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Asia-Pacific Collectible Card Games Market Size, Share & Trends Analysis Report By Game Type (Digital, Physical), By Age (Adult, Teenagers), By Card Type (Character Card, Autograph Card, Image Card), By Application (PC Games, Mobile Device Games, Others) and By Country(China, Korea, Japan, India, Australia, Taiwan, South East Asia, Rest of Asia-Pacific) Forecasts, 2024-2032

Report Code: SRCP56585DR
Last Updated : Nov 14, 2024
Author : Vrushali Bothare
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Asia-Pacific Collectible Card Games Market Size

The Asia-Pacific collectible card games market, valued at USD 4,510.3 million in 2023, is expected to grow from USD 5,073.4 million to USD 12,641.9 million by 2032, with a CAGR of 12.1% during the forecast period (2024–2032). The growth is fueled by rising consumer interest in character-based card games, increasing digitalization, and the growing number of adults engaging in physical and digital gaming formats. Additionally, the market is notably dynamic, influenced by a mix of traditional and digital gaming cultures across countries like Japan, China, South Korea, India, and Australia, where collectible card games hold significant cultural value and drive substantial user engagement.

Asia-Pacific Collectible Card Games Market

Asia-Pacific Collectible Card Games Market Growth Factors

Strong digital infrastructure and mobile gaming penetration

One of the primary drivers of the Asia-Pacific collectible card games market is the robust digital infrastructure in critical countries, along with high smartphone and internet penetration rates. With mobile gaming now accounting for over 55% of gaming revenue in Asia, collectible card games are becoming more accessible, especially in digital formats compatible with mobile and PC. Countries like China and Japan have led mobile gaming innovation, and developers rapidly adapt card games to mobile formats. According to a 2024 report by the Asia-Pacific Gaming Association, 78% of collectible card game users across the region prefer digital versions due to convenience, spurring the market’s growth.

Market Restraining Factors

Intense competition from international and local developers

The intense competition from global and local developers is a significant restraint in the Asia-Pacific collectible card games market. Major franchises such as Pokémon TCG and Yu-Gi-Oh! dominate, making it challenging for new entrants to capture market share. In addition, local developers in markets like South Korea and China have their popular card games with dedicated user bases, making market penetration difficult for international companies. This competitive environment requires companies to constantly innovate to retain players, often involving high costs in marketing and game development. According to a 2024 report by Niko Partners, over 65% of card game revenue in the region comes from well-established franchises, limiting growth opportunities for newer brands.

Market Opportunities

Expansion of digital collectible card games and e-sports

The increasing popularity of digital gaming platforms and the rise of e-sports in Asia present significant growth opportunities for the collectible card games market. Countries like Japan and South Korea are leading the way in digital card game tournaments, while China is emerging as a global e-sports hub. Digital platforms enable competitive card gaming on a large scale, and e-sports tournaments have attracted substantial sponsorship and advertising, promoting further engagement with card games. With new platforms that support real-time multiplayer interactions, companies are tapping into the e-sports space to appeal to a young, tech-savvy audience. These opportunities allow companies to leverage digital tools for enhanced visibility, creating pathways for market expansion.

Study Period 2020-2032 CAGR 12.1%
Historical Period 2020-2022 Forecast Period 2024-2032
Base Year 2023 Base Year Market Size USD 4510.3 million
Forecast Year 2032 Forecast Year Market Size USD 12641.9 million
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Regional Analysis

The market is characterized by diverse growth patterns across the Asia-Pacific region, with each country contributing uniquely to the expansion of the collectible card games market.

Japan is supported by a rich culture of Anime and Manga. Brands like Yu-Gi-Oh! and Pokémon originated here, fostering a loyal fan base. The country hosts numerous gaming conventions, such as the Tokyo Game Show, that draw large audiences. Japan’s robust gaming culture ensures sustained demand for physical and digital collectible card games, with significant player engagement.

China is witnessing rapid growth, driven by its vast mobile gaming market and high internet penetration. The government’s recent easing of restrictions on gaming has positively impacted the collectible card games market. Tencent’s Arena of Valor and other digital collectible card games dominate, especially among young adults. China’s focus on digitalization has made online card games accessible to a broad audience, and this trend is expected to continue as the e-sports sector grows.

South Korea’s strong digital infrastructure and thriving e-sports industry contribute to its role as a critical player in the Asia-Pacific market. Games like Hearthstone are highly popular, and major tournaments are often broadcast on gaming channels, attracting widespread attention. The country’s preference for PC gaming aligns with the popularity of digital card games, positioning South Korea as a fast-growing market for online collectible card games.

