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South Korea 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 Forecasts, 2024-2032

Report Code: SRCP56572DR
Last Updated : Dec 27, 2024
Author : Vrushali Bothare
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South Korea Collectible Card Games Market Size

The South Korea collectible card games market size was valued at USD 395.10 million in 2023 and is projected to reach from USD 446.16 million to USD 1,146.91 million by 2032, growing at a CAGR of 12.5% during the forecast period (2024–2032). The popularity of collectible card games in South Korea has grown significantly with the rising influence of gaming culture, anime, and e-sports across various age groups. Enhanced digital infrastructure, widespread internet penetration, and South Korea’s established position in the global gaming industry are accelerating demand for digital and physical CCGs.

South Korea Collectible Card Games Market

South Korea Collectible Card Games Market Growth Factors

Robust digital infrastructure and e-sports culture

The primary driver for the growth of CCGs in South Korea is the country’s strong digital infrastructure and its globally influential e-sports culture. As of 2024, over 96% of South Koreans have access to high-speed internet, facilitating the rapid adoption of digital collectible card games. According to the Korea Creative Content Agency (KOCCA), online gaming in South Korea contributes significantly to the country’s digital economy, and CCGs have been an integral part of this landscape, especially as popular e-sports titles gain traction. The appeal of character-based CCGs, combined with competitive gameplay, supports continued market expansion as these games attract casual and professional players.

Market Restraints

High competition and market saturation

One of the main restraints in South Korea’s market is the high level of competition, particularly from other mobile and PC games, which saturates the market. The prevalence of MMORPGs, MOBAs, and other popular genres often limits CCG market growth, as players tend to gravitate toward well-established titles. Additionally, physical CCGs face challenges in capturing a large share, given the dominance of digital platforms. According to the Korean Game Society, over 70% of gamers in South Korea prefer digital over physical game formats due to convenience, making it difficult for physical CCGs to reach a wider audience.

Market Opportunities

Growing interest in collectibles and anime-inspired ccgs

South Korea’s rising interest in collectible items and anime has created a significant opportunity for CCG developers. Anime and manga have cultivated a solid fan base, especially among teenagers and young adults, spurring demand for character-focused and anime-themed CCGs. According to a 2024 report from the Korean Publishers Association, manga and anime content consumption rose by 15% compared to the previous year, translating to greater interest in CCGs that feature popular anime characters. Game developers are capitalizing on this trend by creating limited-edition character cards and themed expansions, enhancing the appeal of collectible card games within South Korea.

Study Period 2020-2032 CAGR 12.5%
Historical Period 2020-2022 Forecast Period 2024-2032
Base Year 2023 Base Year Market Size USD 395.10 million
Forecast Year 2032 Forecast Year Market Size USD 1146.91 million
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Regional Analysis

The market is characterized by robust growth across South Korea’s major urban centers, with each city contributing uniquely to the overall market expansion.

Seoul remains the epicenter of South Korea’s CCG market, with numerous gaming cafes, anime conventions, and e-sports events that support CCG engagement. Seoul hosts some of the largest CCG tournaments and attracts collectors with limited-edition releases, establishing it as a critical hub for digital and physical CCGs.

Busan has a rapidly growing gaming culture, with events such as the Busan Indie Connect (BIC) Festival providing a platform for game developers to showcase new CCGs. This city’s coastal setting and rising youth population have contributed to its vibrant digital gaming scene, driving PC-based CCG adoption.

Incheon supports a thriving community of online CCG players with high engagement rates for mobile and PC-based games. The city’s robust internet infrastructure supports online tournaments and streaming events, making it an ideal market for developers targeting digital CCGs.

Daegu’s e-sports culture has fueled interest in competitive CCGs, with local tournaments and gaming cafes drawing young audiences. The city’s student population frequently engages with online CCGs, bolstering growth in digital gaming segments.

Daejeon has a budding collectible culture, especially among anime and manga fans. Physical CCGs have a notable presence here, with events and fan meetups fostering community interest in collectible card games. The city is seeing increased engagement, especially in character-based CCGs that appeal to anime enthusiasts.

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South Korea Collectible Card Games Market Segmental Analysis

By game type

Physical dominates the game type segment and is expected to grow at a CAGR of 12.4% over the forecast period, driven by dedicated CCG communities and collectible enthusiasts. South Korea hosts several conventions, such as the Seoul Comic Con, where physical CCG trading and tournaments are popular among fans. Additionally, these events' limited edition releases and exclusive merchandise boost physical card sales. Despite the preference for digital gaming, physical CCGs maintain a steady following, particularly among collectors who value tangible assets.

By age

Teenagers dominate the age segment and are expected to grow at a CAGR of 13.0%, as younger audiences are highly engaged with anime and competitive gaming. Teenagers are drawn to character cards, with famous franchises gaining traction through social media platforms and e-sports events. Online tutorials and community support further attract teenagers, establishing a strong base for CCGs within this demographic. As teenagers adopt new CCG formats, this group will remain a key driver for sustained market growth.

By card type

Character cards dominate the card type segment and are expected to grow at a CAGR of 12.9% as they align with the high demand for anime-inspired content in South Korea. Popular titles such as Yu-Gi-Oh! and Pokémon feature heavily in South Korean CCG culture, with game expansions and themed releases appealing to anime fans. Game developers regularly release character cards featuring special editions, offering fans collectible items tied to favorite characters, driving continued demand for this segment.

By application

PC games dominate the application segment and are expected to grow at a CAGR of 13.6% during the forecast period, supported by South Korea’s high internet speed and influential gaming culture. PC-based CCGs offer rich graphics, strategic gameplay, and interactive features, making them a favorite for competitive players. Titles like Legends of Runeterra and Shadowverse have large followings on PC, enhanced by high-profile tournaments and interactive gaming features that appeal to South Korean players.

Market Size By Game Type

Market Size By Game Type
  • Digital
  • Physical


  • List of key players in South Korea 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
    South Korea Collectible Card Games Market Share of Key Players

    Analyst's Perspective

    As per our analyst, the South Korea collectible card games market is poised for rapid expansion in the coming years. This growth is primarily driven by South Korea’s advanced digital infrastructure, anime influence, and an evolving e-sports culture that favors competitive gaming. The rising popularity of character-based CCGs, supported by South Korea’s strong consumer affinity for anime, will continue to drive growth in this sector.

    Moreover, the competitive nature of PC-based CCGs aligns well with South Korean gamers’ preferences, ensuring sustained demand for digital formats. As more companies invest in themed releases and digital engagement, the South Korea CCG market is set to capitalize on this cultural shift, attracting new players and collectors alike.


    South Korea 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 South Korea Collectible Card Games Market?
    The global South Korea Collectible Card Games Market size is projected to reach USD 1,146.91 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 South Korea Collectible Card Games Market.
    The global South Korea Collectible Card Games Market growing at a CAGR of 12.5% from (2024–2032).


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