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Asia Pacific Collectible Card Games Market

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Asia Pacific Collectible Card Games Market Size, Share & Trends Analysis Report By Device Type (Digital, Physical), By Age-Type (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, 2022-2030

Report Code: SRTE3040DR
Study Period 2018-2030 CAGR 13.95%
Historical Period 2018-2020 Forecast Period 2022-2030
Base Year 2021 Base Year Market Size USD XX Billion
Forecast Year 2030 Forecast Year Market Size USD 14180.28 Million
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Market Overview

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.

Market Dynamics

  • A surge in Millennials' discretionary money is driving the market: Collectible card games have been around for a long time. On the other side, the arrival of millennials has witnessed the most substantial growth in the business. Over the forecast duration, rising disposable income among millennials is expected to enhance demand for collectible card games. Because millennials grew up with these games, they have a stronger affinity to them, making it easy to appeal to their One-of-a-kind things are becoming increasingly popular among millennials, making a one-of-a-kind trading card more enticing. The spike in millennial purchasing and the fact that millennials outnumber baby boomers are expected to propel the collectible card game industry forward in the Asian Pacific region during the next six years. Despite rising expenses, millennials are investing to the highest possible standard for the long term.
  • The Nostalgia Factor: Due to the fact that millennials grew up playing these card games, they have a natural love for them. The nostalgia element is pulling this generation to card games in order to relive their good old days, and this factor, together with the increasing number of smartphone users, is driving the trend of these card games back and is predicted to develop even more in Asia Pacific region during the forecasted time.

Market Restraints

  • Low Internet Penetration in South Asian Countries: Low internet penetration rates were found in South Asian countries such as Afghanistan and Pakistan, owing to high internet bills for fixed broadband and mobile networks in these countries. A contributing cause is the low literacy rate. As many developing nations in Asia have poor internet connectivity, the CCG market may experience certain challenges throughout the anticipated time.

Asia Pacific Collectible Card Games Market Opportunities

  • Increasing Collectible Card Game Investments: The market for collectible card games is always growing, and the latest generation of cards has made it even easier to reach users. For everyone who appreciates art and playing cards, CCGs (Collectible Card Games) is a terrific investment choice. For as little as some dollars, you can start one of today's most popular CCGs. You can easily spend hundreds of dollars on these games if you become addicted to them. The stakes are getting higher, and the card designs are getting more intricate. Two of the most popular CCGs nowadays are Magic the Gathering and Yu-Gi-Oh. Several users are investing in collectibles in order to have long-term assets. People are looking for new ways to collect trading cards, which are gaining in popularity in the trading world. As a consequence, many people are investing in cards in order to make a profit, which could open up lucrative chances for the CCG market in Asia Pacific.

Regional Analysis

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.

Report Scope

Report Metric Details
Segmentations
By Device Type
  1. Digital
  2. Physical
By Age-Type
  1. Adult
  2. Teenagers
By Card Type
  1. Character Card
  2. Autograph Card
  3. Image Card
By Application
  1. PC Games
  2. Mobile Device Games
  3. Others
Company Profiles Konami Bushiroad Bandai Take-Two Interactive Software Inc. CY Games
Geographies Covered
APAC China Korea Japan India Australia Taiwan South East Asia Rest of Asia-Pacific
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
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Segmental Analysis

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.

Market Size By Device Type

Recent Developments

  • In 2021, Konami Digital Entertainment Co., Ltd. announced a business partnership with Bloober Team, a Polish game developer.
  • Beginning in 2022, The Pokémon Company and Universal Studios Japan will collaborate on pioneering entertainment that will immerse guests in the world of Pokémon through new technology and creativity.

Top Key Players

Konami Bushiroad Bandai Take-Two Interactive Software Inc. CY Games Others


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