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PUBLISHER: TechSci Research | PRODUCT CODE: 1407154

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PUBLISHER: TechSci Research | PRODUCT CODE: 1407154

Trading Card Game Market - Global Industry Size, Share, Trends, Opportunity, and Forecast, Segmented By Age Type, By Card Type, By Distribution Channel, By Region, By Competition, 2018-2028

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Global Trading Card Game Market was valued at USD 6.40 billion in 2022 and is anticipated to project robust growth in the forecast period with a CAGR of 8.1% through 2028. The global trading card game market has experienced significant growth, becoming a vibrant and lucrative segment within the broader gaming industry. These games, characterized by collectible cards featuring unique designs and abilities, have amassed a dedicated fan base worldwide. Several key factors contribute to the market's expansion and popularity:

Diverse Game Offerings: The market encompasses a wide array of trading card games (TCGs) that cater to different interests and age groups. Games like Magic: The Gathering, Pokemon TCG, Yu-Gi-Oh!, and Hearthstone have established themselves as prominent players in the market, offering unique gameplay mechanics, captivating narratives, and engaging card designs that resonate with players globally.

Growing Digitalization: The transition from physical cards to digital platforms has significantly impacted the market's growth. Digital TCGs provide players with accessibility, allowing them to play across various devices and engage with a broader community of players from around the world. This shift to digital platforms has expanded the market's reach and enhanced player engagement.

Market Overview
Forecast Period2024-2028
Market Size 2022USD 6.4 Billion
Market Size 2028FUSD 10.19 Billion
CAGR 2023-20288.1%
Fastest Growing SegmentOnline
Largest MarketNorth America

Strategic Gameplay and Collectability: Trading card games offer a blend of strategic gameplay and collectability, attracting players who enjoy tactical challenges and the thrill of collecting rare or powerful cards. The strategic depth of these games, coupled with the excitement of acquiring and trading cards, fosters a dedicated and passionate player base.

Competitive Scene and Events: The existence of organized tournaments, championships, and community-driven events has contributed significantly to the market's growth. These events provide players with opportunities to showcase their skills, compete at various levels, and interact with fellow enthusiasts, fostering a strong sense of community within the TCG ecosystem.

Licensing and Intellectual Properties: The integration of popular intellectual properties and licensing agreements has been instrumental in attracting fans from different fandoms. Collaborations with well-known franchises, such as movies, anime, and video games, have widened the appeal of trading card games, drawing in new players who are fans of these established properties.

Market Expansion and Accessibility: The market's growth is also fueled by increased accessibility. TCGs are available in various languages, allowing players from diverse cultural backgrounds to engage with the games. Furthermore, the availability of starter sets, booster packs, and online tutorials has lowered the entry barrier for newcomers, contributing to market expansion.

In conclusion, the global trading card game market continues to thrive due to its diverse offerings, digital innovation, strategic gameplay, competitive scene, licensed properties, and increased accessibility. The market's appeal to both casual and competitive players ensures its sustained growth and relevance in the gaming industry.

Key Market Drivers

Innovative Gameplay and Engaging Mechanics

One of the primary drivers of the Global TCG Market is the continual innovation and evolution of gameplay mechanics. Trading card games offer dynamic and strategic gameplay that continuously evolves with new card releases, expansions, and rule updates. Game developers and publishers consistently introduce new mechanics, card abilities, and strategic elements, keeping the gameplay fresh and engaging for players. This innovation encourages existing players to stay involved while attracting new players intrigued by the evolving gameplay experience.

The introduction of unique gameplay mechanics, such as deck-building strategies, resource management, and diverse card abilities, adds depth and complexity to the games, appealing to a broad spectrum of players, from casual enthusiasts to competitive gamers. Moreover, the narrative and storytelling elements woven into TCGs often captivate players, creating immersive experiences that extend beyond the gaming table.

Community Engagement and Social Interaction

The strong sense of community and social interaction within the TCG Market significantly contributes to its growth and sustainability. Trading card games foster vibrant communities where players gather at local game stores, tournaments, and online platforms to compete, trade cards, and share their experiences.

Community engagement is often encouraged through organized play events, leagues, and tournaments hosted by game stores or sanctioned by game publishers. These events not only provide opportunities for competitive gameplay but also serve as social gatherings where players forge friendships, share strategies, and foster a sense of camaraderie.

