Home Consumer Products North America Collectible Card Games Market Size, Forecast by 2032

North America Collectible Card Games Market Size & Outlook, 2024-2032

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, 2024
Pages : 110
Author : Anantika Sharma
Format : PDF, Excel

Table Of Content

  1. Executive Summary

    1. Research Objectives
    2. Limitations & Assumptions
    3. Market Scope & Segmentation
    4. Currency & Pricing Considered
    1. Emerging Regions / Countries
    2. Emerging Companies
    3. Emerging Applications / End Use
    1. Drivers
    2. Market Warning Factors
    3. Latest Macro Economic Indicators
    4. Geopolitical Impact
    5. Technology Factors
    1. Porters Five Forces Analysis
    2. Value Chain Analysis
  2. ESG Trends

  3. ESG Trends

    1. Introduction
    2. By Device Type
      1. Introduction
        1. Device Type By Value
      2. Physical Cards
        1. By Value
        2. Booster Packs
          1. Booster Packs By Value
        3. Starter Decks
          1. Starter Decks By Value
        4. Collector / Premium Editions
          1. Collector / Premium Editions By Value
      3. Digital / Online
        1. By Value
        2. PC Games
          1. PC Games By Value
        3. Mobile Games
          1. Mobile Games By Value
      4. Hybrid Platforms
        1. By Value
    3. By Age Type
      1. Introduction
        1. Age Type By Value
      2. Children
        1. By Value
      3. Teenagers
        1. By Value
      4. Adults
        1. By Value
    4. By Card Type
      1. Introduction
        1. Card Type By Value
      2. Character Card
        1. By Value
      3. Autograph Card
        1. By Value
      4. Image Card
        1. By Value
      5. Ability Cards
        1. By Value
      6. Others
        1. By Value
    5. By Game Type
      1. Introduction
        1. Game Type By Value
      2. Strategy-Based
        1. By Value
      3. Collectible-Focused
        1. By Value
      4. Casual / Social
        1. By Value
    6. By Distribution Channel
      1. Introduction
        1. Distribution Channel By Value
      2. Offline Retail
        1. By Value
        2. Specialty Game Stores
          1. Specialty Game Stores By Value
        3. Toy / Department Stores
          1. Toy / Department Stores By Value
        4. Tournament / Event Sales
          1. Tournament / Event Sales By Value
      3. Online Retail
        1. By Value
        2. Brand Websites
          1. Brand Websites By Value
        3. E-commerce Marketplaces
          1. E-commerce Marketplaces By Value
    7. By Revenue Model
      1. Introduction
        1. Revenue Model By Value
      2. Direct Sales
        1. By Value
      3. Subscription / Digital Packs
        1. By Value
      4. In-App Purchases
        1. By Value
      5. Tournament / Event Fees
        1. By Value
    8. By Player Type
      1. Introduction
        1. Player Type By Value
      2. Casual Players
        1. By Value
      3. Competitive Players
        1. By Value
      4. Collectors / Investors
        1. By Value
    9. U.S.
      1. By Device Type
        1. Introduction
          1. Device Type By Value
        2. Physical Cards
          1. By Value
          2. Booster Packs
            1. Booster Packs By Value
          3. Starter Decks
            1. Starter Decks By Value
          4. Collector / Premium Editions
            1. Collector / Premium Editions By Value
        3. Digital / Online
          1. By Value
          2. PC Games
            1. PC Games By Value
          3. Mobile Games
            1. Mobile Games By Value
        4. Hybrid Platforms
          1. By Value
      2. By Age Type
        1. Introduction
          1. Age Type By Value
        2. Children
          1. By Value
        3. Teenagers
          1. By Value
        4. Adults
          1. By Value
      3. By Card Type
        1. Introduction
          1. Card Type By Value
        2. Character Card
          1. By Value
        3. Autograph Card
          1. By Value
        4. Image Card
          1. By Value
        5. Ability Cards
          1. By Value
        6. Others
          1. By Value
      4. By Game Type
        1. Introduction
          1. Game Type By Value
        2. Strategy-Based
          1. By Value
        3. Collectible-Focused
          1. By Value
        4. Casual / Social
          1. By Value
      5. By Distribution Channel
        1. Introduction
          1. Distribution Channel By Value
        2. Offline Retail
          1. By Value
          2. Specialty Game Stores
            1. Specialty Game Stores By Value
          3. Toy / Department Stores
            1. Toy / Department Stores By Value
          4. Tournament / Event Sales
            1. Tournament / Event Sales By Value
        3. Online Retail
          1. By Value
          2. Brand Websites
            1. Brand Websites By Value
          3. E-commerce Marketplaces
            1. E-commerce Marketplaces By Value
      6. By Revenue Model
        1. Introduction
          1. Revenue Model By Value
        2. Direct Sales
          1. By Value
        3. Subscription / Digital Packs
          1. By Value
        4. In-App Purchases
          1. By Value
        5. Tournament / Event Fees
          1. By Value
      7. By Player Type
        1. Introduction
          1. Player Type By Value
        2. Casual Players
          1. By Value
        3. Competitive Players
          1. By Value
        4. Collectors / Investors
          1. By Value
    10. Canada
    1. North America Collectible Card Games Market Share By Players
    2. M&A Agreements & Collaboration Analysis
    1. Hasbro Inc.
      1. Overview
      2. Business Information
      3. Revenue
      4. ASP
      5. SWOT Analysis
      6. Recent Developments
    2. Blizzard Entertainment
    3. CY Games
    4. Take-Two Interactive Software Inc.
    5. Konami
    6. KYY Games
    7. Bushiroad
    8. Bandai
    9. Legend Story
    1. Research Data
      1. Secondary Data
        1. Major secondary sources
        2. Key data from secondary sources
      2. Primary Data
        1. Key data from primary sources
        2. Breakdown of primaries
      3. Secondary And Primary Research
        1. Key industry insights
    2. Market Size Estimation
      1. Bottom-Up Approach
      2. Top-Down Approach
      3. Market Projection
    3. Research Assumptions
      1. Assumptions
    4. Limitations
    5. Risk Assessment
    1. Discussion Guide
    2. Customization Options
    3. Related Reports
  4. Disclaimer

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