Global Collectible Card Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Global Collectible Card Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029

Market Overview:

The latest research study on the global Collectible Card Game market finds that the global Collectible Card Game market reached a value of USD 15105.61 million in 2022. It’s expected that the market will achieve USD 37185.2 million by 2028, exhibiting a CAGR of 16.2% during the forecast period.

Influence of COVID-19 Outbreak on Collectible Card Game Industry Development

Online retail boomed after the outbreak, and thanks to the ban on social isolation, people began to take an interest in collecting game cards while commuting to and from e-commerce sites. Robert Bigler, general manager of eBay Canada, for example, says: It's a global phenomenon that people are using transaction cards and having fun with them. And e-Bay says the transaction card category on its site grew 110% in 2020, with more than 1.5 million cards sold on its platform, and believes it will see even higher growth in 2021.

As the epidemic hit global capital markets, some speculators turned their eyes from traditional capital markets to the rising value of collectible game cards. Despite the bubble in the price of card games, investors are not immune to rising secondary card prices and the irreplaceable nature of collectibles.

Strength

The most unique advantage of the collectible card game is that its game card has great value for collection. Due to the limited number of cards issued, the price of cards has been rising in the secondary market.
The booming development of For entertainment drives the development of the mobile game market.

Weakness

The game market is very competitive. There are so many games out there, and consumers have so many games to choose from, which makes the game industry a buyer/gamer market, not a developer market. They can choose from a wide variety of games and abandon the impressive ones without blinking. This makes it difficult to break into the market, as game makers will have to compete with millions of other games that are equally impressive. Moreover, games don't just compete with other games for market share. They also compete with other forms of entertainment that usually occupy people's spare time, including socializing, going to festivals, watching movies, reading novels, and so on.

Opportunities

Under the background of global informatization, the world's e-sports industry is in a period of vigorous development, and there are various e-sports bidding competitions in the world. The professionalization and internationalization of e-sports industry is the future trend. Game developers can take advantage of hot market trends and mature marketing tools to find the optimal business model.

Threat

As a result of the limited market audience, as the market continues to grow and mature, the focus of digital collectible card games is on developing their core audience, and more on engagement and payment rates.
Electronic game supervision system is not perfect, there is no unified global industry system. The age limit for the game is vague, with descriptions of the game including gore, intense violence, drugs and intense sexual content, according to the ESRB rating. Although mature games are marked with an M rating, there is no legal mechanism to prevent children from buying or renting them.

Region Overview:

Asia-Pacific had the highest growth rate of all regions.

Company Overview:

Wizards of the Coast is one of the major players operating in the Collectible Card Game market, holding a share of 5.29% in 2021.

Wizards of the Coast LLC is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with Magic: The Gathering in the mid-1990s.

Konami Holdings Corporation is a Japanese entertainment, video game, and gambling conglomerate. It produces and distributes trading cards, anime, tokusatsu, slot machines, pachinko machines, and arcade cabinets, and is also a video game developer and publisher. Konami has casinos around the world and operates health and physical fitness clubs across Japan.

Segmentation Overview:

Among different product types, Physical segment is anticipated to contribute the largest market share in 2027.

Application Overview:

By application, the For entertainment segment occupied the biggest share from 2017 to 2022.

Key Companies in the global Collectible Card Game market covered in Chapter 3:

Blizzard Entertainment
2K Games
Wizards of the Coast
Bushiroad
Cygames
Square Enix
Konami
Long Pack
The Pokémon Company

In Chapter 4 and Chapter 14.2, on the basis of types, the Collectible Card Game market from 2018 to 2029 is primarily split into:

Digital
Physical

In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Collectible Card Game market from 2018 to 2029 covers:

For Entertainment
For Collection

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:

North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)


Chapter 1 Market Definition and Statistical Scope
Chapter 2 Research Findings and Conclusion
Chapter 3 Key Companies’ Profile
Chapter 4 Global Collectible Card Game Market Segmented by Type
Chapter 5 Global Collectible Card Game Market Segmented by Downstream Industry
Chapter 6 Collectible Card Game Industry Chain Analysis
Chapter 7 The Development and Dynamics of Collectible Card Game Market
Chapter 8 Global Collectible Card Game Market Segmented by Geography
Chapter 9 North America
Chapter 10 Europe
Chapter 11 Asia Pacific
Chapter 12 Latin America
Chapter 13 Middle East & Africa
Chapter 14 Global Collectible Card Game Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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