In addition to in-person gatherings, online communities and forums facilitate interactions among players worldwide. Social media platforms, dedicated forums, and online gameplay platforms allow enthusiasts to discuss strategies, trade cards, and engage in the broader TCG community, transcending geographical boundaries and time zones.

Collectability and Secondary Market Value

The collectability aspect of trading card games contributes significantly to the market's growth and allure. Many TCGs feature collectible cards with varying rarities, artwork, and values, creating a sense of excitement and investment among players and collectors. The prospect of obtaining rare or sought-after cards drives engagement and encourages ongoing participation in booster pack openings or card trading.

The secondary market for TCG cards, where collectors and players buy, sell, or trade cards, plays a crucial role in driving market interest. Rare and valuable cards, especially those with competitive viability or unique artwork, can command high prices in secondary markets, attracting both collectors and investors to participate in the TCG ecosystem.

Key Market Challenges

Evolving Consumer Preferences and Demographics

The Trading Card Game (TCG) market encounters challenges in adapting to evolving consumer preferences and demographic shifts. The traditional target audience, primarily young gamers, is diversifying. As demographics change, TCGs must cater to a broader audience while retaining the interest of their core demographic. Meeting the demands of both seasoned collectors and newer, more diverse players poses a challenge for game developers and publishers.

Digital Transformation and Online Competition

The advent of digital gaming and online platforms has transformed the gaming landscape, posing a significant challenge to traditional physical TCGs. The shift toward digital versions of card games, mobile gaming apps, and online trading platforms has led to increased competition and the need for TCGs to adapt their strategies to maintain relevance in an increasingly digital market. The rise of free-to-play digital card games and collectible card games (CCGs) has altered player engagement and spending habits, impacting the sales of physical cards.

Market Saturation and Competitive Market Landscape

The TCG market faces challenges associated with market saturation and a highly competitive landscape. The market is inundated with numerous TCGs, including well-established franchises and newer entrants, leading to increased competition for market share. Developing and sustaining a unique, appealing game concept that differentiates itself from competitors becomes crucial but challenging. Additionally, the cost of entering the market and competing with established brands poses barriers for newer entrants seeking recognition and market penetration.

Counterfeit and Secondary Market Challenges

The prevalence of counterfeit cards and the impact of the secondary market also pose challenges to the TCG industry. Counterfeit cards not only affect the market's integrity but also erode consumer trust and brand reputation. Moreover, the secondary market, driven by reselling and speculation, creates price fluctuations and challenges in controlling the market's perceived value.

Balancing Physical and Digital Integration

The industry faces the challenge of striking the right balance between physical and digital integration. While digital versions offer accessibility and convenience, the charm and collectability of physical cards remain integral to the TCG experience. Finding the equilibrium between physical and digital elements to provide a holistic gaming experience without alienating either player base presents a significant challenge.

Key Market Trends

Digital Transformation and Online Platforms

The emergence of digital platforms and online gaming has transformed the trading card game (TCG) landscape. Traditional physical card games have expanded into digital formats, offering players immersive experiences through online platforms, mobile apps, and digital collectible card games (CCGs). Companies are adapting their TCG offerings to cater to digital audiences, providing virtual packs, online tournaments, and cross-platform compatibility. The accessibility and convenience of digital TCGs appeal to a wider global audience, fostering community engagement and player interaction across various regions.

Inclusivity and Diversification of Themes

TCG developers are increasingly focusing on inclusivity and diversification, incorporating a broad spectrum of themes beyond the traditional fantasy genre. Games featuring diverse storylines, art styles, and themes like sci-fi, anime, sports, and pop culture references are gaining traction. This diversification appeals to a more varied audience, attracting new players and fostering a more inclusive gaming community. Moreover, collaborations with popular franchises, such as movies, comics, and video games, are further expanding the market and attracting fans from different entertainment spheres into the TCG realm.

Hybrid Gameplay and Augmented Reality (AR)

TCG companies are integrating hybrid gameplay elements, combining physical and digital experiences. Augmented reality (AR) technology has revolutionized gameplay, enabling players to interact with physical cards through digital interfaces. This fusion offers enhanced gameplay experiences, blurring the lines between the physical and digital realms, and adding layers of immersion to the gaming experience. AR features also provide opportunities for interactive storytelling, bringing cards to life and engaging players in dynamic and visually appealing ways.

