시장보고서
상품코드
1862363

세계의 트레이딩 카드 : 시장 점유율과 순위, 전체 판매량 및 수요 예측(2025-2031년)

Trading Card - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

발행일: | 리서치사: QYResearch | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




■ 보고서에 따라 최신 정보로 업데이트하여 보내드립니다. 배송일정은 문의해 주시기 바랍니다.

트레이딩 카드 시장 규모는 2024년에 90억 2,800만 달러로 평가되었고, 2025-2031년의 예측 기간 중 CAGR 9.4%로 성장하여 2031년까지 171억 4,000만 달러로 확대될 것으로 예측됩니다.

트레이딩 카드는 수집, 교환 또는 경쟁용으로 설계된 작은 카드, 보통 직사각형의 작은 카드, 종이판 또는 플라스틱으로 만들어진 카드입니다. 트레이딩 카드는 종종 테마별 세트의 일부이며, 가상의 캐릭터, 스포츠 선수, 판타지 아트, 게임 내 통계, 멀티미디어 컨텐츠 등의 요소를 특징으로 하는 경우가 많습니다. 스포츠 카드, 엔터테인먼트 카드(예: 포켓몬스터, 유희왕!), 트레이딩 카드 게임(TCG) 등 트레이딩 카드 게임(TCG) 등 여러 유형이 존재합니다. 카드는 희소성, 상태, 가치가 다르며, 일부는 귀중한 수집품이 되기도 합니다. 취미로 즐기는 사람과 투자자 모두에게 인기가 있습니다.

특히 1990년대부터 2000년대 초반의 빈티지 및 희귀 아이템에 대한 트레이딩 카드에 대한 관심 증가는 정서적 유대감과 경제적 가치의 양면성이 맞물려 촉진되고 있습니다. 포켓몬스터나 매직: 더 개더링과 같은 상징적인 프랜차이즈의 카드는 향수를 불러일으키는 가치뿐만 아니라 대체 투자 대상으로 여겨져 경매에서 기록적인 고가에 낙찰되는 카드도 존재합니다.

기술 혁신, 특히 디지털 카드와 NFT의 등장은 수집가들에게 새로운 가능성을 열어주었습니다. NBA 탑샷과 같은 플랫폼은 디지털 거래를 대중화하여 젊은 세대와 전 세계 사용자들이 시장에 쉽게 접근할 수 있도록 했습니다. 이러한 변화를 통해 업계는 기존의 애호가들에게 매력을 유지하면서 기술에 정통한 수집가 층을 끌어들일 수 있게 되었습니다.

지리적으로는 북미가 여전히 시장의 주요 지역인 반면, 아시아태평양과 중동은 빠른 성장세를 보이고 있습니다. 일본은 활발한 게임 문화로 인해 주요 거점 역할을 하고 있으며, 중국, 인도 등 시장에서는 도시화와 소비자층 확대로 인해 관심이 높아지고 있습니다. 유럽은 지역 스포츠와 세계 엔터테인먼트 프랜차이즈의 융합으로 강한 수요를 보이고 있으며, 라틴아메리카 등 신흥 지역도 새로운 성장 기회를 제공합니다.

특히 스포츠 트레이딩 카드는 NBA, MLB, NFL 등 세계 이벤트의 영향으로 스폰서십과 미디어 노출이 증가하면서 수요가 확대되고 있습니다. 스포츠 채널 증가와 인터넷 연결 기기의 보급으로 인해 스포츠 트레이딩 카드의 판매량이 급증하고 있습니다.

위조품, 시장 투기 등의 문제는 있지만, 트레이딩 카드 시장은 지속적인 성장이 예상됩니다. 정서적, 경제적, 기술적 요소가 결합되어 세계 고객 기반을 배경으로 소비자의 취향과 기술 혁신과 함께 시장은 계속 발전하고 번영을 보장합니다. 본질적으로 트레이딩 카드 산업은 수집 문화와 대체 투자 분야에서 영향력 있고 활기찬 존재로 남아있습니다.

이 보고서는 트레이딩 카드 세계 시장에 대한 종합적인 분석을 제공하는 것을 목표로 합니다. 총 매출액, 주요 기업의 시장 점유율과 순위에 초어점을 맞추, 지역별, 국가별, 유형별, 용도별 트레이딩 카드 분석을 포함하고 있습니다.

