Collectible card games are familiar to everyone in their thirties and forties. It didn't matter if you bought well-known Magic the Gathering decks or obscure cards with your money. In the 1990s, CCGs were extremely popular. They crave for the joys of their youth now that they have grown up and are responsible for their own entertainment. A new digital generation of collectible card games is filling the void. A number of new and lucrative fads arose as a result of the epidemic, including collecting card games (CCG) and trading card games (TCG), to mention a few. As a result of the revival of CCGs and TCGs, collectors have emerged from the woodwork, reinvigorating the market. These cards feature original artwork or designs. Fantasy or science fiction, cartoons, horror, or even sports could all be considered. It's normally played by two people, although there are multiplayer versions available as well. CCGs are a relatively new style of game in which players gather cards, arrange them into decks, and play those decks against opponents over the Internet in an online version.
The LAMEA Collectible Card Games market size is expected to reach a valuation of USD 2157.18 million by 2030, growing at a CAGR of 13.07 % during the forecast period (2022–2030) and the Middle East and African Collectible Card Games market size is expected to reach a valuation of USD 1347.33 million by 2030, growing at a CAGR of 12.75 % during the forecast period (2022–2030). In LAMEA the growing popularity is due to the increasing penetration of the internet and smartphone.
The LAMEA Collectible Card Games Market is classified into two categories: kind, and application.
The market is separated into two types: digital and physical. In 2020, the digital segment will have a lion's share of the market. During the forecast period, the digital collectable card games market is expected to rise at a quicker rate. This can be due to the younger generation's increased use of the internet in developing economies. The growing number of smartphone users with better internet connectivity has resulted in increased demand for digital gaming. Increased demand for electronic gadgets with more features and apps has resulted in greater user experience, more disposable income, and global economic growth. These markets are expected to have a lot of product demand because industrialised countries have a lot of console users and most emerging countries have a lot of smartphone users.
The market for collectible card games is separated into activity monitors/trackers, smartwatches, smart clothes, hearables, and others, depending on the product category. Collectible card games for mobile devices had a market share of 43.9 percent in 2020 and were expected to increase at a quicker rate throughout the projected period. The increasing creation of games on mobile phone platforms is responsible for the strong growth rate of the mobile device category. As the number of mobile users has grown in recent years, so has the popularity of mobile gaming. With the recent increase in tablet and smartphone users, demand for mobile gaming is projected to rise in the coming years. In the game industry, augmented and virtual reality have spurred the growth of mobile gaming.
The LAMEA Collectible Card Games Market is expected to reach USD 2157.18 million by 2030, growing at a CAGR of 13.07 percent from 2022 to 2030, and the Middle East and African Collectible Card Games market is expected to reach USD 1347.33 million by 2030, growing at a CAGR of 12.75 percent from 2022 to 2030. The increasing popularity of the internet and smartphones in LAMEA is attributable to their increasing penetration.
66 percent of South Africa's population is under the age of 35. It's no surprise that millennials and their younger counterparts, Gen Z, have become a prime target for businesses, particularly CCG firms, who recognise the nostalgia element associated with them. They are the first generation to have grown up with smartphones and are enthusiastic about bringing technology into their daily lives. As South Africa has such a large millennial population, there is a lot of room for the CCG industry to grow.
According to the most recent data, 99 percent of the ten million people in the United Arab Emirates were active internet users in 2021. As an expatriate residing in the UAE, you have a variety of alternatives for internet access. Mobile users’ number 8.74 million, with 9.52 million active social media profiles. As the data is reflecting, internet penetration and smart phone users are very in UAE and hence there is a plenty of scope for the Collectible Card Games market in the region.
Brazil has a large millennial population, which means the CCG market in the country has a lot of potential. In addition, it is estimated that by 2022, around 77.87 percent of the Brazilian population will have used the internet. Three years later, the internet penetration rate in that South American country is expected to reach 83 percent. Brazil had the fifth-largest internet population in the world in 2020, making it the most connected market in Latin America, rising the CCG demand in the country.
Report Metric | Details |
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CAGR | 13.07% |
Forecast Period | 2023-2031 |
Report Coverage | Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends |
Segments Covered |
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