Market Impact and Future Prospects

These trends signify a significant shift in the TCG market dynamics, leveraging technology to create more engaging, accessible, and diverse gaming experiences. The market's expansion into digital realms, diversification of themes, and innovative gameplay mechanics are expected to continue driving growth and attracting new players. Furthermore, the global reach of digital platforms allows TCG developers to tap into international markets more effectively, fostering a global community of players and enthusiasts.

Segmental Insights

Age Type Insights

Teenagers play a substantial role in shaping the Global Trading Card Game Market, influencing its growth, trends, and market dynamics. Several key factors contribute to teenagers' significant share and impact within this industry:

Growing Popularity among Teen Demographic: Trading card games, such as Pokemon, Magic: The Gathering, Yu-Gi-Oh!, and others, have gained immense popularity among teenagers globally. These games offer a blend of strategy, collectability, social interaction, and entertainment, appealing to the interests and preferences of this demographic.

Cultural Phenomenon and Social Interaction: Trading card games have become a cultural phenomenon, fostering social connections and interactions among teenagers. The games provide a platform for socializing, bonding, and engaging in friendly competition, both in-person and increasingly online through digital platforms.

Collectability and Hobby Culture: The collectible nature of trading card games entices teenagers, tapping into their interest in collecting, trading, and showcasing rare or coveted cards. The thrill of collecting and building unique decks contributes to the appeal of these games, fostering a dedicated hobbyist culture among teenagers.

Influence of Media and Entertainment: Trading card games often have tie-ins with popular media franchises, movies, anime, or TV series, captivating teenagers who are fans of these entertainment properties. Licensing agreements and cross-promotions drive the market by leveraging the popularity of these franchises.

Accessibility and Engagement across Platforms: Trading card games have expanded beyond physical cards to digital formats, mobile apps, and online platforms. This accessibility allows teenagers to engage with their favorite games across various mediums, enhancing their immersion and involvement within the gaming community.

Competitive Gaming and Esports: Many trading card games host organized tournaments and events, fostering a competitive gaming environment. The rise of esports and organized competitions around these games attracts teenagers interested in honing their skills, competing, and showcasing their expertise.

Market Growth and Innovation: The industry continually evolves, introducing new card sets, expansions, game mechanics, and digital features to keep teenagers engaged. Ongoing innovation within the market sustains interest and encourages continued participation among teenage enthusiasts.

In conclusion, teenagers' significant presence in the Global Trading Card Game Market stems from the games' ability to cater to their interests in collectibility, social interaction, strategy, and entertainment. As an influential consumer group, teenagers continue to shape and drive the market's growth, fostering a vibrant and dynamic trading card gaming community worldwide.

Distribution Channel Insights

Online platforms have revolutionized the Global Trading Card Game Market, significantly altered the landscape and expanding the reach and accessibility of these games. Several key factors contribute to the notable presence of online platforms in this market:

Global Reach and Accessibility: Online platforms have transcended geographical boundaries, offering global access to trading card games. Players from different regions can engage in gameplay, trade cards, and participate in tournaments without limitations imposed by physical proximity.

Convenience and Ease of Access: The online medium provides unparalleled convenience for players. Gamers can access trading card games anytime, anywhere, eliminating the constraints of physical cards, allowing for gameplay on computers, smartphones, or tablets.

Diverse Gaming Options: Online platforms offer an extensive array of trading card games, providing players with diverse options beyond traditional physical cards. This diversity includes both classic and modern card games, catering to varied player preferences and interests.

Virtual Trading and Collectibles: Online platforms facilitate virtual trading and collecting of cards, enabling players to build their collections without the constraints of physical card availability. This digital format encourages trading among players globally, fostering a vibrant online community.

Digital Integration and Innovation: Digital platforms have introduced innovative gameplay features and mechanics not feasible with physical cards. These include augmented reality (AR), virtual reality (VR), and interactive gaming experiences, enhancing immersion and engagement for players.

Online Tournaments and Events: The digital realm hosts a plethora of online tournaments, championships, and events for trading card games. These events attract a global player base, offering opportunities for competition, recognition, and rewards on a broader scale.

Monetization and In-game Purchases: Online platforms facilitate various monetization models through in-game purchases, expansions, or digital card packs. Players can customize their gaming experience by acquiring virtual cards or additional content, contributing to the market's revenue.

Community Building and Social Interaction: Digital platforms foster an interconnected community through forums, chats, and social media integrations. Players can connect, strategize, and share experiences, creating a vibrant online community around these games.

In summary, the significant presence of online platforms in the Global Trading Card Game Market is driven by their ability to transcend physical limitations, offering convenience, diverse gaming options, digital innovation, and a global community experience. The online realm continues to be a driving force in the evolution and growth of trading card games, shaping the industry's future trajectory.

Regional Insights

North America plays a substantial role in the Global Trading Card Game (TCG) Market, contributing significantly to its growth, consumption patterns, and market innovations. Several key factors contribute to North America's notable presence in this dynamic and competitive market:

Market Dominance of Established Brands: North America hosts renowned TCG brands like Magic: The Gathering, Pokemon, and Yu-Gi-Oh!-titans that have shaped and dominated the global TCG landscape. These brands have a loyal following and robust tournament circuits, attracting enthusiasts and players, thus solidifying North America's prominence.

Largest Consumer Base and Market Size: North America boasts one of the largest consumer bases for TCGs worldwide. The region's vast population of collectors, players, and enthusiasts contributes significantly to the market's size and revenue, making it a crucial contributor to the global TCG market.

Cultural Influence and Popularity: TCGs have ingrained themselves deeply into North American culture, captivating audiences of all ages. The games have extended their appeal beyond mere gameplay, fostering communities, tournaments, merchandise, and multimedia adaptations, influencing pop culture across the region.

Diverse Product Offerings and Innovation: The market continuously evolves through the introduction of new card sets, expansions, and gameplay mechanics. Brands in North America frequently innovate to maintain interest, introducing new cards, strategies, and formats to keep the player base engaged and attract new audiences.

Strong Retail Presence and Distribution Networks: The region benefits from an extensive network of specialty game stores, hobby shops, and online retailers dedicated to TCGs. These channels ensure widespread availability, making it convenient for enthusiasts to access new cards and expand their collections.

Organized Play and Tournament Scene: North America hosts numerous TCG tournaments, championships, and organized play events that attract players at various skill levels. These events foster community engagement, competitive spirit, and provide opportunities for players to showcase their skills on a broader stage.

Digital Expansion and Online Platforms: The region actively embraces digital adaptations and online platforms for TCGs, facilitating gameplay, card trading, and community interaction. Digital versions of popular TCGs allow players to engage remotely and attract a new generation of digital-native players.

Marketing Strategies and Brand Engagement: TCG brands in North America employ robust marketing strategies, leveraging multimedia platforms, partnerships, and promotions to engage audiences and drive interest in new expansions, events, and products.

In conclusion, North America's significant share in the Global Trading Card Game Market stems from its large consumer base, the influence of established brands, cultural integration, innovation, and a robust infrastructure that supports the growth and sustainability of the TCG industry within the region and on a global scale.

Key Market Players

Hasbro Rio Grande Games

Czech Games Edition

Fantasy Flight Games

Digimon Card Game

The Pokemon Company

The Game Crafter LLC

The Ace Card Company

Legend Story Studio

Grand Prix International

Hartgraph Limited

Report Scope:

In this report, the global trading card game market has been segmented into the following categories, in addition to the industry trends which have also been detailed below:

Trading Card Game Market, By Age Type:

  • Adult
  • Teenagers

Trading Card Game Market, By Card Type:

  • Character Card
  • Autograph Card
  • Image Card

Trading Card Game Market, By Distribution Channel:

  • Online
  • Offline

Trading Card Game Market, By Region:

  • North America
  • United States
  • Canada
  • Mexico
  • Europe
  • France
  • United Kingdom
  • Italy
  • Germany
  • Spain
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • South America
  • Brazil
  • Argentina
  • Colombia
  • Middle East & Africa
  • South Africa
  • Saudi Arabia
  • UAE
  • Turkey
  • Egypt

Competitive Landscape

  • Company Profiles: Detailed analysis of the major companies present in the global trading card game market.

