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
Segment by Application
- PC Games
- Mobile Device Games
- Others
By Region
- North America
- 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