Home Consumer Products Collectible Card Games Market Size, Share, Growth Analysis [2032]

Collectible Card Games Market

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) and By Region(North America, Europe, APAC, Middle East and Africa, LATAM) Forecasts, 2024-2032

Report Code: SRCP1481DR
Study Period 2020-2032 CAGR 13.6%
Historical Period 2020-2022 Forecast Period 2024-2032
Base Year 2023 Base Year Market Size USD 7.6 billion
Forecast Year 2032 Forecast Year Market Size USD 23.9 billion
Largest Market Asia-Pacific Fastest Growing Market Europe
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Market Overview

The global collectible card games market size was valued at USD 7.6 billion in 2023 and is projected to reach a value of USD 23.9 billion by 2032, registering a CAGR of 13.6% during the forecast period (2024-2032). The popularity of older games and the release of new titles drive the global collectible card games market share.

Collectible Card Games (CCGs), sometimes known as Trading Card Games (TCGs), are cards in which players create decks of unique cards and compete against one another. The games feature strategic gameplay with fantasy, role-playing, and tactical decision-making elements.

A combination of traditional and digital gaming trends is driving the worldwide growth of the collectible card games market. The market has transitioned digitally, shifting toward esports competitions and increasing online tournaments. The collectibility factor and sense of community add to the continuing appeal of collectible card games, making them a key section of the global gaming and entertainment industry.

Highlights

  • Digital accounts for the largest share of the market by device type.
  • Teenagers generate the highest revenue share based on card type.
  • Autograph Cards occupy the major share of the market.
  • Mobile Device Games accounts for the largest share of the market by application.

Market Dynamics

Global Collectible Card Games Market Drivers

Rise in the Millennial's Disposable Income

The increase in millennials' discretionary money has been a significant driver of the collecting card games (CCG) sector, allowing this demographic to devote more resources to hobbies and amusement. Millennials, frequently defined by a strong desire for nostalgia and unique experiences, have exhibited an increased interest in collectible and gaming cultures, contributing to the CCG market's expansion. By 2023, millennials will be aged 27 to 42. Millennials are those born between 1981 and 1996. In 2023, millennials aged 27 to 42 had a mean discretionary income of USD 85,000. They also spend USD 209 more each day than any other generation. According to NPR, Generation Z and millennials who collected game cards in the 1990s and 2000s are boosting the popularity of collectible card games. 

Additionally, Pokémon, which debuted in the 1990s, saw a resurgence in popularity in the mid-2010s, coinciding with millennials' disposable income and nostalgic attachment to the series. The emergence of new Pokémon video games, movies, and products increased interest in the Pokémon Trading Card Game. Furthermore, the rising availability of CCGs in digital formats, which cater to millennials' tastes in online and mobile gaming, has helped to drive market development. Games like Hearthstone and Magic: The Gathering Arena have effectively captivated the attention of millennial players by combining strategic gameplay and nostalgia in a digital setting.

Global Collectible Card Games Market Restraints

High Entry Barriers for New Players

High entry barriers for new players restrain the collectible card games (CCG) market. Many CCGs feature complex rules, large card pools, and a dedicated player population with an extensive understanding of the game. This complexity might scare novices, discouraging them from entering the market. Learning curve issues and the requirement to invest in many cards to compete successfully can limit player base growth. Although Magic: The Gathering has a large player base and rich lore, novices need help to entrance. The game's large card pool, complex rules, and ever-changing meta-game can overwhelm inexperienced players. Furthermore, because of the valuable nature of MTG cards and the competitive tournament environment, acquiring a competitive deck frequently necessitates a considerable financial investment.

In addition, an average competitive Magic: The Gathering deck costs between USD 200 and USD 1,000. The pricing varies according to the format and quantity of staples in the deck. For example, a competitive Modern deck costs more than USD 1,000. The initial payment can be too expensive for novice players, discouraging them from fully participating in the game. Furthermore, surveys and player reviews indicate that the learning curve for MTG and many other CCGs can be steep, necessitating focused time and effort to fully comprehend the rules, card interactions, and tactics. As a result, the complexity and cost of entering the CCG market lead to a smaller pool of players, thereby limiting the industry's growth potential.

