시장보고서
상품코드
1874272

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

Trading Card Games (TCG) on Mobile - 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 모바일용 트레이딩 카드 게임(TCG) 시장 규모는 2024년에 11억 3,600만 달러로 추정되며, 2025년부터 2031년까지 예측 기간 동안 CAGR 9.8%로 성장하여 2031년까지 21억 6,700만 달러로 확대될 것으로 예측됩니다.

모바일용 트레이딩 카드 게임(TCG)은 스마트폰이나 태블릿 PC에서 플레이할 수 있는 기존 트레이딩 카드 게임의 디지털 버전을 말합니다. 이러한 게임에서는 일반적으로 플레이어가 카드를 수집하고 덱을 구성하고 다른 플레이어 또는 AI 상대와 전략적인 게임 플레이를 하는 것이 일반적입니다.

모바일 트레이딩 카드 게임(TCG)의 세계 주요 기업으로는 Konami, Nuverse, Cygames, Wizards of the Coast, 2K Games 등이 있습니다. 2023년 기준, 세계 상위 5개 기업의 매출 점유율은 75.54%를 차지했습니다.

모바일 트레이딩 카드 게임(TCG)의 주요 판매 지역은 북미, 아시아태평양, 유럽입니다. 북미는 소비자 지출이 활발하고 TCG 문화가 정착된 것이 특징입니다. 한편, 일본, 중국, 한국 등 아시아태평양은 높은 모바일 게임 보급률과 애니메이션, 판타지 테마에 대한 강한 친화력으로 시장을 주도하고 있습니다. 유럽, 특히 영국, 독일, 프랑스에서는 게임과 수집형 카드 서브컬처의 인기를 배경으로 관심이 높아지고 있습니다. 또한, 라틴아메리카와 중동의 신흥 시장에서는 스마트폰 사용 증가와 게임 접근성 향상으로 인해 점차 존재감을 높여가고 있습니다.

모바일 TCG 시장은 빠른 속도로 진화하고 있으며, 정기적인 컨텐츠 업데이트로 플레이어의 참여를 유지하는 라이브 서비스 모델, 경쟁 지향적인 플레이어를 끌어들이는 e스포츠 정책, 길드 및 멀티플레이어 모드와 같은 커뮤니티 교류를 촉진하는 소셜 기능 등의 트렌드가 특징입니다. 구독, 프리미엄 패스, 타 게임 및 엔터테인먼트 분야와의 제휴 등 다각화된 수익화 전략으로 새로운 기회가 창출되고 있습니다. 또한, 현지화 및 문화에 맞는 컨텐츠가 미개척 지역의 잠재적 가능성을 개척하고 있습니다.

그러나 과제도 남아있습니다. 개발자는 캐주얼 플레이어를 위한 접근성과 핵심 마니아를 만족시킬 수 있는 충분한 깊이, 디지털 형태의 불법 복제 방지, 블록체인 통합 시스템의 견고한 사이버 보안 확보, 가시성과 차별화가 중요한 포화 상태의 모바일 게임 시장에서의 전개가 요구됩니다. 이러한 컨텐츠 중심의 환경에서 플레이어를 유지하기 위해서는 지속적인 업데이트와 기능 개발에 많은 투자가 필요합니다.

결론적으로, 모바일 TCG 시장은 기술 혁신과 혁신적인 게임 플레이에 힘입어 역동적이고 경쟁이 치열한 시장입니다. 블록체인 통합, 크로스 플랫폼 호환성, 증강현실(AR) 등의 트렌드가 플레이어 경험을 변화시키고 있습니다. 한편, 신흥 시장, e스포츠, 프랜차이즈 제휴의 기회는 사용자 기반을 확장하고 있습니다. 이러한 환경에서 성공하기 위해서는 시장 포화, 플레이어 유지, 규제 복잡성 등의 문제를 극복해야 합니다. 접근성, 수익화, 매력적인 컨텐츠의 균형을 맞추는 것이 이 활기찬 분야에서 지속가능한 성장과 장기적인 성공의 열쇠가 될 것입니다.

