시장보고서
상품코드
1873463

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

Collectible Trading Cards - 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 수집용 트레이딩 카드 시장 규모는 2024년에 98억 5,300만 달러로 추정되며, 2025년부터 2031년까지 예측 기간 동안 CAGR 10.0%로 성장하여 2031년까지 194억 7,300만 달러로 확대될 것으로 예측됩니다.

수집용 트레이딩 카드는 애호가들이 특별히 디자인된 카드를 수집하고 교환하며 종종 게임을 즐기는 매력적인 취미입니다. 이 카드에는 보통 판타지 생물이나 스포츠 스타, 대중문화 아이콘, 역사적 인물 등 다양한 테마가 그려져 있습니다. 각 카드는 일반적으로 고유한 아트웍, 통계 데이터, 능력을 자랑하며, 각 카드마다 특징이 있습니다. 그 핵심적인 매력은 희귀 카드 획득, 세트 완성, 전략적인 게임 플레이에 대한 몰입감입니다. 순수하게 소유의 즐거움과 예술적 가치를 감상하기 위해 수집하는 사람도 있고, 관련 게임의 경쟁적 측면이나 특정 카드가 시간이 지남에 따라 가치가 크게 상승할 수 있는 가능성을 투자 대상으로 보는 사람도 있습니다.

수집용 트레이딩 카드 시장은 현재 역동적인 변화와 부흥의 길을 걷고 있습니다. 과거에는 주로 어린이 장난감으로 여겨졌던 트레이딩 카드는 지적재산권(IP), 정서적 가치, 커뮤니티 정체성, 그리고 금전적 잠재력을 융합한 다차원적인 상품으로 진화하고 있습니다. 특히 미국, 일본, 중국 등 주요 시장에서는 온라인 플랫폼의 부상, 전문적인 감정 시스템 구축, 밀레니얼 세대와 Z세대를 중심으로 한 투자 성향의 젊은 소비자 증가로 인해 트레이딩 카드가 '거래 가능한 감성 자산'이자 '친근한 문화적 투자 대상'으로 재정의되고 있습니다. 재정의되고 있습니다.

IP를 통한 가치는 시장 성장의 핵심을 이루고 있습니다. 포켓몬, NBA, 마블, 유희왕, 리그 오브 레전드 등 주요 프랜차이즈는 한정판 출시, 홀로그램 디자인, 사인 카드, 체이스 변형 등을 특징으로 하는 엄선된 카드 세트를 통해 수요를 견인하고 있습니다. 이 희소성 모델과 무작위 부스터 팩 메커니즘이 결합되어 엔터테인먼트와 투기적 구매 행동을 모두 강화하여 애호가와 투자자 모두를 끌어들이고 있습니다.

수집용 트레이딩 카드를 중심으로 성숙한 수직 통합형 생태계가 형성되고 있습니다. 그 예로는 다음과 같은 것들이 있습니다. 카드의 진위 여부와 재판매 가치를 판단하는 PSA, 베켓 등의 그레이딩 서비스. 유동적인 거래를 가능하게 하는 세계 E-Commerce 및 경매 플랫폼(eBay, Whatnot, StockX, TCGPlayer, 그리고 Taobao와 JD.com). 팩 개봉 영상, 트위치 스트림, 카드 개봉 이벤트 등 컨텐츠 중심의 마케팅과 인플루언서 문화. 그리고 카드 슬리브, 수납 케이스, 디스플레이 프레임, 개인화 서비스 등을 제공하는 주변 사업.

디지털 혁신도 가속화되고 있습니다. NFT 기반의 디지털 트레이딩 카드와 블록체인 인증 수집품이 안전한 소유권, 국경을 초월한 거래, 메타버스와의 통합을 가능하게 하는 병렬적인 포맷으로 등장하고 있습니다. 이 분야는 아직 초기 단계이지만, 진위성 검증, 가상 큐레이션, 세계 진출 확대에 새로운 가능성을 열어주고 있습니다.

전반적으로 수집용 트레이딩 카드 시장은 게임화, 금융화, 소셜화, 디지털화 추세를 보이고 있습니다. 향수, IP 팬덤, 투자 심리를 융합한 매력적인 문화 상품으로 엔터테인먼트, 스포츠, 애니메이션, 게임 등 다양한 프랜차이즈가 진입하는 가운데 향후 5-10년간 세계 시장이 견조한 성장세를 유지하며 넓은 의미의 대중문화와 디지털 소비 경제의 한 축을 담당할 것으로 예상됩니다.

이 보고서는 수집용 트레이딩 카드 세계 시장에 대해 총 매출액, 주요 기업의 시장 점유율 및 순위를 중심으로 지역별, 국가별, 유형별, 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

수집용 트레이딩 카드 시장의 규모, 추정 및 예측은 2024년을 기준 연도로 하여 2020년부터 2031년까지의 과거 데이터와 예측 데이터를 포함하는 매출 수익으로 제공됩니다. 정량적 분석과 정성적 분석을 통해 독자들이 수집용 트레이딩 카드 관련 비즈니스/성장 전략 수립, 시장 경쟁 상황 평가, 현재 시장에서의 포지셔닝 분석, 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 돕습니다.