Global Collectible Card Games Market Opportunity

Digital Transformation

The shift to digital platforms has created new opportunities for CCGs. Online versions of popular games, such as Hearthstone and Magic: The Gathering Arena, have expanded the player population while providing accessibility and convenience. The popularity of "Hearthstone: Heroes of Warcraft," developed and published by Blizzard Entertainment, is one famous example of the digital change driving the collectible card game (CCG) market. Hearthstone, released in 2014, immediately became famous due to its use of the digital format to create a seamless and entertaining CCG experience. As of January 2024, Hearthstone had over 100 million registered players globally. In February 2023, the monthly average player count was 5,412,255. Thijs Molendijk of the Netherlands is the highest-earning Hearthstone eSports player as of October 2023, with an estimated USD 493,500. Kim Jung Soo, better known as "Surrender," has won around USD 328,500 in Hearthstone tournaments as of October 2023.

Furthermore, the introduction of expansions and regular updates, made possible by the digital platform, has been a significant source of player involvement. For example, the "Ashes of Outland" expansion in 2020 increased player participation. Hearthstone's popularity has motivated other CCGs to experiment with digital forms, adding to a more significant trend of CCGs moving to or having dual formats (physical and digital). Similarly, Wizards of the Coast, the publisher of Magic: The Gathering, has experimented with digital versions since the late 1990s. In 2015, MTG accelerated its digital transformation. Magic's sales in the second quarter of 2023 were USD 311 million, down 15% from the second quarter of 2022 but up 36% from the first quarter. Hasbro CEO Chris Cocks revealed that Magic's revenue for 2023 will be 11% greater than the previous year. 

Moreover, the transition to digital media has allowed for continued engagement and profit potential. In-game purchases, including card packs, expansions, and cosmetic items, are key money generators for digital CCGs. This accessibility has expanded the player base beyond typical gaming demographics, bringing newbies to the genre and encouraging long-term involvement. As technology advances and player preferences change, the Collectible Card Games Market trend will likely improve during the forecast period.

Regional Analysis

Asia-Pacific Dominates the Global Market

The global collectible card games market analysis is conducted in North America, Europe, Asia-Pacific, the Middle East and Africa, and Latin America.

Asia-Pacific is the most significant global collectible card games market shareholder and is estimated to grow at a CAGR of 13.7% over the forecast period. The industry has undergone a shift in distribution channels. Japan is the top producer and earns the most income from this industry. Most collectible card game market rules safeguard game developers' intellectual property. However, several governments provide financial incentives to game producers to assist in covering the costs of creating new games. Tax discounts and credits are now available to game makers as incentives. These financial incentives incentivize game makers to develop localized games.

However, South Asian nations such as Afghanistan and Pakistan have low internet penetration rates due to hefty internet prices for fixed broadband and mobile networks. In 2023, Pakistan had 87.35 million internet users, one of the world's lowest internet access rates. In 2022, Pakistan ranked among the world's poorest performers regarding internet access and digital governance. A contributing factor is the low literacy rate. As many emerging Asian countries have limited internet connectivity, the CCG market may face various hurdles.

Europe is anticipated to exhibit a CAGR of 13.9% over the forecast period. Over time, the growing popularity of gaming has resulted in an increase in the Collectible Card Game business in this region. The increased popularity is attributed to the widespread use of the internet and smartphones. The extensive usage of the internet and smartphones in Germany has contributed to its increase in popularity. Germany is a smartphone-obsessed country. In 2023, Germany had 68.7 million active smartphone users, up 2.5 million from the previous year, boosting digital gaming in the country to new heights.

North America holds a significant market share. Significant technology improvements in the trading card industry drive North America's collectible card game market. Whether as a straight translation of an offline trading card game (such as Chaotic) or as a standalone online trading card game (such as Star Wars Galaxies), the popularity and growth of online trading card games are rapidly increasing. The dynamics of CCG have dramatically evolved over the first two decades of the twenty-first century. In the United States, the demand for analog collectible card games sparked the creation of digital collectible cards. Magic: the Gathering and Hearthstone are currently the most popular card games. There are, however, a plethora of developers competing for a piece of the cake. The rising disposable income of millennials is a significant driver of market expansion in the country.

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
Company Profiles Hasbro Inc. Blizzard Entertainment CY Games Take-Two Interactive Software Inc. Konami KYY Games Bushiroad Bandai Legend Story
Geographies Covered
North America U.S. Canada
Europe U.K. Germany France Spain Italy Russia Nordic Benelux Rest of Europe
APAC China Korea Japan India Australia Singapore Taiwan South East Asia Rest of Asia-Pacific
Middle East and Africa UAE Turkey Saudi Arabia South Africa Egypt Nigeria Rest of MEA
LATAM Brazil Mexico Argentina Chile Colombia Rest of LATAM
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
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Segmental Analysis

The global collectible card games market is segmented based on device type, age, card type, and application.

