Global Collectable Card Games Market

Global Collectable Card Games Market

The global Collectible Card Games market size was valued at $1015 Million in 2021 growing at the CAGR of 15.2% from 2022 to 2032. This growth is attributed to several macro and microeconomic factors such as

A Rise in the Millennials' Disposable Income

Further several factors restraining the market growth include

The lack of trust in online gaming

Collaborations and Alliances in the Collectible Card Games market is expected to generate higher avenues during the forecast period.

In the wake of the COVID-19 pandemic, supply chain disruptions have led to supply shortages or lower demand in the Collectible Card Games market. The pandemic has caused a decline in new orders and a corresponding decrease in production.

This section will analyze how COVID-19 has impacted supply chains, leading to shortages and lower demand for Collectible Card Gamess.

In terms of COVID 19 impact, the Collectible Card Games market report also includes the following data points:

Impact on Collectible Card Games market size
Operating Weights Trend, Preferences, and Budget Impact
Regulatory Framework/Government Policies
Key Players Strategy to Tackle Negative Impact/Post-COVID Strategies
Opportunity in Collectible Card Games market

Key Insight in the report:
The global Collectible Card Games market report covers executive summary, market dynamics, COVID impact & post COVID scenario, market size and forecast, competitive intelligence, market positioning, and product offerings.

Our report covers extensive competitive intelligence which includes the following data points:

Business Overview
Business Segment Data
Financial Data
Product Segment Analysis and Specification
Recent Development and Company Strategy Analysis
SWOT Analysis

Collectible Card Games Market Segmentation:

Device Type
Digital
Physical
Application
PC Games
Mobile Device Games
Others

Region/ Countries Covered:

North America
US
Canada
Mexico
Europe
UK
Germany
France
Italy
Rest of Europe
Asia Pacific
China
Japan
India
South Korea
Rest of Asia Pacific
Rest of the World
South America
Middle East & Africa

Key Players Analyzed in the Report:

Hasbro inc.
Blizzard Entertainment
CY Games
Take-Two Interactive Software Inc
Konami
KYY Games
Bushiroad
Star Wars
Bandai
Legend Story

REPORT CONTENT:

High-level analysis of the current and future market trends and opportunities
Detailed analysis on current market drivers, restraining factors, and opportunities in the future
Collectible Card Games market estimates for 2021 and forecast from 2022 to 2032
Vendor market share analysis at each product level
Competitor analysis with a detailed insight into its product segment, financial strength, and strategies adopted.

Target Audience

Manufacturers
Suppliers and traders
Government, associations, and industrial bodies
Investors and trade experts
Consulting Firms or Individual Consultant
Anyone interested in understanding the industry dynamics of the Collectible Card Games market


