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North America 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(U.S., Canada) Forecasts, 2024-2032

Report Code: SRCP56575DR
Last Updated : Nov 12, 2024
Author : Vrushali Bothare
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North America Collectible Card Games Market Size

The North America collectible card games market size was valued at USD 3941.2 million in 2023 and is projected to reach from USD 4426.2 million in 2024 to USD 10889.5 million by 2032, growing at a CAGR of 11.9% during the forecast period (2024–2032). The growth is underpinned by the rise in digital gaming and a resurging interest in physical collectibles, with casual players and serious collectors contributing to a dynamic market landscape. Additionally, increasing accessibility through digital platforms and rising adult engagement are significant drivers of market expansion, alongside heightened interest in rare and exclusive character-based cards.


North America Collectible Card Games Market Growth Factors

Expansion of Digital Gaming Platforms

The rapid growth of digital platforms, particularly PC-based CCGs, is a key driver in the North American market. Digital CCGs have gained traction among younger and tech-savvy audiences, offering seamless gameplay and frequent updates that enhance user engagement. The Entertainment Software Association (ESA) reported that digital sales accounted for over 85% of total gaming revenue in North America as of 2024, a statistic that underscores the shift to digital platforms. The accessibility of online tournaments and collectible marketplaces has attracted players and collectors alike, strengthening demand across both physical and digital segments of the CCG market.

Market Restraints

High Cost and Competition from Alternative Entertainment

The high cost of collectible card packs and the significant competition from other gaming genres and entertainment forms represent notable challenges for the North American CCG market. Many consumers need more time to invest heavily in CCGs due to economic constraints or preferences for other gaming genres, such as battle royale and RPGs, which offer higher interactivity and often lower costs. In 2024, the National Gaming Association (NGA) noted that over 70% of North American gamers report spending less on collectibles due to competition from other forms of digital entertainment, limiting the growth potential for some CCG segments.

Market Opportunities

Increasing Demand for Character-Based Card Games among Adults

An expanding trend among adults seeking nostalgic experiences and rare collectibles presents significant opportunities for growth in the CCG market. According to the Toy Association’s 2025 report, adult collectibles spending increased by 18%, driven by nostalgia and investment in high-value character cards. This demographic has shown a keen interest in limited editions and exclusive character cards associated with well-loved franchises. CCG publishers can tap into a market segment that is willing to invest in premium and unique offerings by targeting adult collectors with specialized card releases and exclusive licensed characters.

Study Period 2020-2032 CAGR 11.9%
Historical Period 2020-2022 Forecast Period 2024-2032
Base Year 2023 Base Year Market Size USD 3941.2 million in 2023
Forecast Year 2032 Forecast Year Market Size USD 10889.5 million
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Regional Analysis

The market is characterized by substantial growth across major North American regions, each presenting unique dynamics contributing to the broader market.

The U.S. has the largest share of the North American market, driven by a well-established gaming and entertainment culture. In cities like New York and Los Angeles, collectible card game conventions such as Comic-Con and Gen Con attract thousands of enthusiasts. Major cities offer a thriving environment for physical and digital CCGs, with famous franchises seeing robust demand.

Canada’s CCG market is characterized by a dedicated gaming community in cities like Toronto and Vancouver, where gaming cafes and comic stores support local CCG gatherings and tournaments. Digital platforms are also gaining traction here, with many Canadian gamers accessing North American CCG platforms, bolstering digital engagement in the region.

In Mexico, cities like Mexico City and Monterrey are witnessing a growing interest in CCGs, particularly among teenagers and young adults. Local gaming events and rising game stores contribute to CCG popularity. Mexico's market growth is also supported by increasing smartphone penetration, which allows access to mobile and digital CCG platforms.

In Puerto Rico, the market is gaining traction with the introduction of collectible card game tournaments and an emerging community of collectors. Local retailers have noted increased demand for CCG products. As a tourism-driven economy, collectible games linked to local culture or exclusive regional cards uniquely appeal to residents and visitors.

Though a smaller market segment, Cuba is beginning to see interest in CCGs, especially digital formats accessible on PCs and smartphones. While physical cards remain limited, digital platforms have opened up new opportunities for gamers, especially among younger demographics enthusiastic about global gaming trends.

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North America Collectible Card Games Market Segmental Analysis

By Game Type

Physical dominates the game type segment and is expected to grow at a CAGR of 11.6% over the forecast period, driven by the appeal of tangible collectibles that retain and potentially appreciate. Physical CCGs enjoy a strong following in North America, where card trading and collection events are popular. Retailers regularly host in-store events, encouraging trading and social interaction among collectors and creating a dedicated fanbase. Additionally, rare physical cards retain investment potential, attracting adult collectors and fostering sustained interest in physical CCGs.

By Age

Adults dominate the age segment and are expected to grow at a CAGR of 12.2% during the forecast period, highlighting the increased appeal of collectible card games among those who remember classic franchises. This age group is more likely to invest in exclusive character cards, especially with the nostalgia-driven releases of legacy card series. Digital CCG marketplaces also allow adults to trade and value their collections, making CCGs appealing as both a leisure activity and a collectible investment, which sustains their interest and purchasing behavior.

By Card Type

Character cards dominate the card type segment and are expected to grow at a CAGR of 12.3% over the forecast period, driven by high demand for recognizable and franchise-based characters. The popularity of character cards is further supported by partnerships with entertainment franchises and celebrity endorsements, which add unique value to specific cards. These collaborations resonate with collectors and gamers who seek exclusive items associated with their favorite characters, whether from comic books, movies, or video games, supporting ongoing demand for new releases.

By Application

PC games dominate the application segment and are expected to grow at a CAGR of 13.1% during the forecast period due to advancements in digital gameplay and online accessibility. PC-based CCG platforms offer continuous content updates and player-vs-player modes that sustain user engagement. Titles like Magic: The Gathering Arena and Hearthstone lead this category, supporting competitive gaming and global tournaments. These platforms appeal to the expanding PC gaming audience and allow frequent content additions that enhance digital CCGs' appeal and market reach.

Market Size By Game Type

Market Size By Game Type
  • Digital
  • Physical

  • List of key players in North America 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

    North America Collectible Card Games Market Share of Key Players

    North America Collectible Card Games Market Share of Key Players

    Analyst's Perspective

    As per our analyst, the North America collectible card games market is poised for rapid expansion in the coming years. This growth is primarily driven by the digital transformation of collectible card games, making it easier for gamers to engage on platforms suited to their preferences, whether through mobile or PC. North America’s emphasis on exclusive and character-driven card collections and strong participation in conventions and gaming events is set to sustain long-term market interest.

    Furthermore, the adult segment’s inclination toward nostalgia and high-value collectibles continues to add value to this market. The ongoing collaborations between CCG companies and popular entertainment franchises enhance market dynamism, attracting new players and encouraging existing ones to expand their collections, which should foster sustained growth.


    North America 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 North America Collectible Card Games Market?
    The global North America Collectible Card Games Market size is projected to reach USD 10889.5 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 North America Collectible Card Games Market.
    The global North America Collectible Card Games Market growing at a CAGR of 11.9% from (2024–2032).


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