Available Customizations:

  • Global Trading Card Game Market report with the given market data, Tech Sci Research offers customizations according to a company's specific needs. The following customization options are available for the report:

Company Information

  • Detailed analysis and profiling of additional market players (up to five).
Product Code: 20176

Table of Contents

1. Introduction

  • 1.1. Product Overview
  • 1.2. Key Highlights of the Report
  • 1.3. Market Coverage
  • 1.4. Market Segments Covered
  • 1.5. Research Tenure Considered

2. Research Methodology

  • 2.1. Objective of the Study
  • 2.2. Baseline Methodology
  • 2.3. Key Industry Partners
  • 2.4. Major Association and Secondary Sources
  • 2.5. Forecasting Methodology
  • 2.6. Data Triangulation & Validation
  • 2.7. Assumptions and Limitations

3. Executive Summary

  • 3.1. Market Overview
  • 3.2. Market Forecast
  • 3.3. Key Regions
  • 3.4. Key Segments

4. Voice of Customer

  • 4.1. Factors Influencing Purchase Decision
  • 4.2. Challenges Faced Post Purchase
  • 4.3. Brand Awareness

5. Global Trading Card Game Market Outlook

  • 5.1. Market Size & Forecast
    • 5.1.1. By Value
  • 5.2. Market Share & Forecast
    • 5.2.1. By Age Type Market Share Analysis (Adult and Teenagers)
    • 5.2.2. By Card Type Market Share Analysis (Character Card, Autograph Card, and Image Card)
    • 5.2.3. By Distribution Channel Market Share Analysis (Online and Offline)
    • 5.2.4. By Regional Market Share Analysis
      • 5.2.4.1. North America Market Share Analysis
      • 5.2.4.2. South America Market Share Analysis
      • 5.2.4.3. Middle East & Africa Market Share Analysis
      • 5.2.4.4. Europe Market Share Analysis
      • 5.2.4.5. Asia-Pacific Market Share Analysis
    • 5.2.5. By Top 5 Companies Market Share Analysis, Others (2022)
  • 5.3. Global Trading Card Game Market Mapping & Opportunity Assessment
    • 5.3.1. By Age Type Market Mapping & Opportunity Assessment
    • 5.3.2. By Card Type Market Mapping & Opportunity Assessment
    • 5.3.3. By Distribution Channel Market Mapping & Opportunity Assessment
    • 5.3.4. By Region Channel Market Mapping & Opportunity Assessment

6. North America Trading Card Game Market Outlook

  • 6.1. Market Size & Forecast
    • 6.1.1. By Value
  • 6.2. Market Share & Forecast
    • 6.2.1. By Age Type Market Share Analysis
    • 6.2.2. By Card Type Market Share Analysis
    • 6.2.3. By Distribution Channel Market Share Analysis
  • 6.3. North America: Country Analysis
    • 6.3.1. United States Trading Card Game Market Outlook
      • 6.3.1.1. Market Size & Forecast
        • 6.3.1.1.1. By Value
      • 6.3.1.2. Market Share & Forecast
        • 6.3.1.2.1. By Age Type Market Share Analysis
        • 6.3.1.2.2. By Card Type Market Share Analysis
        • 6.3.1.2.3. By Distribution Channel Market Share Analysis
    • 6.3.2. Canada Trading Card Game Market Outlook
      • 6.3.2.1. Market Size & Forecast
        • 6.3.2.1.1. By Value
      • 6.3.2.2. Market Share & Forecast
        • 6.3.2.2.1. By Age Type Market Share Analysis
        • 6.3.2.2.2. By Card Type Market Share Analysis
        • 6.3.2.2.3. By Distribution Channel Market Share Analysis
    • 6.3.3. Mexico Trading Card Game Market Outlook
      • 6.3.3.1. Market Size & Forecast
        • 6.3.3.1.1. By Value
      • 6.3.3.2. Market Share & Forecast
        • 6.3.3.2.1. By Age Type Market Share Analysis
        • 6.3.3.2.2. By Card Type Market Share Analysis
        • 6.3.3.2.3. By Distribution Channel Market Share Analysis