시장 세분화

기업별

  • The Pokemon Company
  • Konami Holdings Corporation
  • Panini
  • Kayou
  • Tokaratomy
  • Wizards of the Coast
  • Topps Company
  • Bandai Namco
  • Upper Deck Company
  • Bushiroad

유형별 부문

  • 비스포츠 트레이딩 카드
  • 스포츠 트레이딩 카드

용도별 부문

  • 청소년 용
  • 성인용

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
KSM 25.12.09

자주 묻는 질문

  • 수집용 트레이딩 카드 시장 규모는 어떻게 예측되나요?
  • 수집용 트레이딩 카드 시장의 주요 기업은 어디인가요?
  • 수집용 트레이딩 카드의 주요 유형은 무엇인가요?
  • 수집용 트레이딩 카드의 주요 용도는 무엇인가요?
  • 수집용 트레이딩 카드 시장의 주요 지역은 어디인가요?

The global market for Collectible Trading Cards was estimated to be worth US$ 9853 million in 2024 and is forecast to a readjusted size of US$ 19473 million by 2031 with a CAGR of 10.0% during the forecast period 2025-2031.

Collectible trading cards are a fascinating hobby where enthusiasts collect, trade, and often play games with specially designed cards. These cards typically feature diverse themes ranging from fantasy creatures and sports stars to pop culture icons and historical figures. Each card usually boasts unique artwork, statistics, and abilities, making them distinct. The core appeal lies in the thrill of acquiring rare cards, completing sets, and engaging in strategic gameplay. While some collect purely for the joy of ownership and appreciation of the art, others are driven by the competitive aspect of the associated games or the potential for financial investment as certain cards can appreciate significantly in value over time.

The collectible trading card market is undergoing a dynamic transformation and renaissance. Once considered mainly a children's toy, trading cards have evolved into a multi-dimensional product blending intellectual property (IP), emotional value, community identity, and financial potential. Particularly in key markets like the United States, Japan, and China, the rise of online platforms, professional grading systems, and investment-minded younger consumers-especially Millennials and Gen Z-has redefined trading cards as "tradable emotional assets" and accessible cultural investments.

IP-driven value is at the core of the market's growth. Major franchises such as Pokemon, NBA, Marvel, Yu-Gi-Oh!, and League of Legends drive demand through carefully curated card sets, featuring limited-edition releases, holographic designs, autograph cards, and chase variants. This scarcity model, paired with randomized booster pack mechanics, reinforces both entertainment and speculative buying behaviors, appealing to hobbyists and investors alike.

A mature and vertically integrated ecosystem is taking shape around collectible trading cards, including: Grading services like PSA and Beckett that determine a card's authenticity and resale value; Global e-commerce and auction platforms (eBay, Whatnot, StockX, TCGPlayer, as well as Taobao and JD.com) that enable liquid trading; Content-driven marketing and influencer culture, such as pack-opening videos, Twitch streams, and card-breaking events; And peripheral businesses offering card sleeves, storage cases, display frames, and personalization services.

Digital innovation is also accelerating. NFT-based digital trading cards and blockchain-certified collectibles are emerging as a parallel format, offering secure ownership, cross-border trading, and metaverse integration. While this segment is still in its early stages, it opens new possibilities for authenticity verification, virtual curation, and expanding global reach.

Overall, the collectible trading card market is trending toward gamification, financialization, socialization, and digitization. It combines nostalgia, IP fandom, and investment psychology into a compelling cultural product. As more franchises from entertainment, sports, anime, and gaming enter the card space, the global market is expected to maintain strong momentum over the next 5 to 10 years, ultimately becoming a pillar of the broader pop culture and digital consumer economy.

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

The Collectible Trading Cards 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 Trading Cards.

Market Segmentation

By Company

  • The Pokemon Company
  • Konami Holdings Corporation
  • Panini
  • Kayou
  • Tokaratomy
  • Wizards of the Coast
  • Topps Company
  • Bandai Namco
  • Upper Deck Company
  • Bushiroad

Segment by Type

  • Non-Sports Trading Card
  • Sports Trading Card

Segment by Application

  • Juvenile
  • Adult

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

2 Competitive Analysis by Company

  • 2.1 Global Collectible Trading Cards Players Revenue Ranking (2024)
  • 2.2 Global Collectible Trading Cards Revenue by Company (2020-2025)
  • 2.3 Key Companies Collectible Trading Cards Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Collectible Trading Cards Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Collectible Trading Cards
  • 2.6 Collectible Trading Cards Market Competitive Analysis
    • 2.6.1 Collectible Trading Cards Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Collectible Trading Cards 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 Trading Cards as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

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

4 Segmentation by Application

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

5 Segmentation by Region

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

6 Segmentation by Key Countries/Regions

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

7 Company Profiles

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

8 Industry Chain Analysis

  • 8.1 Collectible Trading Cards Industrial Chain
  • 8.2 Collectible Trading Cards 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 Trading Cards Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Collectible Trading Cards 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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