Global Collectible Card Game Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029)
SKU ID : Maia-22509321 | Publishing Date : 08-Feb-2023 | No. of pages : 125
The latest research study on the global Collectible Card Game market finds that the global Collectible Card Game market reached a value of USD 15105.61 million in 2022. It’s expected that the market will achieve USD 37185.2 million by 2028, exhibiting a CAGR of 16.2% during the forecast period.
Influence of COVID-19 Outbreak on Collectible Card Game Industry Development
Online retail boomed after the outbreak, and thanks to the ban on social isolation, people began to take an interest in collecting game cards while commuting to and from e-commerce sites. Robert Bigler, general manager of eBay Canada, for example, says: "It's a global phenomenon that people are using transaction cards and having fun with them." And e-Bay says the transaction card category on its site grew 110% in 2020, with more than 1.5 million cards sold on its platform, and believes it will see even higher growth in 2021.
As the epidemic hit global capital markets, some speculators turned their eyes from traditional capital markets to the rising value of collectible game cards. Despite the bubble in the price of card games, investors are not immune to rising secondary card prices and the irreplaceable nature of collectibles.
Strength
The most unique advantage of the collectible card game is that its game card has a great value of collection. Due to the limited number of cards issued, the price of cards has been rising in the secondary market.
The booming development of For entertainments drives the development of the mobile game market.
Weakness
The game market is very competitive. There are so many games out there, and consumers have so many games to choose from, which makes the game industry a buyer/gamer market, not a developer market. They can choose from a wide variety of games and abandon the impressive ones without blinking. This makes it difficult to break into the market, as game makers will have to compete with millions of other games that are equally impressive. Moreover, games don't just compete with other games for market share. They also compete with other forms of entertainment that usually occupy people's spare time, including socializing, going to festivals, watching movies, reading novels, and so on.
Opportunities
Under the background of global informatization, the world's e-sports industry is in a period of vigorous development, and there are various e-sports bidding competitions in the world. The professionalization and internationalization of e-sports industry is the future trend. Game developers can take advantage of hot market trends and mature marketing tools to find the optimal business model.
Threat
As a result of the limited market audience, as the market continues to grow and mature, the focus of digital collectible card games is on developing their core audience, and more on engagement and payment rates.
Electronic game supervision system is not perfect, there is no unified global industry system. The age limit for the game is vague, with descriptions of the game including "gore", "intense violence", "drugs" and "intense sexual content", according to the ESRB rating. Although mature games are marked with an "M" rating, there is no legal mechanism to prevent children from buying or renting them.
Asia-Pacific had the highest growth rate of all regions.
Wizards of the Coast is one of the major players operating in the Collectible Card Game market, holding a share of 5.29% in 2021.
Wizards of the Coast LLC is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with Magic: The Gathering in the mid-1990s.
Konami Holdings Corporation is a Japanese entertainment, video game, and gambling conglomerate. It produces and distributes trading cards, anime, tokusatsu, slot machines, pachinko machines, and arcade cabinets, and is also a video game developer and publisher. Konami has casinos around the world and operates health and physical fitness clubs across Japan.
Among different product types, Physical segment is anticipated to contribute the largest market share in 2027.
By application, the For entertainment segment occupied the biggest share from 2017 to 2022.
The report covers a research time span from 2018 to 2029; combines extensive quantitative analysis and exhaustive qualitative analysis; presents not only an overview of the global Collectible Card Game market in metrics of sales, revenue, growth rate, but also a deeper dive into the segmented market by region, product type and downstream industry, showing the readers a clear and distinct picture of how the market is distributed from different perspectives.
For competitive landscape, prominent players with considerable market shares are comprehensively analyzed in this report. With information regarding the concentration ratio and detailed data reflecting the market performance of each player shared, the readers can acquire a holistic view of the competitive situation and a better understanding of their competitors.
As the COVID-19 takes over the world, we are continuously tracking the changes in the markets. We analyzed the impact of the pandemic in detail, along with other key factors, such as macro-economy, regional conflicts, industry related news and policies. Meanwhile, market investment scenario, technology status and developments, supply chain challenges, among other essential research elements are all covered.
