시장보고서
상품코드
1872079

수집형 카드 게임(CCG) : 세계 시장 점유율과 순위, 총판매량 및 수요 예측(2025-2031년)

Collectible Card Game - 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.

세계의 수집형 카드 게임(CCG) 시장 규모는 2024년에 142억 8,500만 달러로 추정되며, 2025-2031년의 예측 기간에 CAGR 9.2%로 성장하며, 2031년까지 259억 1,600만 달러로 확대할 것으로 예측되고 있습니다.

수집형 카드게임(CCG)은 트레이딩 카드게임(TCG) 등으로도 불리며, 1993년에 탄생한 전략 카드게임입니다. 특별히 디자인된 카드 세트로 구성되어 있으며, 각 카드에는 고유한 아트워크와 이미지가 적용되어 있습니다. 기업은 항상 희귀한 카드를 획득하고, 자신만의 전술 시스템을 구축할 수 있습니다. 일반적으로 CCG에서는 기업 간 카드 거래는 지원하지 않습니다. 제조업체들은 경쟁력과 수집가치를 겸비한 신규 확장 컨텐츠를 주기적으로 출시함으로써 생태계의 활력을 유지하고 있습니다.

트레이딩 카드 게임 시장은 최근 수년간 빠르게 발전하고 있으며, 특히 디지털 버전 제품이 주류를 차지하며 전체 매출의 큰 폭 증가를 주도하고 있습니다. 그 중 PC 게임은 주요 응용 시나리오이며, 압도적인 점유율을 차지하고 있습니다. 일본, 북미, 유럽이 핵심 시장이며, 일본이 세계 최고의 점유율을 유지하고 있습니다. 세계 공급업체로는 하스브로, 블리자드 엔터테인먼트, 사이게임즈, 테이크투, 슈퍼셀 등의 기업이 시장의 주축을 이루고 있지만, 상위 5개 업체가 전체 시장의 약 27%를 차지하는 데 그쳐 산업 구조는 여전히 비교적 분산되어 있습니다. 이는 신흥 기업과 지역 브랜드가 앞으로도 큰 발전의 여지가 있음을 보여줍니다. 트레이딩 카드 게임 시장은 다양화와 디지털 융합의 추세를 보이고 있습니다. 강력한 IP 구동이 핵심 경쟁력으로, 애니메이션, 스포츠 등 유명 브랜드를 중심으로 아동용 오락부터 성인용 수집품까지 다양한 연령대의 유저를 끌어들이고 있습니다. 디지털 플랫폼은 참여 장벽을 낮추고, AR 기술과 코드 스캔 조작을 결합하여 기업 경험을 향상시키고 있습니다. 한편, 실물 카드는 라이브 커머스 및 오프라인 이벤트를 통해 소비 장면을 확대하고 있지만, 도박성향을 억제하는 것이 과제로 남아있습니다. 중국 시장의 성장 가능성은 매우 크며, 카요 등 현지 기업이 세계 진출을 가속화하고 있습니다. 한편, 미성년자 중독 등 컴플라이언스 문제도 존재하며, 확률 공개, 연령 확인, 하한선 규제 등의 대책 추진을 통해 상업적 가치와 사회적 책임의 균형을 맞출 필요가 있습니다.

이 보고서는 세계 수집형 카드 게임(CCG) 시장에 대해 총매출액, 주요 기업의 시장 점유율 및 순위에 초점을 맞추고 지역/국가, 유형 및 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

수집용 카드 게임(CCG) 시장 규모, 추정 및 예측은 2024년을 기준 연도로 하여 2020-2031년의 기간의 과거 데이터와 예측 데이터를 포함하는 판매 매출로 제시되었습니다. 정량적 분석과 정성적 분석을 통해 독자들이 수집형 카드게임(CCG) 관련 사업/성장 전략 수립, 시장 경쟁 구도 평가, 현재 시장에서의 포지셔닝 분석, 정보에 입각한 사업적 판단을 내릴 수 있도록 지원합니다.

