Collectible card games are certainly familiar to everyone in their thirties and forties. It didn't matter if you spent your allowance on classic Magic the Gathering decks or lesser-known cards. In the 1990s, CCGs were extremely popular. Now that those children have grown up and have their own entertainment expenditures, they long for the joys they remember from their childhood. A new digital generation of collectible card games is filling this void. Collecting card games (CCG) and trading card games (TCG), to mention a few, created a plethora of new and lucrative fads as a result of the pandemic. As a result of the revival of CCGs and TCGs, collectors have emerged from the woodwork, reinvigorating the market. These cards are adorned with original artwork or designs. It could be fantasy or science fiction, cartoons, horror, or even sports-related. It's normally played by two people, but there are also multiplayer variations. In the online form, collectible card games (CCGs) are a relatively new sort of game that allows players to collect cards, combine them into decks, and play those decks against opponents over the Internet.
The Europe Collectible Card Games market size is expected to reach a valuation of USD 5999.43 million by 2030, increasing at a CAGR of 13.35 % during the forecast period (2022–2030). In Europe, Mobile gaming has seen a significant increment in recent years as smartphone users have increased. With the recent increase in tablet and smartphone users, it is expected that demand for mobile gaming will increase in the following years.
The market for collectible card games is divided into two sorts: types and applications.
There are two types of markets: digital and physical. The digital segment will account for the majority of the market by 2020. The digital collectible card games market is likely to grow at a faster rate over the forecast period. This could be attributed to the increased usage of the internet by the younger population in developing economies. Increased demand for digital gaming has resulted from the growing number of smartphone users with greater internet connectivity. Increased demand for electronic devices with additional features and apps has resulted in improved user experience, increased disposable money, and economic growth in the region. As industrialized countries in the region have plenty of console users and most emerging nations have a lot of smartphone users, these markets are anticipated to have a lot of product demand.
Depending on the product category, the market for collectible card games is divided into activity monitors/trackers, smartwatches, smart clothing, wearables, and others. In 2020, collectible card games for mobile devices had a market share of 43.9 percent, and it was forecast to grow at a faster rate over the next five years. The rapid rise of the mobile device category is due to the increased creation of games on mobile phone platforms. In recent years, as the number of mobile users has increased, so has the popularity of mobile gaming. Demand for mobile gaming is expected to surge in the future years, thanks to the recent increase in tablet and smartphone users. Augmented and virtual reality have fuelled the expansion of mobile gaming in the gaming business.
By 2030, the Europe Collectible Card Games market is anticipated to be worth USD 5999.43 million, with a CAGR of 13.35 percent over the forecast period (2022–2030). As the number of mobile users in Europe has grown in recent years, mobile gaming has experienced a substantial surge. With the recent increase in tablet and smartphone users, demand for mobile gaming is projected to rise in the coming years. European governments are considering imposing a tax on gaming supplies for collecting card games. They want to tax credit cards in order to raise more revenue for social services by taxing these high-end products.
In France, the collectible card game sector has enjoyed a significant market share. The expanding popularity of gaming has contributed to an increase in the Collectible Card Game business in this region throughout the years. Gaming has been a popular leisure activity in France, and this status was only strengthened during the COVID-19 pandemic when many people turned to games not only for enjoyment but also for socializing. During the estimated period, card gaming revenues in France are expected to rise steadily.
In Germany, the rise in popularity can be attributed to the widespread use of the internet and smartphones. Germany is a smartphone-obsessed nation. The figures fully reflect and prove this assertion. According to the data, 81 percent of Germans own a smartphone, and the number is growing at a substantial rate year after year, propelling digital gaming in the country to new heights.
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