Research Scope
This report provides an overview of the global Collectible Card Game market and analyzes the segmented market by product type, downstream industry, and region, presenting data points such as sales, revenue, growth rate, explaining the current status and future trends of the Collectible Card Game and its sub-markets in an intuitive way.
Key Companies in the global Collectible Card Game market covered in Chapter 3:
Blizzard Entertainment
Cygames
Wizards of the Coast
Long Pack
Bushiroad
2K Games
The Pokémon Company
Square Enix
Konami
In Chapter 4 and Chapter 14.2, on the basis of types, the Collectible Card Game market from 2018 to 2029 is primarily split into:
Digital
Physical
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Collectible Card Game market from 2018 to 2029 covers:
For Entertainment
For Collection
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:
North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)
Key Factors Considered
COVID-19
Amid the COVID-19 crisis, the Collectible Card Game market has definitely taken a hit. The report describes the market scenario during and post the pandemic in the vision of upstream raw materials, major market participants, downstream major customers, etc. Other aspects, such as changes in consumer behavior, demand, transport capacity, trade flow under COVID-19, have also been taken into consideration during the process of the research.
Regional Conflict / Russia-Ukraine War
The report also presents the impact of regional conflict on this market in an effort to aid the readers to understand how the market has been adversely influenced and how it’s going to evolve in the years to come.
Challenges & Opportunities
Factors that may help create opportunities and boost profits for market players, as well as challenges that may restrain or even pose a threat to the development of the players, are revealed in the report, which can shed a light on strategic decisions and implementation.
Chapter Outline
Chapter 1 starts the report with a brief overview of the research scope, as well as the definitions of the target market and the subdivisions.
Chapter 2 integrates and sketches the research findings and conclusions in a clear and explicit way.
Chapter 3 presents the competitive landscape by displaying the sales, revenue, and market shares of the top players. It also profiles the major market participants with their business introductions, sales, price, revenue, gross, growth rates, etc.
Chapter 4 breaks down the market by different product types and shares data correspondingly with the aim of helping the readers know how the market is distributed by type.
Chapter 5 segments the market by downstream industry, with data covers sales, revenue, and growth rate tracing back to 2018.
Chapter 6 is the analysis of the whole market industrial chain, ranging from upstream raw materials to downstream customers, with regional conflicts taken into consideration.
Chapter 7 elaborates on market dynamics. Factors that drive, challenge, or restrain the market are all listed, together with industry news, opportunities, impacts of COVID-19, and SWOT analysis.
Chapter 8 shows the breakdown data at the regional level, which enables the readers to picture the regional competitive pattern of the market and learn about the revenue, sales, and market share of all the major regions.
Chapter 9-13 focus on each and every of the major region, specifically, North America, Europe, Asia Pacific, Latin America, Middle East & Africa. Sales, price, revenue, gross, gross margin, among others, will be all be presented.
Chapter 14 forecasts the future trend of the market not only as a whole but also from the perspective of all segments.
2022
Influence of COVID-19 Outbreak on Collectible Card Game Industry Development
Online retail boomed after the outbreak, and thanks to the ban on social isolation, people began to take an interest in collecting game cards while commuting to and from e-commerce sites. Robert Bigler, general manager of eBay Canada, for example, says: "It's a global phenomenon that people are using transaction cards and having fun with them." And e-Bay says the transaction card category on its site grew 110% in 2020, with more than 1.5 million cards sold on its platform, and believes it will see even higher growth in 2021.
As the epidemic hit global capital markets, some speculators turned their eyes from traditional capital markets to the rising value of collectible game cards. Despite the bubble in the price of card games, investors are not immune to rising secondary card prices and the irreplaceable nature of collectibles.
Strength
The most unique advantage of the collectible card game is that its game card has a great value of collection. Due to the limited number of cards issued, the price of cards has been rising in the secondary market.
The booming development of For entertainments drives the development of the mobile game market.
Weakness
The game market is very competitive. There are so many games out there, and consumers have so many games to choose from, which makes the game industry a buyer/gamer market, not a developer market. They can choose from a wide variety of games and abandon the impressive ones without blinking. This makes it difficult to break into the market, as game makers will have to compete with millions of other games that are equally impressive. Moreover, games don't just compete with other games for market share. They also compete with other forms of entertainment that usually occupy people's spare time, including socializing, going to festivals, watching movies, reading novels, and so on.