1 EXECUTIVE SUMMARY
2 MARKET INTRODUCTION
2.1 DEFINITION
2.2 SCOPE OF THE STUDY
2.3 MARKET STRUCTURE
2.4 OBJECTIVE OF REPORT
2.5 KEY BUYING CRITERIA
3 RESEARCH METHODOLOGY
3.1 RESEARCH PROCESS
3.2 PRIMARY RESEARCH
3.3 SECONDARY RESEARCH
3.4 MARKET SIZE ESTIMATION AND FORECASTING
3.5 TOP DOWN & BOTTOM UP APPROACH
3.6 PROCESS OF MARKET ESTIMATION THROUGH VARIOUS TOOLS EMPLOYED BY OUR ANAYST
4 PREMIUM INSIGHTS
4.1 GLOBAL COLLECTIBLE CARD GAMES MARKET: REGIONAL ATTRACTIVENESS MATRIX
4.2 GLOBAL COLLECTIBLE CARD GAMES MARKET: TYPE ATTRACTIVENESS MATRIX
4.3 GLOBAL COLLECTIBLE CARD GAMES MARKET: END-USER ATTRACTIVENESS MATRIX
5 MARKET DYNAMICS
5.1 INTRODUCTION
5.2 DRIVERS
5.2.1 THE RELEASE OF NEW GAMES AND THE INCLUSION OF NEW FEATURES
5.2.2 THE RISE OF THE MILLENNIALS AND THEIR DISPOSABLE INCOME
5.2.3 DRIVERS IMPACT ANALYSIS
5.3 RESTRAINTS
5.3.1 THE LACK OF TRUST IN ONLINE GAMING AND SECURITY CONCERN
5.4 OPPORTUNITIES
5.4.1 INVESTMENT IN COLLECTIBLE CARD GAMES
5.5 IMPACT ANALYSIS OF COVID-
5.5.1 COVID-19 IMPACT ON THE COLLECTIBLE CARD GAMES INDUSTRY
5.5.2 PRE AND POST COVID-19 MARKET SCENARIO ANALYSIS
5.5.3 MEASURES TAKEN BY TOP PLAYERS
6 MARKET INSIGHT & TRENDS
6.1 SUPPLY/VALUE CHAIN ANALYSIS
6.1.1 RAW MATERIAL
6.1.2 PUBLISHERS/MANUFACTURER
6.1.3 DISTRIBUTION & SALES
6.1.4 END-USER
6.2 PORTER’S FIVE FORCES MODEL
6.2.1 THREAT OF NEW ENTRANTS
6.2.2 BARGAINING POWER OF SUPPLIERS
6.2.3 BARGAINING POWER OF BUYERS
6.2.4 THREAT OF SUBSTITUTES
6.2.5 INTENSITY OF RIVALRY
7 GLOBAL COLLECTIBLE CARD GAMES MARKET, BY TYPE
7.1 OVERVIEW
7.2 DIGITAL
7.3 PHYSICAL
8 GLOBAL COLLECTIBLE CARD GAMES MARKET, BY END-USER
8.1 OVERVIEW
8.2 PC GAMES
8.3 MOBILE DEVICE GAMES
8.4 OTHERS
9 GLOBAL COLLECTIBLE CARD GAMES MARKET, BY REGION
9.1 OVERVIEW
9.2 NORTH AMERICA
9.2.1 U.S.
9.2.2 CANADA
9.3 EUROPE
9.3.1 UK
9.3.2 GERMANY
9.3.3 FRANCE
9.3.4 ITALY
9.3.5 SPAIN
9.3.6 REST OF EUROPE
9.4 ASIA PACIFIC
9.4.1 CHINA
9.4.2 INDIA
9.4.3 JAPAN
9.4.4 SOUTH KOREA
9.4.5 INDONESIA
9.4.6 MALAYSIA
9.4.7 REST OF ASIA PACIFIC
9.5 LATIN AMERICA
9.5.1 MEXICO
9.5.2 BRAZIL
9.5.3 ARGENTINA
9.5.4 REST OF LATIN AMERICA
9.6 MIDDLE EAST & AFRICA
9.6.1 SAUDI ARABIA
9.6.2 EGYPT
9.6.3 UAE
9.6.4 SOUTH AFRICA
9.6.5 REST OF MIDDLE EAST & AFRICA
10 COMPETITIVE LANDSCAPE
10.1 COMPETITIVE OVERVIEW
10.2 COMPETITIVE BENCHMARKING
10.3 MARKET RANNKING ANALYSIS
10.4 KEY DEVELOPMENTS & GROWTH STRATEGIES
10.4.1 NEW PRODUCT LAUNCH/SERVICE DEPLOYMENT
10.4.2 EXPANSION
10.4.3 ACQUISITION
10.4.4 PARTNERSHIP
10.4.5 AGREEMENT
11 COMPANY PROFILES
11.1 HASBRO INC.
11.1.1 BUSINESS OVERVIEW
11.1.2 FINANCIAL ANALYSIS
11.1.3 BUSINESS SEGMENT REVENUE, 2020 (% SHARE)
11.1.4 GEOGRAPHIC REVENUE MIX, 2020 (% SHARE)
11.1.5 PRODUCT PORTFOLIO
11.1.6 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.2 BLIZZARD ENTERTAINMENT
11.2.1 BUSINESS OVERVIEW
11.2.2 PRODUCT PORTFOLIO
11.2.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.2.4 SWOT ANALYSIS
11.3 CYGAMES
11.3.1 BUSINESS OVERVIEW
11.3.2 PRODUCT PORTFOLIO
11.3.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.4 TAKE-TWO INTERACTIVE SOFTWARE INC.
11.4.1 BUSINESS OVERVIEW
11.4.2 FINANCIAL ANALYSIS
11.4.3 BUSINESS SEGMENT REVENUE, 2020 (% SHARE)
11.4.4 GEOGRAPHIC REVENUE MIX, 2020 (% SHARE)
11.4.5 PRODUCT PORTFOLIO
11.4.6 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.5 KONAMI
11.5.1 BUSINESS OVERVIEW
11.5.2 FINANCIAL ANALYSIS
11.5.3 BUSINESS SEGMENT REVENUE, 2020 (% SHARE)
11.5.4 GEOGRAPHIC REVENUE MIX, 2020 (% SHARE)
11.5.5 PRODUCT PORTFOLIO
11.5.6 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.5.7 SWOT ANALYSIS
11.6 KYY GAMES
11.6.1 BUSINESS OVERVIEW
11.6.2 PRODUCT PORTFOLIO
11.6.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.7 BUSHIROAD
11.7.1 BUSINESS OVERVIEW
11.7.2 FINANCIAL ANALYSIS
11.7.1 BUSINESS SEGMENT REVENUE, 2020 (% SHARE)
11.7.2 PRODUCT PORTFOLIO
11.7.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.7.4 SWOT ANALYSIS
11.8 STAR WARS CORPORATION, INC
11.8.1 BUSINESS OVERVIEW
11.8.2 PRODUCT PORTFOLIO
11.8.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.9 THE POKÉMON COMPANY
11.9.1 BUSINESS OVERVIEW
11.9.2 PRODUCT PORTFOLIO
11.9.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.9.4 SWOT ANALYSIS
11.10 BANDAI CO. LTD
11.10.1 BUSINESS OVERVIEW
11.10.2 FINANCIAL ANALYSIS
11.10.3 BUSINESS SEGMENT REVENUE, 2020 (% SHARE)
11.10.4 GEOGRAPHIC REVENUE MIX, 2020 (% SHARE)
11.10.5 PRODUCT PORTFOLIO
11.10.6 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.11 LEGEND STORY
11.11.1 BUSINESS OVERVIEW
11.11.2 PRODUCT PORTFOLIO
11.11.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.12 WIZARD OF THE COAST
11.12.1 BUSINESS OVERVIEW
11.12.2 PRODUCT PORTFOLIO
11.12.3 RECENT DEVELOPMENT AND STRATEGIES ADOPTED
11.12.4 SWOT ANALYSIS

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