7. Europe Trading Card Game Market Outlook

  • 7.1. Market Size & Forecast
    • 7.1.1. By Value
  • 7.2. Market Share & Forecast
    • 7.2.1. By Age Type Market Share Analysis
    • 7.2.2. By Card Type Market Share Analysis
    • 7.2.3. By Distribution Channel Market Share Analysis
  • 7.3. Europe: Country Analysis
    • 7.3.1. Germany Trading Card Game Market Outlook
      • 7.3.1.1. Market Size & Forecast
        • 7.3.1.1.1. By Value
      • 7.3.1.2. Market Share & Forecast
        • 7.3.1.2.1. By Age Type Market Share Analysis
        • 7.3.1.2.2. By Card Type Market Share Analysis
        • 7.3.1.2.3. By Distribution Channel Market Share Analysis
    • 7.3.2. United Kingdom Trading Card Game Market Outlook
      • 7.3.2.1. Market Size & Forecast
        • 7.3.2.1.1. By Value
      • 7.3.2.2. Market Share & Forecast
        • 7.3.2.2.1. By Age Type Market Share Analysis
        • 7.3.2.2.2. By Card Type Market Share Analysis
        • 7.3.2.2.3. By Distribution Channel Market Share Analysis
    • 7.3.3. Italy Trading Card Game Market Outlook
      • 7.3.3.1. Market Size & Forecast
        • 7.3.3.1.1. By Value
      • 7.3.3.2. Market Share & Forecast
        • 7.3.3.2.1. By Age Type Market Share Analysis
        • 7.3.3.2.2. By Card Type Market Share Analysis
        • 7.3.3.2.3. By Distribution Channel Market Share Analysis
    • 7.3.4. France Trading Card Game Market Outlook
      • 7.3.4.1. Market Size & Forecast
        • 7.3.4.1.1. By Value
      • 7.3.4.2. Market Share & Forecast
        • 7.3.4.2.1. By Age Type Market Share Analysis
        • 7.3.4.2.2. By Card Type Market Share Analysis
        • 7.3.4.2.3. By Distribution Channel Market Share Analysis
    • 7.3.5. Spain Trading Card Game Market Outlook
      • 7.3.5.1. Market Size & Forecast
        • 7.3.5.1.1. By Value
      • 7.3.5.2. Market Share & Forecast
        • 7.3.5.2.1. By Age Type Market Share Analysis
        • 7.3.5.2.2. By Card Type Market Share Analysis
        • 7.3.5.2.3. By Distribution Channel Market Share Analysis

8. Asia-Pacific Trading Card Game Market Outlook

  • 8.1. Market Size & Forecast
    • 8.1.1. By Value
  • 8.2. Market Share & Forecast
    • 8.2.1. By Age Type Market Share Analysis
    • 8.2.2. By Card Type Market Share Analysis
    • 8.2.3. By Distribution Channel Market Share Analysis
  • 8.3. Asia-Pacific: Country Analysis
    • 8.3.1. China Trading Card Game Market Outlook
      • 8.3.1.1. Market Size & Forecast
        • 8.3.1.1.1. By Value
      • 8.3.1.2. Market Share & Forecast
        • 8.3.1.2.1. By Age Type Market Share Analysis
        • 8.3.1.2.2. By Card Type Market Share Analysis
        • 8.3.1.2.3. By Distribution Channel Market Share Analysis
    • 8.3.2. India Trading Card Game Market Outlook
      • 8.3.2.1. Market Size & Forecast
        • 8.3.2.1.1. By Value
      • 8.3.2.2. Market Share & Forecast
        • 8.3.2.2.1. By Age Type Market Share Analysis
        • 8.3.2.2.2. By Card Type Market Share Analysis
        • 8.3.2.2.3. By Distribution Channel Market Share Analysis
    • 8.3.3. Japan Trading Card Game Market Outlook
      • 8.3.3.1. Market Size & Forecast
        • 8.3.3.1.1. By Value
      • 8.3.3.2. Market Share & Forecast
        • 8.3.3.2.1. By Age Type Market Share Analysis
        • 8.3.3.2.2. By Card Type Market Share Analysis
        • 8.3.3.2.3. By Distribution Channel Market Share Analysis
    • 8.3.4. South Korea Trading Card Game Market Outlook
      • 8.3.4.1. Market Size & Forecast
        • 8.3.4.1.1. By Value
      • 8.3.4.2. Market Share & Forecast
        • 8.3.4.2.1. By Age Type Market Share Analysis
        • 8.3.4.2.2. By Card Type Market Share Analysis
        • 8.3.4.2.3. By Distribution Channel Market Share Analysis
    • 8.3.5. Australia Trading Card Game Market Outlook
      • 8.3.5.1. Market Size & Forecast
        • 8.3.5.1.1. By Value
      • 8.3.5.2. Market Share & Forecast
        • 8.3.5.2.1. By Age Type Market Share Analysis
        • 8.3.5.2.2. By Card Type Market Share Analysis
        • 8.3.5.2.3. By Distribution Channel Market Share Analysis

