The North America Collectible Card Games market size is expected to reach a valuation of USD 8127.36 million by 2030, growing at a CAGR of 13.75 % during the forecast period (2022–2030).
Everyone in their thirties and forties is undoubtedly familiar with collectible card games. It didn't matter if you spent your pocket money on the original Magic the Gathering decks or on lesser-known cards. CCGs were very popular in the 1990s. Now that those youngsters have grown up, they have their own entertainment budgets and are yearning for the thrills they recall from their youth. This need is being met by a new digital generation of collectible card games. The pandemic spawned a slew of new and lucrative trends, including collecting card games (CCG) and trading card games (TCG), to name a few. Collectors have come out of the woodwork as a result of the resurrection of CCGs and TCGs, making the market relevant once more. These cards are embellished with proprietary artwork or graphics. It could be based on fantasy or science fiction, cartoons, horror themes, or even sports. It's usually played by two people, but multiplayer versions are also popular. Collectible Card Games (CCGs) in the online mode are a relatively new type of games that allow players to collect cards, assemble them into decks, and play those decks against opponents over the Internet.
The industry for collectible card games is primarily driven by significant technological improvements in the realm of trading cards in North America. The popularity and success of online trading card games is a rapidly expanding trend, whether as a straight translation of an offline trading card game (such as Chaotic) or as a standalone online trading card game (such as Star Wars Galaxies).
Study Period | 2018-2030 | CAGR | 13.75% |
Historical Period | 2018-2020 | Forecast Period | 2022-2030 |
Base Year | 2021 | Base Year Market Size | USD XX Billion |
Forecast Year | 2030 | Forecast Year Market Size | USD 8127.36 Million |
By 2030, the North America Collectible Card Games market is estimated to be worth USD 8127.36 million, increasing at a CAGR of 13.75% over the forecast period (2022–2030). In North America, substantial technological advancements in the field of trading cards are driving the collectible card game market. Whether as a direct translation of an offline trading card game (such as Chaotic) or as a standalone online trading card game (such as Star Wars' Galaxies), the popularity and growth of online trading card games is a fast-rising trend.
The dynamics of CCG have completely changed in the first two decades of the twenty-first century. In the United States, the need for analog collectible card games inspired the development of digital collectible card games. Magic the Gathering and Hearthstone are the two most popular card games right now. There are, however, a slew of developers vying for a piece of the cake. The increasing disposable income of the millennials is a significant driving factor for the market growth in the country.
CCGs (Collectible Card Games) is a type of game in which a player's deck of cards is used strategically to represent characters, objects, situations, and locations. After examining the genre's potential scope and present growth rate of over 13%, as well as greater penetration and reach on the internet, Canadian game creators have acknowledged the genre's strength, and the trend is expected to remain the same in the future.
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The collectible card game market is classified into two categories: types and applications.
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. Enhanced demand for electronic gadgets with more features and apps has resulted in greater user experience, more disposable income, and the region’s economic growth. These markets are expected to have a lot of product demand because industrialized countries have a lot of console users and most emerging nations have a lot of smartphone users.
The market for collectible card games is separated into activity monitors/trackers, smartwatches, smart clothes, wearables, and others, depending on the product category. Collectible card games for mobile devices had a market share of 43.9% 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 automotive industry is critical to the economy's growth. However, during the second and third quarters of 2020, the COVID-19 outbreak impacted the whole automotive supply chain, affecting new car sales in FY 2020.
South America is most affected by COVID-19, with Brazil leading the way, followed by Ecuador, Chile, Peru, and Argentina. South America's government (SAM) has taken a number of steps to protect its citizens and stem the spread of COVID-19. South America is expected to have fewer export revenues as commodity prices fall and export volumes fall, particularly to China, Europe, and the United States, which are all significant trading partners. The manufacturing industry, especially automotive manufacturing, has been damaged by containment measures in various South American countries. Due to the pandemic, major automotive manufacturers have also temporarily halted manufacturing in the region as a cost-cutting move. Furthermore, the automobile disc brake industry has been significantly affected in 2020 due to a lack of raw materials and supply chain disruption.
The Automotive Brake System control module of a vehicle is meant to alert the driver with a warning light if the system fails. The module itself is rarely defective; instead, the sensors or the wiring to the sensors are frequently defective. The most typical cause of dysfunction is when the Automotive Brake System is contaminated with particles or metal shavings. There is no signal continuity when sensor wiring is destroyed. Brake fluid becomes contaminated in corrosive situations, and the hydraulic unit fails to function.