트레이딩 카드 시장 규모, 추정 및 예측은 2024년을 기준 연도로 하여 2020년부터 2031년까지의 과거 데이터와 예측 데이터를 기반으로 한 매출액으로 제시되었습니다. 정량적 분석과 정성적 분석을 통해 독자들이 비즈니스/성장 전략을 수립하고, 시장 경쟁 구도를 평가하고, 현재 시장에서의 자사 포지셔닝을 분석하여 트레이딩 카드에 대한 정보에 입각한 비즈니스 의사결정을 내리는데 도움을 드리고자 합니다.

시장 세분화

기업별

  • Pokemon
  • Kayou
  • Konami
  • Panini
  • Wizards of the Coast
  • Tomy Company
  • Fanatics
  • Bandai
  • The Upper Deck Company
  • Bushiroad

유형별 부문

  • Non-Sports Card
  • Sports Card

용도별 부문

  • 성인용
  • 청소년용

지역별

  • 북미
    • 미국
    • 캐나다
  • 아시아태평양
    • 중국
    • 일본
    • 한국
    • 동남아시아
    • 인도
    • 호주
    • 기타 아시아태평양
  • 유럽
    • 독일
    • 프랑스
    • 영국
    • 이탈리아
    • 네덜란드
    • 북유럽 국가
    • 기타 유럽
  • 라틴아메리카
    • 멕시코
    • 브라질
    • 기타 라틴아메리카
  • 중동 및 아프리카
    • 튀르키예
    • 사우디아라비아
    • 아랍에미리트(UAE)
    • 기타 중동 및 아프리카
LSH 25.11.26

The global market for Trading Card was estimated to be worth US$ 9028 million in 2024 and is forecast to a readjusted size of US$ 17140 million by 2031 with a CAGR of 9.4% during the forecast period 2025-2031.

A Trading Card is a small, typically rectangular card made of paperboard or plastic, designed for collecting, trading, or competitive play. Trading cards are often part of a themed set and may feature elements such as fictional characters, sports figures, fantasy artwork, in-game statistics, or multimedia content. There are several types, including sports cards, entertainment cards (e.g., Pokemon, Yu-Gi-Oh!), and trading card games (TCGs). Cards can vary in rarity, condition, and value, with some becoming valuable collectibles. They are popular among both hobbyists and investors.

The resurgence of interest in trading cards, particularly vintage and rare items from the 1990s and early 2000s, has been fueled by a combination of emotional connection and financial potential. Cards from iconic franchises like Pokemon and Magic: The Gathering are not only prized for their nostalgic value but also viewed as alternative investments, with some cards fetching record-breaking prices at auctions.

Technological innovations, particularly in digital cards and NFTs, have opened new avenues for collectors. Platforms such as NBA Top Shot have popularized digital trading, making the market more accessible to younger generations and global audiences. This shift has allowed the industry to attract tech-savvy collectors while maintaining its appeal to traditional hobbyists.

Geographically, while North America continues to a main region in the market, regions such as Asia-Pacific and the Middle East are experiencing rapid growth. Japan remains a major hub due to its robust gaming culture, and markets like China and India are seeing increased interest driven by urbanization and growing consumer bases. Europe, with its blend of local sports and global entertainment franchises, is also showing strong demand, while emerging regions like Latin America present new growth opportunities.

Sports trading cards, in particular, have seen a boost due to global events like the NBA, MLB, and NFL, which have increased sponsorships and media exposure. The rise in sports channels and the proliferation of Internet-connected devices have further driven engagement, leading to a surge in sports trading card sales.

Despite challenges like counterfeiting and market speculation, the trading card market is positioned for sustained growth. The combination of emotional, financial, and technological factors, coupled with a global audience, ensures that the market will continue to thrive, evolving alongside consumer preferences and technological advancements. In essence, the trading card industry remains an influential and vibrant part of both collectible culture and alternative investment landscapes.

This report aims to provide a comprehensive presentation of the global market for Trading Card, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card by region & country, by Type, and by Application.

The Trading Card market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Trading Card.

Market Segmentation

By Company

  • Pokemon
  • Kayou
  • Konami
  • Panini
  • Wizards of the Coast
  • Tomy Company
  • Fanatics
  • Bandai
  • The Upper Deck Company
  • Bushiroad

Segment by Type

  • Non-Sports Card
  • Sports Card

Segment by Application

  • Adult
  • Juvenile

By Region

  • North America
    • United States
    • Canada
  • Asia-Pacific
    • China
    • Japan
    • South Korea
    • Southeast Asia
    • India
    • Australia
    • Rest of Asia-Pacific
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Netherlands
    • Nordic Countries
    • Rest of Europe
  • Latin America
    • Mexico
    • Brazil
    • Rest of Latin America
  • Middle East & Africa
    • Turkey
    • Saudi Arabia
    • UAE
    • Rest of MEA

Chapter Outline

Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.

