Everyone in their thirties and forties is familiar with collectible card games. It didn't matter if you spent your money on well-known Magic the Gathering decks or obscure cards. CCGs were immensely popular in the 1990s. Now that those youngsters have grown up and are responsible for their own entertainment, they yearn for the joys of their youth. This hole is being filled by a new digital generation of collectible card games. As a result of the epidemic, a slew of new and lucrative fads emerged, including collecting card games (CCG) and trading card games (TCG), to name a few. Collectors have risen from the woodwork as a result of the resurrection of CCGs and TCGs, reinvigorating the market. Original artwork or designs are shown on these cards. Fantasy or science fiction, cartoons, horror, or even sports are all possibilities. It's usually played by two individuals; however multiplayer versions are available. Collectible card games (CCGs) are a relatively new type of game that allows players to collect cards, assemble them into decks, and play those decks against opponents over the Internet in an online version.
The Asia Pacific Collectible Card Games market size is expected to reach a valuation of USD 14180.28 million by 2030, growing at a CAGR of 13.95 % during the forecast period (2022–2030). Asia-Pacific has the largest collectible card game market in the world, and this trend is projected to continue over the projection period. In terms of distribution channels, there has been a movement in the sector. In the collectible card game market, online distribution has gained pace in recent years.
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There are two categories of collectible card games on the market: types and applications.
Markets are divided into two categories: digital and physical. By 2020, the digital segment will control the bulk of the market. Over the projection period, the digital collectable card games market is expected to rise at a quicker rate. This could be due to the younger population in developing economies using the internet more frequently. The growing number of smartphone users with better internet connectivity has resulted in increased demand for digital gaming. Demand for electronic devices with more capabilities and apps has increased, resulting in a better user experience, more disposable income, and economic growth in the region. These markets are expected to have a lot of product demand because the region's industrialized countries have a lot of console users and most emerging countries have a lot of smartphone users.
The market for collectible card games is separated into activity monitors/trackers, smartwatches, smart clothes, wearables, and others, depending on the product category. Collectible card games for mobile devices had a 43.9% market share in 2020, and it was expected to increase at a quicker rate over the next five years. The growing creation of games on mobile phone platforms has fuelled the rapid growth of the mobile device category. As the number of mobile users has grown in recent years, so has the popularity of mobile gaming. Because of the recent increase in tablet and smartphone users, demand for mobile gaming is projected to rise in the coming years. The rise of mobile gaming in the game industry has been fuelled by augmented and virtual reality.
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By 2030, the Asia Pacific Collectible Card Games market is anticipated to be worth USD 14180.28 million, with a CAGR of 13.95% over the forecast period (2022–2030). The Asia-Pacific region has the world's largest collectible card game market, and this trend is expected to continue over the forecast period. There has been a shift in the sector in terms of distribution channels. In recent years, online distribution has gained traction in the collectible card game sector. In the collectible card game market, online distribution has gained pace in recent years. The shift away from traditional retail is primarily due to the industry's growing scale and the perceived risk of theft from more visible locations. Furthermore, for all parties involved, internet distribution is frequently more cost-effective.
Japan is the world's largest producer and earns the most money from this business. The bulk of rules governing the collectible card game market safeguard game developers' intellectual property. Some governments, on the other hand, provide financial incentives to game makers to assist defray the costs of creating new games. For game developers, there are now tax reductions and tax credits available. These financial incentives encourage game producers to create locally adapted games.
Playing cards were most probably invented in China, where they were first mentioned in the 13th century - see David Parlett's page The Chinese Leaf Game for more information. The first decks of cards were long and narrow, with suits based on money currencies. Traditional money cards are still used in some areas, although most Chinese card games today use the international 52-card pack, as well as other digital cards. Digital or online channels again is growing at a rapid pace in China with a significant growth rate.
In January 2022, India had 658.0 million internet users.
At the beginning of 2022, India's internet penetration rate was 47.0% of the total population. According to Ookla's data, the median mobile internet connection speed in India rose by 5.15 Mbps (+55.7%) in the twelve months leading up to the start of 2022, and the CCG market in India is accelerating as a result.
Some of the major players in the Asian Pacific Region (having significant market shares) are listed below: