and enhanced gaming accessibility.

The mobile TCG market is undergoing rapid evolution, characterized by trends such as live-service models that keep players engaged through regular content updates, esports initiatives to attract competitive players, and social features like guilds and multiplayer modes that foster community interaction. Opportunities are emerging from diversified monetization strategies, including subscriptions, premium passes, and partnerships with other gaming or entertainment sectors. Furthermore, localization and culturally tailored content are unlocking potential in untapped regions.

However, challenges remain. Developers must balance accessibility for casual players with enough depth to satisfy hardcore enthusiasts, address piracy in digital formats, ensure robust cybersecurity in blockchain-integrated systems, and navigate the saturated mobile gaming market, where visibility and differentiation are critical. Retaining players in this content-driven environment also demands significant investment in ongoing updates and feature development.

In conclusion, the mobile TCG market is both dynamic and highly competitive, driven by technological advancements and innovative gameplay. Trends like blockchain integration, cross-platform compatibility, and augmented reality (AR) are transforming the player experience. Meanwhile, opportunities in emerging markets, esports, and franchise partnerships are expanding the audience base. To thrive in this landscape, developers must overcome challenges such as market saturation, player retention, and regulatory complexities. Striking a balance between accessibility, monetization, and engaging content will be crucial for sustained growth and long-term success in this vibrant sector.

This report aims to provide a comprehensive presentation of the global market for Trading Card Games (TCG) on Mobile, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card Games (TCG) on Mobile by region & country, by Type, and by Application.

The Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile.

Market Segmentation

By Company

  • Konami
  • Nuverse
  • Cygames
  • Wizards of the Coast
  • 2K Games
  • Blizzard Entertainment
  • Riot Game
  • Pokemon

Segment by Type

  • iOS
  • Android

Segment by Application

  • Male
  • Female

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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.

Table of Contents

1 Market Overview

  • 1.1 Trading Card Games (TCG) on Mobile Product Introduction
  • 1.2 Global Trading Card Games (TCG) on Mobile Market Size Forecast (2020-2031)
  • 1.3 Trading Card Games (TCG) on Mobile Market Trends & Drivers
    • 1.3.1 Trading Card Games (TCG) on Mobile Industry Trends
    • 1.3.2 Trading Card Games (TCG) on Mobile Market Drivers & Opportunity
    • 1.3.3 Trading Card Games (TCG) on Mobile Market Challenges
    • 1.3.4 Trading Card Games (TCG) on Mobile Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Trading Card Games (TCG) on Mobile Players Revenue Ranking (2024)
  • 2.2 Global Trading Card Games (TCG) on Mobile Revenue by Company (2020-2025)
  • 2.3 Key Companies Trading Card Games (TCG) on Mobile Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Trading Card Games (TCG) on Mobile Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Trading Card Games (TCG) on Mobile
  • 2.6 Trading Card Games (TCG) on Mobile Market Competitive Analysis
    • 2.6.1 Trading Card Games (TCG) on Mobile Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Trading Card Games (TCG) on Mobile Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Trading Card Games (TCG) on Mobile as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 iOS
    • 3.1.2 Android
  • 3.2 Global Trading Card Games (TCG) on Mobile Sales Value by Type
    • 3.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (2020-2031)
    • 3.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Male
    • 4.1.2 Female
  • 4.2 Global Trading Card Games (TCG) on Mobile Sales Value by Application
    • 4.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (2020-2031)
    • 4.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Trading Card Games (TCG) on Mobile Sales Value by Region
    • 5.1.1 Global Trading Card Games (TCG) on Mobile Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Trading Card Games (TCG) on Mobile Sales Value by Region (2020-2025)
    • 5.1.3 Global Trading Card Games (TCG) on Mobile Sales Value by Region (2026-2031)
    • 5.1.4 Global Trading Card Games (TCG) on Mobile Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 5.2.2 North America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 5.3.2 Europe Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Trading Card Games (TCG) on Mobile Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 5.5.2 South America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.3.2 United States Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.4.2 Europe Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.5.2 China Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.6.2 Japan Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.7.2 South Korea Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
    • 6.9.2 India Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Konami
    • 7.1.1 Konami Profile
    • 7.1.2 Konami Main Business
    • 7.1.3 Konami Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.1.4 Konami Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Konami Recent Developments
  • 7.2 Nuverse
    • 7.2.1 Nuverse Profile
    • 7.2.2 Nuverse Main Business
    • 7.2.3 Nuverse Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.2.4 Nuverse Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Nuverse Recent Developments
  • 7.3 Cygames
    • 7.3.1 Cygames Profile
    • 7.3.2 Cygames Main Business
    • 7.3.3 Cygames Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.3.4 Cygames Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Cygames Recent Developments
  • 7.4 Wizards of the Coast
    • 7.4.1 Wizards of the Coast Profile
    • 7.4.2 Wizards of the Coast Main Business
    • 7.4.3 Wizards of the Coast Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.4.4 Wizards of the Coast Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Wizards of the Coast Recent Developments
  • 7.5 2K Games
    • 7.5.1 2K Games Profile
    • 7.5.2 2K Games Main Business
    • 7.5.3 2K Games Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.5.4 2K Games Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.5.5 2K Games Recent Developments
  • 7.6 Blizzard Entertainment
    • 7.6.1 Blizzard Entertainment Profile
    • 7.6.2 Blizzard Entertainment Main Business
    • 7.6.3 Blizzard Entertainment Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.6.4 Blizzard Entertainment Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Blizzard Entertainment Recent Developments
  • 7.7 Riot Game
    • 7.7.1 Riot Game Profile
    • 7.7.2 Riot Game Main Business
    • 7.7.3 Riot Game Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.7.4 Riot Game Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Riot Game Recent Developments
  • 7.8 Pokemon
    • 7.8.1 Pokemon Profile
    • 7.8.2 Pokemon Main Business
    • 7.8.3 Pokemon Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.8.4 Pokemon Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Pokemon Recent Developments