Chapter 2: Detailed analysis of Trading Card company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.

Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.

Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.

Chapter 5: Revenue of Trading Card in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.

Chapter 6: Revenue of Trading Card in country level. It provides sigmate data by Type, and by Application for each country/region.

Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.

Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.

Chapter 9: Conclusion.

Table of Contents

1 Market Overview

  • 1.1 Trading Card Product Introduction
  • 1.2 Global Trading Card Market Size Forecast (2020-2031)
  • 1.3 Trading Card Market Trends & Drivers
    • 1.3.1 Trading Card Industry Trends
    • 1.3.2 Trading Card Market Drivers & Opportunity
    • 1.3.3 Trading Card Market Challenges
    • 1.3.4 Trading Card Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Trading Card Players Revenue Ranking (2024)
  • 2.2 Global Trading Card Revenue by Company (2020-2025)
  • 2.3 Key Companies Trading Card Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Trading Card Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Trading Card
  • 2.6 Trading Card Market Competitive Analysis
    • 2.6.1 Trading Card Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Trading Card Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Trading Card as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Non-Sports Card
    • 3.1.2 Sports Card
  • 3.2 Global Trading Card Sales Value by Type
    • 3.2.1 Global Trading Card Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Trading Card Sales Value, by Type (2020-2031)
    • 3.2.3 Global Trading Card Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Adult
    • 4.1.2 Juvenile
  • 4.2 Global Trading Card Sales Value by Application
    • 4.2.1 Global Trading Card Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Trading Card Sales Value, by Application (2020-2031)
    • 4.2.3 Global Trading Card Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

  • 5.1 Global Trading Card Sales Value by Region
    • 5.1.1 Global Trading Card Sales Value by Region: 2020 VS 2024 VS 2031
    • 5.1.2 Global Trading Card Sales Value by Region (2020-2025)
    • 5.1.3 Global Trading Card Sales Value by Region (2026-2031)
    • 5.1.4 Global Trading Card Sales Value by Region (%), (2020-2031)
  • 5.2 North America
    • 5.2.1 North America Trading Card Sales Value, 2020-2031
    • 5.2.2 North America Trading Card Sales Value by Country (%), 2024 VS 2031
  • 5.3 Europe
    • 5.3.1 Europe Trading Card Sales Value, 2020-2031
    • 5.3.2 Europe Trading Card Sales Value by Country (%), 2024 VS 2031
  • 5.4 Asia Pacific
    • 5.4.1 Asia Pacific Trading Card Sales Value, 2020-2031
    • 5.4.2 Asia Pacific Trading Card Sales Value by Region (%), 2024 VS 2031
  • 5.5 South America
    • 5.5.1 South America Trading Card Sales Value, 2020-2031
    • 5.5.2 South America Trading Card Sales Value by Country (%), 2024 VS 2031
  • 5.6 Middle East & Africa
    • 5.6.1 Middle East & Africa Trading Card Sales Value, 2020-2031
    • 5.6.2 Middle East & Africa Trading Card Sales Value by Country (%), 2024 VS 2031

6 Segmentation by Key Countries/Regions

  • 6.1 Key Countries/Regions Trading Card Sales Value Growth Trends, 2020 VS 2024 VS 2031
  • 6.2 Key Countries/Regions Trading Card Sales Value, 2020-2031
  • 6.3 United States
    • 6.3.1 United States Trading Card Sales Value, 2020-2031
    • 6.3.2 United States Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.3.3 United States Trading Card Sales Value by Application, 2024 VS 2031
  • 6.4 Europe
    • 6.4.1 Europe Trading Card Sales Value, 2020-2031
    • 6.4.2 Europe Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.4.3 Europe Trading Card Sales Value by Application, 2024 VS 2031
  • 6.5 China
    • 6.5.1 China Trading Card Sales Value, 2020-2031
    • 6.5.2 China Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.5.3 China Trading Card Sales Value by Application, 2024 VS 2031
  • 6.6 Japan
    • 6.6.1 Japan Trading Card Sales Value, 2020-2031
    • 6.6.2 Japan Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.6.3 Japan Trading Card Sales Value by Application, 2024 VS 2031
  • 6.7 South Korea
    • 6.7.1 South Korea Trading Card Sales Value, 2020-2031
    • 6.7.2 South Korea Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.7.3 South Korea Trading Card Sales Value by Application, 2024 VS 2031
  • 6.8 Southeast Asia
    • 6.8.1 Southeast Asia Trading Card Sales Value, 2020-2031
    • 6.8.2 Southeast Asia Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.8.3 Southeast Asia Trading Card Sales Value by Application, 2024 VS 2031
  • 6.9 India
    • 6.9.1 India Trading Card Sales Value, 2020-2031
    • 6.9.2 India Trading Card Sales Value by Type (%), 2024 VS 2031
    • 6.9.3 India Trading Card Sales Value by Application, 2024 VS 2031