시장 세분화

기업별

  • Hasbro
  • Blizzard Entertainment
  • Cygames(CyberAgent)
  • Take-Two Interactive Software
  • Supercell
  • Konami
  • Nintendo(Pokemon)
  • KYY Games
  • Bushiroad
  • Riot Games
  • Nuverse
  • Alderace Entertainment
  • Embracer
  • Asmodee Group
  • Games Workshop

유형별 부문

  • 디지털
  • 물리

용도별 부문

  • PC 게임
  • 모바일 디바이스용 게임
  • 기타

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
    • 기타 중동 및 아프리카
KSA 25.12.23

자주 묻는 질문

  • 세계 수집형 카드 게임(CCG) 시장 규모는 어떻게 예측되나요?
  • 수집형 카드 게임(CCG) 시장의 주요 기업은 어디인가요?
  • 트레이딩 카드 게임 시장의 주요 지역은 어디인가요?
  • 디지털 수집형 카드 게임의 주요 응용 시나리오는 무엇인가요?
  • 트레이딩 카드 게임 시장의 최근 동향은 무엇인가요?
  • 중국 시장의 성장 가능성은 어떤가요?
  • 수집형 카드 게임(CCG) 시장의 과제는 무엇인가요?

The global market for Collectible Card Game was estimated to be worth US$ 14285 million in 2024 and is forecast to a readjusted size of US$ 25916 million by 2031 with a CAGR of 9.2% during the forecast period 2025-2031.

A collectible card game (CCG), also called a trading card game (TCG), among other names, is a strategy card game created in 1993 and consists of specially designed sets of playing cards. These cards use proprietary artwork or images to embellish the card. Players constantly acquire rare cards to build personalized tactical systems. CCGs usually do not support card trading between players. Manufacturers maintain the vitality of the ecosystem by regularly releasing new expansion content, which combines both competitive and collectible value.

The trading card game market has developed rapidly in recent years, especially the digital version of the product has dominated, driving a significant increase in overall sales. Among them, PC games are the key application scenario and occupy a dominant share; Japan, North America and Europe are the core markets, and Japan continues to lead the world with the highest share. In terms of global suppliers, Hasbro, Blizzard Entertainment, Cygames, Take-Two, Supercell and other companies constitute the main force of the market, but the top five manufacturers only account for about 27% of the total market, and the industry structure is still relatively fragmented. This shows that there is still a lot of room for the development of emerging players and regional brands in the future. The trading card game market is showing a trend of diversification and digital integration. Strong IP drive has become the core competitiveness. Products attract users of different ages around well-known brands such as animation and sports, covering everything from children's entertainment to adult collections. Digital platforms lower the threshold for participation, combining AR technology with code scanning interaction to enhance the player experience; physical cards expand consumption scenarios through live e-commerce and offline events, but the tendency of gambling needs to be strengthened. The growth potential of the Chinese market is significant, and local companies such as Kayou are accelerating their global layout. In addition, the industry also faces compliance challenges such as addiction among minors, and needs to promote measures such as probabilistic disclosure, age verification and bottom-line mechanisms to achieve a balance between commercial value and social responsibility.

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

The Collectible Card Game 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 Collectible Card Game.

Market Segmentation

By Company

  • Hasbro
  • Blizzard Entertainment
  • Cygames (CyberAgent)
  • Take-Two Interactive Software
  • Supercell
  • Konami
  • Nintendo (Pokemon)
  • KYY Games
  • Bushiroad
  • Riot Games
  • Nuverse
  • Alderace Entertainment
  • Embracer
  • Asmodee Group
  • Games Workshop

Segment by Type

  • Digital
  • Physical

Segment by Application

  • PC Games
  • Mobile Device Games
  • Others

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

2 Competitive Analysis by Company

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

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Digital
    • 3.1.2 Physical
  • 3.2 Global Collectible Card Game Sales Value by Type
    • 3.2.1 Global Collectible Card Game Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Collectible Card Game Sales Value, by Type (2020-2031)
    • 3.2.3 Global Collectible Card Game Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 PC Games
    • 4.1.2 Mobile Device Games
    • 4.1.3 Others
  • 4.2 Global Collectible Card Game Sales Value by Application
    • 4.2.1 Global Collectible Card Game Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Collectible Card Game Sales Value, by Application (2020-2031)
    • 4.2.3 Global Collectible Card Game Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