이 보고서는 모바일용 트레이딩 카드 게임(TCG) 세계 시장에 대해 총 매출액, 주요 기업의 시장 점유율 및 순위에 초점을 맞추고, 지역/국가별, 유형별, 용도별 분석을 종합적으로 제시하는 것을 목적으로 합니다.

모바일용 트레이딩 카드 게임(TCG) 시장의 규모, 추정 및 예측은 매출액 기준으로 제시되며, 2024년을 기준 연도로 하여 2020년부터 2031년까지의 기간의 과거 데이터와 예측 데이터를 포함합니다. 정량적, 정성적 분석을 통해 독자들이 모바일 트레이딩 카드 게임(TCG) 관련 비즈니스/성장 전략 수립, 시장 경쟁 평가, 현재 시장에서의 자사 포지셔닝 분석, 정보에 입각한 비즈니스 의사결정을 내릴 수 있도록 지원합니다.

시장 세분화

기업별

  • Konami
  • Nuverse
  • Cygames
  • Wizards of the Coast
  • 2K Games
  • Blizzard Entertainment
  • Riot Game
  • Pokemon

유형별 부문

  • iOS
  • Android

용도별 부문

  • 남성
  • 여성

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

자주 묻는 질문

  • 모바일용 트레이딩 카드 게임(TCG) 시장 규모는 어떻게 예측되나요?
  • 모바일용 트레이딩 카드 게임(TCG)의 주요 기업은 어디인가요?
  • 모바일용 트레이딩 카드 게임(TCG)의 주요 판매 지역은 어디인가요?
  • 모바일 TCG 시장의 주요 트렌드는 무엇인가요?
  • 모바일 TCG 시장에서의 과제는 무엇인가요?

The global market for Trading Card Games (TCG) on Mobile was estimated to be worth US$ 1136 million in 2024 and is forecast to a readjusted size of US$ 2167 million by 2031 with a CAGR of 9.8% during the forecast period 2025-2031.

Trading Card Games (TCG) on mobile refer to digital versions of traditional trading card games that can be played on smartphones and tablets. These games typically involve players collecting cards, building decks, and engaging in strategic gameplay against other players or AI opponents.

The global key companies of Trading Card Games (TCG) on Mobile include Konami, Nuverse, Cygames, Wizards of the Coast, 2K Games, etc. In 2023, the global top five players had a share 75.54% in terms of revenue.

The main sales regions for mobile Trading Card Games (TCGs) encompass North America, Asia-Pacific, and Europe. North America stands out with strong consumer spending and a well-established TCG culture. Meanwhile, the Asia-Pacific region, led by Japan, China, and South Korea, dominates the market thanks to high mobile gaming penetration and a strong affinity for anime and fantasy themes. Europe, particularly the UK, Germany, and France, is experiencing growing interest, driven by the popularity of gaming and collectible card subcultures. Additionally, emerging markets in Latin America and the Middle East are gradually gaining traction, supported by increasing smartphone usage and enhanced gaming accessibility.

The mobile TCG market is undergoing rapid evolution, characterized by trends such as live-service models that keep players engaged through regular content updates, esports initiatives to attract competitive players, and social features like guilds and multiplayer modes that foster community interaction. Opportunities are emerging from diversified monetization strategies, including subscriptions, premium passes, and partnerships with other gaming or entertainment sectors. Furthermore, localization and culturally tailored content are unlocking potential in untapped regions.

However, challenges remain. Developers must balance accessibility for casual players with enough depth to satisfy hardcore enthusiasts, address piracy in digital formats, ensure robust cybersecurity in blockchain-integrated systems, and navigate the saturated mobile gaming market, where visibility and differentiation are critical. Retaining players in this content-driven environment also demands significant investment in ongoing updates and feature development.

In conclusion, the mobile TCG market is both dynamic and highly competitive, driven by technological advancements and innovative gameplay. Trends like blockchain integration, cross-platform compatibility, and augmented reality (AR) are transforming the player experience. Meanwhile, opportunities in emerging markets, esports, and franchise partnerships are expanding the audience base. To thrive in this landscape, developers must overcome challenges such as market saturation, player retention, and regulatory complexities. Striking a balance between accessibility, monetization, and engaging content will be crucial for sustained growth and long-term success in this vibrant sector.

