The growth of the global collectible card game market is due to the concurrent expansion of prominent franchises and high-end licensed releases, digital CCG platforms such as MTG Arena and Hearthstone that direct players to physical gameplay, and the swiftly expanding secondary and e-commerce markets that enhance liquidity and collector engagement.
Digital platforms such as MTG Arena and Hearthstone are attaining comparable significance to real cards. They facilitate the initiation of new players, enable enthusiasts to evaluate decks prior to competitions, and generate additional money through digital packs and cosmetics. Online tournaments also bridge the interval between real product debuts.
Although certain players may invest more in digital formats than in real cards, these platforms enhance the broader ecosystem and foster long-term participation.
The emergence of secondary markets, including auction houses, grading services, and international web platforms, has created new revenue prospects for the collectible card game sector. Publishers can generate revenue from the resale market via official grading relationships, buyback schemes, and consignment services. Integrations such as eBay's collaboration with TCGplayer and Fanatics' foray into trading cards have facilitated transactions for collectors, hence maintaining market dynamism rather than allowing cards to remain dormant in collections. The secondary market is emerging as a crucial growth sector for publishers and platforms, driven by unprecedented auction results and robust demand for Pokémon.
The top global companies hold a significant market share in the North American collectible card games market. In 2020, the major companies focused on increasing their customer base in this region. The market for collectible card games has been growing in the last few years, with the most recent trend being the increasing use of digital technologies to develop card games. These innovations have led to the market being opened up to a broader audience, rivaling the physical card game market.
The current policy for collectible card game markets in North America is not conducive to fostering healthy competition or ensuring the long-term success of the collectible card game industry. It is the collective opinion of the members of the CCG Policy Institute that the current policy, which taxes selected CCGs based on elements of the game's distribution system, impedes the proper growth and long-term health of the collectible card game market.
In North America, the US contributed the highest market share. The popularity of this genre of games has prompted an entire industry solely dedicated to their production and sale. The games are played by people of all ages and genders and are the most popular and highly valued ones and can be found in virtually every hobby and game store around the country. Furthermore, these games are available in both digital and physical formats, and they can be played against other people or the computer.
To thrive in the CCG marketplace, companies need to understand the government policies and their effect on the industry. Currently, federal law prohibits the sale of "magic: the gathering" and other similar products and services to minors and prohibits all companies from advertising and promotion on cards and products. Another federal law prohibits the sale of cards with minor models or the image of a minor on any card.