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

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


Trading Card Game (TCG), also known as Collectible Card Games (CCG) or many other names, is a strategy card game created in 1993. The difference between TCG and CCG is that TCG players can trade cards with each other to build stronger decks. These cards use proprietary artwork or images to beautify the card. TCGs can depict any fantasy or sci-fi genre, horror themes, cartoons and even sports. Game text is also on the cards for interacting with other cards in a strategic way. Players can also use dice, chips, card sleeves or game mats to supplement their gameplay.

Market Overview:

The latest research study on the global Trading Card Game market finds that the global Trading Card Game market reached a value of USD 14555.3 million in 2022. It’s expected that the market will achieve USD 34615.8 million by 2028, exhibiting a CAGR of 15.53% during the forecast period.

Influence of COVID-19 Outbreak on Trading Card Game

Industry Development
The COVID-19 pandemic is a serious and sudden global crisis, and overall, the post-pandemic world is unlikely to be fundamentally and radically different. But it is clear that the pandemic will bring about many major changes in the world. It will exacerbate some negative trends and accelerate some positive ones, and overall it will accelerate changes in the world and make the international situation more complex. The epidemic has an impact on the development of the industry through the macro environment.
The pandemic has led to a global economic recession
The pandemic has sharply reversed expectations of modest world economic growth in early 2020. The global economy faces the risk of recession as economic activity is depressed, hitting production and consumption. According to the International Monetary Fund, the global economy will shrink by 4.9% in 2020. Since the outbreak of COVID-19, the employment situation in various countries has become more severe. The outbreak has hit global stock markets and international oil markets hard. Investors around the world panicked, triggering an unprecedented three circuit breakers in the U.S. stock market in the space of a week.
The epidemic has caused huge losses to related industries and international trade The outbreak has hit the service sector and many small and medium-sized enterprises hardest. The pandemic has led to restrictions in 96% of countries. According to relevant reports of UNCTAD and the World Trade Organization, the pandemic seriously disrupted the global economy, leading to a sharp decline in international trade in 2020 and almost collapse at one point, a record decline. According to the UNCTAD report, global trade in goods fell by 5.6% year on year in 2020, which is the biggest year-on-year decline in trade in goods since the international financial crisis in 2008. Compared with trade in goods, trade in services has been hit harder by the epidemic. Trade volume has fallen to the level of the 1990s, down 15.4 percent year on year which is the biggest decline since 1990. According to the WTO report, among the indicators of trade in services, the air passenger transport index and the container transport index declined the most, while the financial transaction index, the information and communication technology services index and the purchasing managers' index in the service sector were all below trend.

Childhood nostalgia and social interaction drive players to keep playing and collecting cards

Many players have a strong emotional connection to trading card games, often stemming from childhood memories. This nostalgia factor can drive players to keep playing and collecting cards, as well as introduce new players to the game. Plus, trading card games provide a social experience that can be enjoyed with friends and family. Players can come together to play games, participate in events, and trade cards. This social aspect of gaming can be an important driver for many players.

Trading card game value

Trading cards embellish the cards with proprietary artwork or images that can depict any fantasy or sci-fi genre, horror themes, cartoons, or even sports. For players who like to open new packs and collect rare cards, the collectible value of trading card games is one of the driving factors. The rarity of certain cards can also drive up their value, making them highly sought after by collectors.

Competitive games such as tournaments drive the growth of the trading card games market

Competitive games such as tournaments in trading card games are an important factor in attracting players. Competitive games provide a competitive environment where players can test their strategies and skills and compete against other players. This keeps players interested, and tournaments provide rewards and honors that motivate players to keep playing.

Region Overview:

In 2022, the share of the Trading Card Game market in United States stood at 24.55%.

Company Overview:

Hasbro is one of the major players operating in the Trading Card Game market, holding a share of 6.90% in 2023.

Hasbro Inc. is an American multinational conglomerate holding company incorporated and headquartered in Pawtucket, Rhode Island. Hasbro owns the trademarks and products of Kenner, Milton Bradley, Parker Brothers, and Wizards of the Coast, among others.

The Pokémon Company is a Japanese company responsible for brand management, production, publishing, marketing, and licensing of the Pokémon franchise, which consists of video game software, a trading card game, anime television series, films, manga, home entertainment products, merchandise, and other ventures.

Segmentation Overview:

By type, Physical Card segment accounted for the largest share of market in 2022.

Digital trading card games are played on electronic devices such as computers, smartphones, or tablets. Players can purchase and collect virtual cards, build decks, and compete against other players online. Digital TCGs often have features such as automated gameplay, matchmaking, and online leaderboards.

Physical trading card games, on the other hand, are played with physical cards that are purchased in packs or individually. Players can collect and trade physical cards, build decks, and compete against other players in person. Physical TCGs often have a social aspect, as players can meet up and play together at local game stores or events.

Application Overview:

The market's largest segment by application is the segment Adult, with a market share of 67.90% in 2022.

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

The Pokémon Company
Legend Story Studios
Bandai
Blizzard Entertainment
Riot Games
Upper Deck Company
CyberAgent
Hasbro
Fantasy Flight Games
Konami Holdings Corporation
Bushiroad

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

Digital Game
Physical Card

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

Teenager
Adult
Children

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 Trading Card Game Market Segmented by Type
Chapter 5 Global Trading Card Game Market Segmented by Downstream Industry
Chapter 6 Trading Card Game Industry Chain Analysis
Chapter 7 The Development and Dynamics of Trading Card Game Market
Chapter 8 Global Trading 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 Trading Card Game Market Forecast by Geography, Type, and Downstream Industry 2023-2029
Chapter 15 Appendix

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