The market is further segmented by device type into Digital and physical.

Digital accounts for the largest share of the market.

Digital

The digital collectible card games market is expected to develop quickly throughout the projected period. The digital section of the collectible card games (CCG) industry includes games mainly played on digital devices such as computers, smartphones, and tablets. In this sector, virtual cards that may be accessed via digital interfaces replace traditional physical cards. Players can play digital CCGs at any time and from any location, and they frequently include online multiplayer features that allow for global competitiveness and social interactions. Famous examples include Hearthstone, Gwent, and Magic: The Gathering Arena. These games use digital technology, including animations, sound effects, and dynamic images, to enhance the gameplay experience. The digital market has grown significantly, attracting classic CCG fans and new players looking for intriguing and accessible action in the digital environment.

Physical

The physical portion of the CCG market includes traditional card games played with real, physical cards. Players buy actual card packs containing various cards featuring different characters, skills, or traits. Face-to-face interactions are every day in this genre of games, which encourages social involvement and in-person participation. Physical CCGs, including cards Magic: The Gathering, Pokémon TCG, and Yu-Gi-Oh!, have a lengthy history and a devoted following. Collectors like the tangible part of owning and exchanging cards. While digital formats have grown in popularity, the tactile sensation of shuffling cards, trading with friends, and competing in local tournaments remains appealing to CCG enthusiasts who appreciate the traditional and community features of the game.

Based on an age type, the market is fragmented into Adults and teenagers.

Teenagers generate the highest revenue share.

Teenagers

Teenagers in the CCG market range in age from 13 to 17 years. This demographic represents a vibrant and influential segment of the playing base. Teenagers are drawn to CCGs for various reasons, including social interaction, strategic challenges, and the games' allure of popular intellectual properties. This section frequently plays CCGs in physical and digital formats, with some preferring in-person games and trading and others enjoying the ease of digital platforms. Teenagers may have more time for casual gaming and social connections, making them a valuable target demographic for CCG makers. As teenagers journey from childhood to adulthood, CCGs provide amusement, self-expression, and social bonding opportunities.

Adult

The adult component of the collectible card games (CCG) industry includes people who have reached the age of majority, often 18 years or older. This demographic comprises a broad spectrum of participants, from young individuals to elderly specialists, who share a similar interest in CCGs. Adults in this demographic are frequently drawn to CCG games' strategic depth, intricacy, and competitive nature. They may have more discretionary income, allowing them to invest in extending their card collections, competing in tournaments, and trying out new CCG titles. The adult group is critical to the market since these players contribute considerably to overall revenue through card purchases, event participation, and interaction with both physical and digital versions of CCG.

The market is sub-segmented by card type into Character Cards, Autograph Cards, and Image Cards.

Mobile Device Games accounts for the largest share of the market.

Autograph Card

The autograph card sub-segment includes cards featuring the authentic signature of a CCG-related personality, such as game creators, artists, or prominent personalities. Autograph cards personalize and enhance the CCG experience, appealing to fans looking for a concrete connection with the game's designers or influencers. These cards are frequently limited in supply, making them uncommon and highly sought after by collectors. Autograph cards add to the CCG market's cultural and community features by giving fans unique and essential pieces beyond the standard gameplay components.

Character Card

The character card category of the collectible card games (CCG) market includes cards depicting various individuals, entities, or creatures from the game's thematic universe. These cards frequently represent the basic units or components players utilize to strategize and participate in gameplay. Character cards can have distinctive abilities, qualities, or powers that help to shape the game's overall strategy and storyline. Collectors and players respect character cards for their visual appeal, strategic significance, and, in some cases, rarity. These cards are vital for deck building and defining the player's in-game persona, making them a key component of the CCG experience.

The market can be bifurcated by application into PC Games and mobile Device Games.

Mobile Device Games accounts for the largest share of the market.

Mobile Device Games

The mobile device games market includes CCGs designed expressly for play on smartphones and tablets. These games are intended to be portable, allowing players to participate in brief matches or extended gameplay periods with touchscreen controllers. Mobile CCGs frequently have user-friendly interfaces, shorter match durations, and intuitive rules to fit the mobile gaming environment. 