9. South America Trading Card Game Market Outlook

  • 9.1. Market Size & Forecast
    • 9.1.1. By Value
  • 9.2. Market Share & Forecast
    • 9.2.1. By Age Type Market Share Analysis
    • 9.2.2. By Card Type Market Share Analysis
    • 9.2.3. By Distribution Channel Market Share Analysis
  • 9.3. South America: Country Analysis
    • 9.3.1. Brazil Trading Card Game Market Outlook
      • 9.3.1.1. Market Size & Forecast
        • 9.3.1.1.1. By Value
      • 9.3.1.2. Market Share & Forecast
        • 9.3.1.2.1. By Age Type Market Share Analysis
        • 9.3.1.2.2. By Card Type Market Share Analysis
        • 9.3.1.2.3. By Distribution Channel Market Share Analysis
    • 9.3.2. Argentina Trading Card Game Market Outlook
      • 9.3.2.1. Market Size & Forecast
        • 9.3.2.1.1. By Value
      • 9.3.2.2. Market Share & Forecast
        • 9.3.2.2.1. By Age Type Market Share Analysis
        • 9.3.2.2.2. By Card Type Market Share Analysis
        • 9.3.2.2.3. By Distribution Channel Market Share Analysis
    • 9.3.3. Colombia Trading Card Game Market Outlook
      • 9.3.3.1. Market Size & Forecast
        • 9.3.3.1.1. By Value
      • 9.3.3.2. Market Share & Forecast
        • 9.3.3.2.1. By Age Type Market Share Analysis
        • 9.3.3.2.2. By Card Type Market Share Analysis
        • 9.3.3.2.3. By Distribution Channel Market Share Analysis

10. Middle East and Africa Trading Card Game Market Outlook

  • 10.1. Market Size & Forecast
    • 10.1.1. By Value
  • 10.2. Market Share & Forecast
    • 10.2.1. By Age Type Market Share Analysis
    • 10.2.2. By Card Type Market Share Analysis
    • 10.2.3. By Distribution Channel Market Share Analysis
  • 10.3. MEA: Country Analysis
    • 10.3.1. South Africa Trading Card Game Market Outlook
      • 10.3.1.1. Market Size & Forecast
        • 10.3.1.1.1. By Value
      • 10.3.1.2. Market Share & Forecast
        • 10.3.1.2.1. By Age Type Market Share Analysis
        • 10.3.1.2.2. By Card Type Market Share Analysis
        • 10.3.1.2.3. By Distribution Channel Market Share Analysis
    • 10.3.2. Saudi Arabia Trading Card Game Market Outlook
      • 10.3.2.1. Market Size & Forecast
        • 10.3.2.1.1. By Value
      • 10.3.2.2. Market Share & Forecast
        • 10.3.2.2.1. By Age Type Market Share Analysis
        • 10.3.2.2.2. By Card Type Market Share Analysis
        • 10.3.2.2.3. By Distribution Channel Market Share Analysis
    • 10.3.3. UAE Trading Card Game Market Outlook
      • 10.3.3.1. Market Size & Forecast
        • 10.3.3.1.1. By Value
      • 10.3.3.2. Market Share & Forecast
        • 10.3.3.2.1. By Age Type Market Share Analysis
        • 10.3.3.2.2. By Card Type Market Share Analysis
        • 10.3.3.2.3. By Distribution Channel Market Share Analysis
    • 10.3.4. Turkey Trading Card Game Market Outlook
      • 10.3.4.1. Market Size & Forecast
        • 10.3.4.1.1. By Value
      • 10.3.4.2. Market Share & Forecast
        • 10.3.4.2.1. By Age Type Market Share Analysis
        • 10.3.4.2.2. By Card Type Market Share Analysis
        • 10.3.4.2.3. By Distribution Channel Market Share Analysis
    • 10.3.5. Egypt Trading Card Game Market Outlook
      • 10.3.5.1. Market Size & Forecast
        • 10.3.5.1.1. By Value
      • 10.3.5.2. Market Share & Forecast
        • 10.3.5.2.1. By Age Type Market Share Analysis
        • 10.3.5.2.2. By Card Type Market Share Analysis
        • 10.3.5.2.3. By Distribution Channel Market Share Analysis