India’s collectible card game market is expanding as mobile gaming becomes more affordable. Increased smartphone penetration has brought digital card games to a broader audience, especially among young adults. Games like Teen Patti and Rummy have localized appeal, while global games are gaining traction. India’s young population and growing interest in mobile-based gaming are key factors driving growth in this market.

Australia has a strong market for physical collectible card games, with brands like Magic: The Gathering and Pokémon being particularly popular. Local gaming conventions and tournaments contribute to community engagement and card trading activities. The country’s high internet usage also supports the digital card game market, especially as more players shift to online platforms. Australia’s stable economy and interest in physical and digital gaming formats make it a robust contributor to the Asia-Pacific market.

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Segmental Analysis

By game type

Physical dominates the game type segment and is expected to grow at a CAGR of 12.1% over the forecast period. Physical games are culturally ingrained, often serving as collectibles and competitive gaming items. The social aspect of gathering to trade and play physical cards is prevalent, with tournaments and meet-ups hosted by major brands to foster community engagement. Traditional card games and modern collectible games remain a favored leisure activity among adults, sustaining demand for physical formats.

By age

Adults dominate the age segment and are expected to grow at a CAGR of 11.7% during the forecast period. This age group has the purchasing power and interest in collectible items, particularly in Japan, where card games have cultural significance. Adults increasingly engage in physical and digital collectible card games, driven by nostalgia and a desire for strategic gameplay. In China, working adults are also drawn to collectible card games as a relaxing pastime, supported by the availability of digital platforms that cater to this demographic.

By card type

Character cards dominate the card type segment and are expected to grow at a CAGR of 12.4% over the forecast period, as Asian consumers show a strong affinity for character-driven narratives. Popular franchises like Pokémon, Dragon Ball, and Naruto enhance character card sales, attracting players who follow anime and manga series. Character cards connect to beloved stories, which appeal to a wide regional audience. The attachment to familiar characters also encourages long-term engagement with specific card games.

By application

PC games dominate the application segment and are expected to grow at a CAGR of 12.4% during the forecast period. This growth is fueled by increasing digital infrastructure and the popularity of online multiplayer platforms. South Korea and Japan are leading the way in PC-based collectible card gaming, where platforms like Hearthstone and Legends of Runeterra dominate. These digital card games offer advanced graphics and interactive features, catering to users looking for an immersive gaming experience on PC.

Market Size By Game Type

Market Size By Game Type
  • Digital
  • Physical


  • List of key players in Asia-Pacific Collectible Card Games Market

    1. Hasbro Inc.
    2. Blizzard Entertainment
    3. CY Games
    4. Take-Two Interactive Software Inc.
    5. Konami
    6. KYY Games
    7. Bushiroad
    8. Bandai
    9. Legend Story
    Asia-Pacific Collectible Card Games Market Share of Key Players

    Analyst's Perspective

    As per our analyst, the Asia-Pacific collectible card games market is poised for rapid expansion in the coming years. This growth is primarily driven by Asia-Pacific’s strong digital infrastructure, cultural interest in gaming, and the region's rising engagement in e-sports. Digital platforms have unlocked new possibilities for collectible card games, particularly in countries with high mobile penetration, like China and India. Japan’s and South Korea’s established gaming industries further drive demand through physical and digital formats.

    Furthermore, the region’s young population, strong economic growth, and technological adoption present a favorable environment for market players to introduce innovative card games. As digital transformation and mobile gaming continue to rise, the Asia-Pacific collectible card games market is set to experience significant, sustained growth.


    Asia-Pacific Collectible Card Games Market Segmentations

    By Game Type (2020-2032)

    • Digital
    • Physical

    By Age (2020-2032)

    • Adult
    • Teenagers

    By Card Type (2020-2032)

    • Character Card
    • Autograph Card
    • Image Card

    By Application (2020-2032)

    • PC Games
    • Mobile Device Games
    • Others

    Frequently Asked Questions (FAQs)

    What is the projected market value of the global Asia-Pacific Collectible Card Games Market?
    The global Asia-Pacific Collectible Card Games Market size is projected to reach USD 12,641.9 million by 2032.
    The PC games segment is expected to dominate over the forecast period.
    Hasbro Inc., Blizzard Entertainment, CY Games, Take-Two Interactive Software Inc., Konami, KYY Games, Bushiroad, Bandai, Legend Story., and others are the prominent players in the Asia-Pacific Collectible Card Games Market.
    The global Asia-Pacific Collectible Card Games Market growing at a CAGR of 12.1% from (2024–2032).


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