PC Games

The PC games area of the collectible card games (CCG) market includes games built and optimized for play on personal computers. These CCGs are often accessible and played on desktop or laptop computers, providing players with a rich and immersive gaming experience. PC games frequently use personal computers' larger screens and processing capacity to produce detailed graphics, complicated gameplay mechanics, and extensive multiplayer capabilities.

Market Size By Device Type

Market Size By Device Type
  • Digital
  • Physical
  • Impact of covid-19

    Before the coronavirus outbreak, the collectible card game market was witnessing a steady rise in popularity. The market was seeing a huge boom due to the craze of the Pokémon TCG after the launch of AR-based Pokémon Go. This was also driven by the characters on television with the popularity of TV shows. Cards moved the collectible card games market from the Pokémon series more than any other product. These games involve trading and reselling rare and hard-to-find cards for profit. It was initiated as a hobby by fans, which unlikely became a second source of income for several millennials. The cards, the boxes they come in, and even the dice and other accessories that come with the cards can be worth money down the line. 

    Post COVID-19 pandemic, the demand for the collectible card game has increased due to the popularity of games during the pandemic time; many people are looking to opt for newer trading card games. The post-COVID-19 also saw the revival of physical card trading games. Furthermore, many people see it as an excellent investment and an excellent way to make money. Some collectible cards can be sold for hundreds of dollars. The newest trend in trading cards is the ones that are linked to apps. They are only available in digital form, but they are still valuable because of the app's demand. The most popular ones are the ones linked to popular TV shows.

    Market Recovery Timeline from the Impact of COVID-19 and its Challenges

    Recovering after the economic downturn due to COVID-19, various market players announced multiple plans of action to enhance the game's experience of its player base. The physical card game's growth was stagnant since the imposed lockdown, compounded by the drop in player base due to the popularity of digital games. To address this, Wizards of the Coast aimed to renew the game's player base by releasing updated rules and new card sets. They are also working with game developers who release their digital versions of the game with optimized regulations to make it easier for interested players to understand the game with the help of digital tools. These changes are expected to bring in new players, with existing players expanding their collections. 

    The challenge of the collectible card game market recovery is readily apparent, but there remain a few simple steps to increasing card game popularity without the need for significant changes:

    1. Indie game designers should avoid relying on mechanics from existing successful games; they should be more innovative.
    2. Developers should encourage the creation of independent social media accounts for players and cards. Although most of the player base has a Facebook account, a small number of people abandon it to use a different social media platform.
    3. A few popular games should be released soon, which will help to increase the popularity of the overall card game industry.

    The pandemic has affected the sale of the collectible card game market. The online sales were growing, but the offline sales were stopped for a short period during the lockdown. Due to the rapid spread of the COVID, various non-essential goods manufacturing units were guided to stop their production unit or work at limited resources. This led to a decrease in physical card leasing production to a broader demand-supply gap.

    Recent Developments

    1. October 2023 - Hasbro and Marvel Sign Multi-Year, Multi-Set Deal to Bring Marvel Characters and Stories to Magic: The Gathering.
    2. September 2023 - Blizzard fired numerous Hearthstone developers.
    3. December 2023 - Cygames Announces a New Project, "Shadowverse: Worlds Beyond"
    4. February 2024 - McDonald's Japan unveiled new Happy Meal toys for the fast-food chain's future Pokémon cooperation.

    Top Key Players

    Collectible Card Games Market Share of Key Players

    Collectible Card Games Market Share of Key Players
    Hasbro Inc. Blizzard Entertainment CY Games Take-Two Interactive Software Inc. Konami KYY Games Bushiroad Bandai Legend Story Others

    Frequently Asked Questions (FAQs)

    What is the estimated growth rate (CAGR) of the Collectible Card Games Market?
    Collectible Card Games Market size will grow at approx. CAGR of 13.6% during the forecast period.
    Some of the top prominent players in Collectible Card Games Market are, Hasbro inc., Blizzard Entertainment, CY Games, Take-Two Interactive Software Inc., Konami, KYY Games, Bushiroad, Bandai, Legend Story, Topps, Futera etc.
    Asia Pacific has held a dominant position in the Collectible Card Games Market, with the largest market share.
    The region with the most rapid expansion in the Collectible Card Games Market is Europe.
    The global Collectible Card Games Market report is segmented as follows: By Device Type, By Age Type, By Card Type, By Application


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