7 Company Profiles

  • 7.1 Pokemon
    • 7.1.1 Pokemon Profile
    • 7.1.2 Pokemon Main Business
    • 7.1.3 Pokemon Trading Card Products, Services and Solutions
    • 7.1.4 Pokemon Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Pokemon Recent Developments
  • 7.2 Kayou
    • 7.2.1 Kayou Profile
    • 7.2.2 Kayou Main Business
    • 7.2.3 Kayou Trading Card Products, Services and Solutions
    • 7.2.4 Kayou Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Kayou Recent Developments
  • 7.3 Konami
    • 7.3.1 Konami Profile
    • 7.3.2 Konami Main Business
    • 7.3.3 Konami Trading Card Products, Services and Solutions
    • 7.3.4 Konami Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Konami Recent Developments
  • 7.4 Panini
    • 7.4.1 Panini Profile
    • 7.4.2 Panini Main Business
    • 7.4.3 Panini Trading Card Products, Services and Solutions
    • 7.4.4 Panini Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Panini Recent Developments
  • 7.5 Wizards of the Coast
    • 7.5.1 Wizards of the Coast Profile
    • 7.5.2 Wizards of the Coast Main Business
    • 7.5.3 Wizards of the Coast Trading Card Products, Services and Solutions
    • 7.5.4 Wizards of the Coast Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Wizards of the Coast Recent Developments
  • 7.6 Tomy Company
    • 7.6.1 Tomy Company Profile
    • 7.6.2 Tomy Company Main Business
    • 7.6.3 Tomy Company Trading Card Products, Services and Solutions
    • 7.6.4 Tomy Company Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Tomy Company Recent Developments
  • 7.7 Fanatics
    • 7.7.1 Fanatics Profile
    • 7.7.2 Fanatics Main Business
    • 7.7.3 Fanatics Trading Card Products, Services and Solutions
    • 7.7.4 Fanatics Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Fanatics Recent Developments
  • 7.8 Bandai
    • 7.8.1 Bandai Profile
    • 7.8.2 Bandai Main Business
    • 7.8.3 Bandai Trading Card Products, Services and Solutions
    • 7.8.4 Bandai Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Bandai Recent Developments
  • 7.9 The Upper Deck Company
    • 7.9.1 The Upper Deck Company Profile
    • 7.9.2 The Upper Deck Company Main Business
    • 7.9.3 The Upper Deck Company Trading Card Products, Services and Solutions
    • 7.9.4 The Upper Deck Company Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.9.5 The Upper Deck Company Recent Developments
  • 7.10 Bushiroad
    • 7.10.1 Bushiroad Profile
    • 7.10.2 Bushiroad Main Business
    • 7.10.3 Bushiroad Trading Card Products, Services and Solutions
    • 7.10.4 Bushiroad Trading Card Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Bushiroad Recent Developments

8 Industry Chain Analysis

  • 8.1 Trading Card Industrial Chain
  • 8.2 Trading Card Upstream Analysis
    • 8.2.1 Key Raw Materials
    • 8.2.2 Raw Materials Key Suppliers
    • 8.2.3 Manufacturing Cost Structure
  • 8.3 Midstream Analysis
  • 8.4 Downstream Analysis (Customers Analysis)
  • 8.5 Sales Model and Sales Channels
    • 8.5.1 Trading Card Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Trading Card Distributors

9 Research Findings and Conclusion

10 Appendix

  • 10.1 Research Methodology
    • 10.1.1 Methodology/Research Approach
      • 10.1.1.1 Research Programs/Design
      • 10.1.1.2 Market Size Estimation
      • 10.1.1.3 Market Breakdown and Data Triangulation
    • 10.1.2 Data Source
      • 10.1.2.1 Secondary Sources
      • 10.1.2.2 Primary Sources
  • 10.2 Author Details
  • 10.3 Disclaimer
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