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

The Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile.

Market Segmentation

By Company

  • Konami
  • Nuverse
  • Cygames
  • Wizards of the Coast
  • 2K Games
  • Blizzard Entertainment
  • Riot Game
  • Pokemon

Segment by Type

  • iOS
  • Android

Segment by Application

  • Male
  • Female

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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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 Games (TCG) on Mobile Product Introduction
  • 1.2 Global Trading Card Games (TCG) on Mobile Market Size Forecast (2020-2031)
  • 1.3 Trading Card Games (TCG) on Mobile Market Trends & Drivers
    • 1.3.1 Trading Card Games (TCG) on Mobile Industry Trends
    • 1.3.2 Trading Card Games (TCG) on Mobile Market Drivers & Opportunity
    • 1.3.3 Trading Card Games (TCG) on Mobile Market Challenges
    • 1.3.4 Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile Players Revenue Ranking (2024)
  • 2.2 Global Trading Card Games (TCG) on Mobile Revenue by Company (2020-2025)
  • 2.3 Key Companies Trading Card Games (TCG) on Mobile Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Trading Card Games (TCG) on Mobile Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Trading Card Games (TCG) on Mobile
  • 2.6 Trading Card Games (TCG) on Mobile Market Competitive Analysis
    • 2.6.1 Trading Card Games (TCG) on Mobile Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 iOS
    • 3.1.2 Android
  • 3.2 Global Trading Card Games (TCG) on Mobile Sales Value by Type
    • 3.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (2020-2031)
    • 3.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 Male
    • 4.1.2 Female
  • 4.2 Global Trading Card Games (TCG) on Mobile Sales Value by Application
    • 4.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (2020-2031)
    • 4.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

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

6 Segmentation by Key Countries/Regions

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

7 Company Profiles

  • 7.1 Konami
    • 7.1.1 Konami Profile
    • 7.1.2 Konami Main Business
    • 7.1.3 Konami Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.1.4 Konami Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Konami Recent Developments
  • 7.2 Nuverse
    • 7.2.1 Nuverse Profile
    • 7.2.2 Nuverse Main Business
    • 7.2.3 Nuverse Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.2.4 Nuverse Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Nuverse Recent Developments
  • 7.3 Cygames
    • 7.3.1 Cygames Profile
    • 7.3.2 Cygames Main Business
    • 7.3.3 Cygames Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.3.4 Cygames Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Cygames Recent Developments
  • 7.4 Wizards of the Coast
    • 7.4.1 Wizards of the Coast Profile
    • 7.4.2 Wizards of the Coast Main Business
    • 7.4.3 Wizards of the Coast Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.4.4 Wizards of the Coast Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Wizards of the Coast Recent Developments
  • 7.5 2K Games
    • 7.5.1 2K Games Profile
    • 7.5.2 2K Games Main Business
    • 7.5.3 2K Games Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.5.4 2K Games Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.5.5 2K Games Recent Developments
  • 7.6 Blizzard Entertainment
    • 7.6.1 Blizzard Entertainment Profile
    • 7.6.2 Blizzard Entertainment Main Business
    • 7.6.3 Blizzard Entertainment Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.6.4 Blizzard Entertainment Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Blizzard Entertainment Recent Developments
  • 7.7 Riot Game
    • 7.7.1 Riot Game Profile
    • 7.7.2 Riot Game Main Business
    • 7.7.3 Riot Game Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.7.4 Riot Game Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Riot Game Recent Developments
  • 7.8 Pokemon
    • 7.8.1 Pokemon Profile
    • 7.8.2 Pokemon Main Business
    • 7.8.3 Pokemon Trading Card Games (TCG) on Mobile Products, Services and Solutions
    • 7.8.4 Pokemon Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
    • 7.8.5 Pokemon Recent Developments

8 Industry Chain Analysis

  • 8.1 Trading Card Games (TCG) on Mobile Industrial Chain
  • 8.2 Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Trading Card Games (TCG) on Mobile 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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