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

6 Segmentation by Key Countries/Regions

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

7 Company Profiles

  • 7.1 Hasbro
    • 7.1.1 Hasbro Profile
    • 7.1.2 Hasbro Main Business
    • 7.1.3 Hasbro Collectible Card Game Products, Services and Solutions
    • 7.1.4 Hasbro Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Hasbro Recent Developments
  • 7.2 Blizzard Entertainment
    • 7.2.1 Blizzard Entertainment Profile
    • 7.2.2 Blizzard Entertainment Main Business
    • 7.2.3 Blizzard Entertainment Collectible Card Game Products, Services and Solutions
    • 7.2.4 Blizzard Entertainment Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Blizzard Entertainment Recent Developments
  • 7.3 Cygames (CyberAgent)
    • 7.3.1 Cygames (CyberAgent) Profile
    • 7.3.2 Cygames (CyberAgent) Main Business
    • 7.3.3 Cygames (CyberAgent) Collectible Card Game Products, Services and Solutions
    • 7.3.4 Cygames (CyberAgent) Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Cygames (CyberAgent) Recent Developments
  • 7.4 Take-Two Interactive Software
    • 7.4.1 Take-Two Interactive Software Profile
    • 7.4.2 Take-Two Interactive Software Main Business
    • 7.4.3 Take-Two Interactive Software Collectible Card Game Products, Services and Solutions
    • 7.4.4 Take-Two Interactive Software Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Take-Two Interactive Software Recent Developments
  • 7.5 Supercell
    • 7.5.1 Supercell Profile
    • 7.5.2 Supercell Main Business
    • 7.5.3 Supercell Collectible Card Game Products, Services and Solutions
    • 7.5.4 Supercell Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Supercell Recent Developments
  • 7.6 Konami
    • 7.6.1 Konami Profile
    • 7.6.2 Konami Main Business
    • 7.6.3 Konami Collectible Card Game Products, Services and Solutions
    • 7.6.4 Konami Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Konami Recent Developments
  • 7.7 Nintendo (Pokemon)
    • 7.7.1 Nintendo (Pokemon) Profile
    • 7.7.2 Nintendo (Pokemon) Main Business
    • 7.7.3 Nintendo (Pokemon) Collectible Card Game Products, Services and Solutions
    • 7.7.4 Nintendo (Pokemon) Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Nintendo (Pokemon) Recent Developments
  • 7.8 KYY Games
    • 7.8.1 KYY Games Profile
    • 7.8.2 KYY Games Main Business
    • 7.8.3 KYY Games Collectible Card Game Products, Services and Solutions
    • 7.8.4 KYY Games Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.8.5 KYY Games Recent Developments
  • 7.9 Bushiroad
    • 7.9.1 Bushiroad Profile
    • 7.9.2 Bushiroad Main Business
    • 7.9.3 Bushiroad Collectible Card Game Products, Services and Solutions
    • 7.9.4 Bushiroad Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.9.5 Bushiroad Recent Developments
  • 7.10 Riot Games
    • 7.10.1 Riot Games Profile
    • 7.10.2 Riot Games Main Business
    • 7.10.3 Riot Games Collectible Card Game Products, Services and Solutions
    • 7.10.4 Riot Games Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Riot Games Recent Developments
  • 7.11 Nuverse
    • 7.11.1 Nuverse Profile
    • 7.11.2 Nuverse Main Business
    • 7.11.3 Nuverse Collectible Card Game Products, Services and Solutions
    • 7.11.4 Nuverse Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.11.5 Nuverse Recent Developments
  • 7.12 Alderace Entertainment
    • 7.12.1 Alderace Entertainment Profile
    • 7.12.2 Alderace Entertainment Main Business
    • 7.12.3 Alderace Entertainment Collectible Card Game Products, Services and Solutions
    • 7.12.4 Alderace Entertainment Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.12.5 Alderace Entertainment Recent Developments
  • 7.13 Embracer
    • 7.13.1 Embracer Profile
    • 7.13.2 Embracer Main Business
    • 7.13.3 Embracer Collectible Card Game Products, Services and Solutions
    • 7.13.4 Embracer Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.13.5 Embracer Recent Developments
  • 7.14 Asmodee Group
    • 7.14.1 Asmodee Group Profile
    • 7.14.2 Asmodee Group Main Business
    • 7.14.3 Asmodee Group Collectible Card Game Products, Services and Solutions
    • 7.14.4 Asmodee Group Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.14.5 Asmodee Group Recent Developments
  • 7.15 Games Workshop
    • 7.15.1 Games Workshop Profile
    • 7.15.2 Games Workshop Main Business
    • 7.15.3 Games Workshop Collectible Card Game Products, Services and Solutions
    • 7.15.4 Games Workshop Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.15.5 Games Workshop Recent Developments

8 Industry Chain Analysis

  • 8.1 Collectible Card Game Industrial Chain
  • 8.2 Collectible Card Game 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 Collectible Card Game Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Collectible Card Game 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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