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LAMEA Collectible Card Games Market

LAMEA Collectible Card Games Market Size Worth USD 2157.18 Million, by 2030 at 13.07% CAGR

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Market Overview

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.

Market Snapshot

Base Year:
2021
Study Period:
2020-2030
CAGR:
13.07 %
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Market Dynamics

Key Market Drivers

  • Millennials make up a sizable share of the population in the region: In LAMEA, particularly in the Middle East, the millennial population is enormous. Millennials make up around 60% of the population in the Middle East, with a population of around 108 million. As millennials grew up with these games, they naturally have a stronger attachment to them. In a nutshell, millennials in the region are an empowered generation that is vocal about their feelings, and their desire to relive their glory days by playing CCG will boost the business in the region.
  • Continuously Increasing Internet Penetration in the Region: The Middle East and North Africa (MENA) and Latin America are two of the best-connected regions in the world, with the Middle East and North Africa (MENA) and Latin America representing one of the best-connected regions in the world. Rapid technical development, implementation, and adoption, notably in the Middle East, has propelled the region to the top of the worldwide internet penetration rankings, with Arab countries in North America following suit. This expanded internet connectivity has helped the CCG market to grow smoothly in last few years and the trend is anticipated to remain the same.

Key Market Restraints

  • Low Internet Penetration in Some Nations: Due to high internet prices for fixed broadband and mobile networks in these countries, low internet penetration rates were reported in some African countries such as Nigeria, Rwanda, and Mauritania. The poor literacy rate is a contributing factor. As many emerging countries in the area have limited internet connectivity, the CCG market may face certain obstacles throughout the forecast period.

Segmental Analysis

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.

Regional Analysis

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.

Regional Growth Insights Download Free Sample

Top Key Players of LAMEA Collectible Card Games Market

  1. Take-Two Interactive Software Inc.
  2. CY Games
  3. Blizzard Entertainment
  4. Wizard of the Coast

Report Scope

Report Metric Details
CAGR 13.07%
Forecast Period 2023-2031
Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, Environment & Regulatory Landscape and Trends
Segments Covered
  1. By Device Type
    1. Digital
    2. Physical
  2. By Application
    1. PC Games
    2. Mobile Device Games
    3. Others

Recent Developments

  • In 2021, Konami Digital Entertainment Co., Ltd. announced a business partnership with Bloober Team, a Polish game developer.

LAMEA Collectible Card Games Market Segmentation

By Device Type

  • Digital
  • Physical

By Application

  • PC Games
  • Mobile Device Games
  • Others

By Regions

  • Brazil
  • Argentina
  • United Arab Emirates
  • Saudi Arabia
  • Qatar
  • South Africa
  • Nigeria
  • Kenya
  • Turkey
  • Rest of LAMEA
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