8 Industry Chain Analysis

  • 8.1 Trading Card Games (TCG) on Mobile Industrial Chain
  • 8.2 Trading Card Games (TCG) on Mobile Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Trading Card Games (TCG) on Mobile Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Trading Card Games (TCG) on Mobile Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer

List of Tables

  • Table 1. Trading Card Games (TCG) on Mobile Market Trends
  • Table 2. Trading Card Games (TCG) on Mobile Market Drivers & Opportunity
  • Table 3. Trading Card Games (TCG) on Mobile Market Challenges
  • Table 4. Trading Card Games (TCG) on Mobile Market Restraints
  • Table 5. Global Trading Card Games (TCG) on Mobile Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Trading Card Games (TCG) on Mobile Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies Trading Card Games (TCG) on Mobile Manufacturing Base Distribution and Headquarters
  • Table 8. Key Companies Trading Card Games (TCG) on Mobile Product Type
  • Table 9. Key Companies Time to Begin Mass Production of Trading Card Games (TCG) on Mobile
  • Table 10. Global Trading Card Games (TCG) on Mobile Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Trading Card Games (TCG) on Mobile as of 2024)
  • Table 12. Mergers & Acquisitions, Expansion Plans
  • Table 13. Global Trading Card Games (TCG) on Mobile Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 14. Global Trading Card Games (TCG) on Mobile Sales Value by Type (2020-2025) & (US$ Million)
  • Table 15. Global Trading Card Games (TCG) on Mobile Sales Value by Type (2026-2031) & (US$ Million)
  • Table 16. Global Trading Card Games (TCG) on Mobile Sales Market Share in Value by Type (2020-2025)
  • Table 17. Global Trading Card Games (TCG) on Mobile Sales Market Share in Value by Type (2026-2031)
  • Table 18. Global Trading Card Games (TCG) on Mobile Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 19. Global Trading Card Games (TCG) on Mobile Sales Value by Application (2020-2025) & (US$ Million)
  • Table 20. Global Trading Card Games (TCG) on Mobile Sales Value by Application (2026-2031) & (US$ Million)
  • Table 21. Global Trading Card Games (TCG) on Mobile Sales Market Share in Value by Application (2020-2025)
  • Table 22. Global Trading Card Games (TCG) on Mobile Sales Market Share in Value by Application (2026-2031)
  • Table 23. Global Trading Card Games (TCG) on Mobile Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 24. Global Trading Card Games (TCG) on Mobile Sales Value by Region (2020-2025) & (US$ Million)
  • Table 25. Global Trading Card Games (TCG) on Mobile Sales Value by Region (2026-2031) & (US$ Million)
  • Table 26. Global Trading Card Games (TCG) on Mobile Sales Value by Region (2020-2025) & (%)
  • Table 27. Global Trading Card Games (TCG) on Mobile Sales Value by Region (2026-2031) & (%)
  • Table 28. Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 29. Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value, (2020-2025) & (US$ Million)
  • Table 30. Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value, (2026-2031) & (US$ Million)
  • Table 31. Konami Basic Information List
  • Table 32. Konami Description and Business Overview
  • Table 33. Konami Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 34. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Konami (2020-2025)
  • Table 35. Konami Recent Developments
  • Table 36. Nuverse Basic Information List
  • Table 37. Nuverse Description and Business Overview
  • Table 38. Nuverse Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 39. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Nuverse (2020-2025)
  • Table 40. Nuverse Recent Developments
  • Table 41. Cygames Basic Information List
  • Table 42. Cygames Description and Business Overview
  • Table 43. Cygames Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 44. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Cygames (2020-2025)
  • Table 45. Cygames Recent Developments
  • Table 46. Wizards of the Coast Basic Information List
  • Table 47. Wizards of the Coast Description and Business Overview
  • Table 48. Wizards of the Coast Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 49. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Wizards of the Coast (2020-2025)
  • Table 50. Wizards of the Coast Recent Developments
  • Table 51. 2K Games Basic Information List
  • Table 52. 2K Games Description and Business Overview
  • Table 53. 2K Games Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 54. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of 2K Games (2020-2025)
  • Table 55. 2K Games Recent Developments
  • Table 56. Blizzard Entertainment Basic Information List
  • Table 57. Blizzard Entertainment Description and Business Overview
  • Table 58. Blizzard Entertainment Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 59. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Blizzard Entertainment (2020-2025)
  • Table 60. Blizzard Entertainment Recent Developments