11. Market Dynamics

  • 11.1. Drivers
  • 11.2. Challenges

12. Market Trends & Developments

13. SWOT Analysis

  • 13.1. Strength
  • 13.2. Weakness
  • 13.3. Opportunity
  • 13.4. Threat

14. Competitive Landscape

  • 14.1. Company Profiles
    • 14.1.1. Hasbro Rio Grande Games
      • 14.1.1.1. Company Details
      • 14.1.1.2. Products & Services
      • 14.1.1.3. Financials (As Per Availability)
      • 14.1.1.4. Key Market Focus & Geographical Presence
      • 14.1.1.5. Recent Developments
      • 14.1.1.6. Key Management Personnel
    • 14.1.2. Czech Games Edition
      • 14.1.2.1. Company Details
      • 14.1.2.2. Products & Services
      • 14.1.2.3. Financials (As Per Availability)
      • 14.1.2.4. Key Market Focus & Geographical Presence
      • 14.1.2.5. Recent Developments
      • 14.1.2.6. Key Management Personnel
    • 14.1.3. Fantasy Flight Games
      • 14.1.3.1. Company Details
      • 14.1.3.2. Products & Services
      • 14.1.3.3. Financials (As Per Availability)
      • 14.1.3.4. Key Market Focus & Geographical Presence
      • 14.1.3.5. Recent Developments
      • 14.1.3.6. Key Management Personnel
    • 14.1.4. Digimon Card Game
      • 14.1.4.1. Company Details
      • 14.1.4.2. Products & Services
      • 14.1.4.3. Financials (As Per Availability)
      • 14.1.4.4. Key Market Focus & Geographical Presence
      • 14.1.4.5. Recent Developments
      • 14.1.4.6. Key Management Personnel
    • 14.1.5. The Pokemon Company
      • 14.1.5.1. Company Details
      • 14.1.5.2. Products & Services
      • 14.1.5.3. Financials (As Per Availability)
      • 14.1.5.4. Key Market Focus & Geographical Presence
      • 14.1.5.5. Recent Developments
      • 14.1.5.6. Key Management Personnel
    • 14.1.6. The Game Crafter LLC
      • 14.1.6.1. Company Details
      • 14.1.6.2. Products & Services
      • 14.1.6.3. Financials (As Per Availability)
      • 14.1.6.4. Key Market Focus & Geographical Presence
      • 14.1.6.5. Recent Developments
      • 14.1.6.6. Key Management Personnel
    • 14.1.7. The Ace Card Company
      • 14.1.7.1. Company Details
      • 14.1.7.2. Products & Services
      • 14.1.7.3. Financials (As Per Availability)
      • 14.1.7.4. Key Market Focus & Geographical Presence
      • 14.1.7.5. Recent Developments
      • 14.1.7.6. Key Management Personnel
    • 14.1.8. Legend Story Studio
      • 14.1.8.1. Company Details
      • 14.1.8.2. Products & Services
      • 14.1.8.3. Financials (As Per Availability)
      • 14.1.8.4. Key Market Focus & Geographical Presence
      • 14.1.8.5. Recent Developments
      • 14.1.8.6. Key Management Personnel
    • 14.1.9. Grand Prix International
      • 14.1.9.1. Company Details
      • 14.1.9.2. Products & Services
      • 14.1.9.3. Financials (As Per Availability)
      • 14.1.9.4. Key Market Focus & Geographical Presence
      • 14.1.9.5. Recent Developments
      • 14.1.9.6. Key Management Personnel
    • 14.1.10. Hartgraph Limited
      • 14.1.10.1. Company Details
      • 14.1.10.2. Products & Services
      • 14.1.10.3. Financials (As Per Availability)
      • 14.1.10.4. Key Market Focus & Geographical Presence
      • 14.1.10.5. Recent Developments
      • 14.1.10.6. Key Management Personnel

15. Strategic Recommendations

  • 15.1. Key Focus Areas
  • 15.2. Target Age Type
  • 15.3. Target Distribution Channel

16. About Us & Disclaimer

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Jeroen Van Heghe

Manager - EMEA

+32-2-535-7543

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Christine Sirois

Manager - Americas

+1-860-674-8796

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