  • Table 61. Riot Game Basic Information List
  • Table 62. Riot Game Description and Business Overview
  • Table 63. Riot Game Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 64. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Riot Game (2020-2025)
  • Table 65. Riot Game Recent Developments
  • Table 66. Pokemon Basic Information List
  • Table 67. Pokemon Description and Business Overview
  • Table 68. Pokemon Trading Card Games (TCG) on Mobile Products, Services and Solutions
  • Table 69. Revenue (US$ Million) in Trading Card Games (TCG) on Mobile Business of Pokemon (2020-2025)
  • Table 70. Pokemon Recent Developments
  • Table 71. Key Raw Materials Lists
  • Table 72. Raw Materials Key Suppliers Lists
  • Table 73. Trading Card Games (TCG) on Mobile Downstream Customers
  • Table 74. Trading Card Games (TCG) on Mobile Distributors List
  • Table 75. Research Programs/Design for This Report
  • Table 76. Key Data Information from Secondary Sources
  • Table 77. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Trading Card Games (TCG) on Mobile Product Picture
  • Figure 2. Global Trading Card Games (TCG) on Mobile Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Trading Card Games (TCG) on Mobile Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Trading Card Games (TCG) on Mobile Report Years Considered
  • Figure 5. Global Trading Card Games (TCG) on Mobile Players Revenue Ranking (2024) & (US$ Million)
  • Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Trading Card Games (TCG) on Mobile Revenue in 2024
  • Figure 7. Trading Card Games (TCG) on Mobile Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 8. iOS Picture
  • Figure 9. Android Picture
  • Figure 10. Global Trading Card Games (TCG) on Mobile Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 11. Global Trading Card Games (TCG) on Mobile Sales Value Market Share by Type, 2024 & 2031
  • Figure 12. Product Picture of Male
  • Figure 13. Product Picture of Female
  • Figure 14. Global Trading Card Games (TCG) on Mobile Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 15. Global Trading Card Games (TCG) on Mobile Sales Value Market Share by Application, 2024 & 2031
  • Figure 16. North America Trading Card Games (TCG) on Mobile Sales Value (2020-2031) & (US$ Million)
  • Figure 17. North America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • Figure 18. Europe Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 19. Europe Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • Figure 20. Asia Pacific Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 21. Asia Pacific Trading Card Games (TCG) on Mobile Sales Value by Region (%), 2024 VS 2031
  • Figure 22. South America Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 23. South America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • Figure 24. Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 25. Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
  • Figure 26. Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value (%), (2020-2031)
  • Figure 27. United States Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 28. United States Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 29. United States Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 30. Europe Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 31. Europe Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 32. Europe Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 33. China Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 34. China Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 35. China Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 36. Japan Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 37. Japan Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 38. Japan Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 39. South Korea Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 40. South Korea Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 41. South Korea Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 42. Southeast Asia Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 43. Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 44. Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 45. India Trading Card Games (TCG) on Mobile Sales Value, (2020-2031) & (US$ Million)
  • Figure 46. India Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
  • Figure 47. India Trading Card Games (TCG) on Mobile Sales Value by Application (%), 2024 VS 2031
  • Figure 48. Trading Card Games (TCG) on Mobile Industrial Chain
  • Figure 49. Trading Card Games (TCG) on Mobile Manufacturing Cost Structure
  • Figure 50. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 51. Bottom-up and Top-down Approaches for This Report
  • Figure 52. Data Triangulation
  • Figure 53. Key Executives Interviewed
Have a question?
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Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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