Opportunities
Under the background of global informatization, the world's e-sports industry is in a period of vigorous development, and there are various e-sports bidding competitions in the world. The professionalization and internationalization of e-sports industry is the future trend. Game developers can take advantage of hot market trends and mature marketing tools to find the optimal business model.
Threat
As a result of the limited market audience, as the market continues to grow and mature, the focus of digital collectible card games is on developing their core audience, and more on engagement and payment rates.
Electronic game supervision system is not perfect, there is no unified global industry system. The age limit for the game is vague, with descriptions of the game including "gore", "intense violence", "drugs" and "intense sexual content", according to the ESRB rating. Although mature games are marked with an "M" rating, there is no legal mechanism to prevent children from buying or renting them.
Asia-Pacific had the highest growth rate of all regions.
Wizards of the Coast is one of the major players operating in the Collectible Card Game market, holding a share of 5.29% in 2021.
Wizards of the Coast LLC is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games. Originally a role-playing game publisher, the company originated and popularized the collectible card game genre with Magic: The Gathering in the mid-1990s.
Konami Holdings Corporation is a Japanese entertainment, video game, and gambling conglomerate. It produces and distributes trading cards, anime, tokusatsu, slot machines, pachinko machines, and arcade cabinets, and is also a video game developer and publisher. Konami has casinos around the world and operates health and physical fitness clubs across Japan.
Among different product types, Physical segment is anticipated to contribute the largest market share in 2027.
By application, the For entertainment segment occupied the biggest share from 2017 to 2022.
The report covers a research time span from 2018 to 2029; combines extensive quantitative analysis and exhaustive qualitative analysis; presents not only an overview of the global Collectible Card Game market in metrics of sales, revenue, growth rate, but also a deeper dive into the segmented market by region, product type and downstream industry, showing the readers a clear and distinct picture of how the market is distributed from different perspectives.
For competitive landscape, prominent players with considerable market shares are comprehensively analyzed in this report. With information regarding the concentration ratio and detailed data reflecting the market performance of each player shared, the readers can acquire a holistic view of the competitive situation and a better understanding of their competitors.
As the COVID-19 takes over the world, we are continuously tracking the changes in the markets. We analyzed the impact of the pandemic in detail, along with other key factors, such as macro-economy, regional conflicts, industry related news and policies. Meanwhile, market investment scenario, technology status and developments, supply chain challenges, among other essential research elements are all covered.
Research Scope
This report provides an overview of the global Collectible Card Game market and analyzes the segmented market by product type, downstream industry, and region, presenting data points such as sales, revenue, growth rate, explaining the current status and future trends of the Collectible Card Game and its sub-markets in an intuitive way.
Key Companies in the global Collectible Card Game market covered in Chapter 3:
Blizzard Entertainment
Cygames
Wizards of the Coast
Long Pack
Bushiroad
2K Games
The Pokémon Company
Square Enix
Konami
In Chapter 4 and Chapter 14.2, on the basis of types, the Collectible Card Game market from 2018 to 2029 is primarily split into:
Digital
Physical
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Collectible Card Game market from 2018 to 2029 covers:
For Entertainment
For Collection
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:
North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)
Key Factors Considered
COVID-19
Amid the COVID-19 crisis, the Collectible Card Game market has definitely taken a hit. The report describes the market scenario during and post the pandemic in the vision of upstream raw materials, major market participants, downstream major customers, etc. Other aspects, such as changes in consumer behavior, demand, transport capacity, trade flow under COVID-19, have also been taken into consideration during the process of the research.
Regional Conflict / Russia-Ukraine War
The report also presents the impact of regional conflict on this market in an effort to aid the readers to understand how the market has been adversely influenced and how it’s going to evolve in the years to come.
Challenges & Opportunities
Factors that may help create opportunities and boost profits for market players, as well as challenges that may restrain or even pose a threat to the development of the players, are revealed in the report, which can shed a light on strategic decisions and implementation.
Chapter Outline
Chapter 1 starts the report with a brief overview of the research scope, as well as the definitions of the target market and the subdivisions.
Chapter 2 integrates and sketches the research findings and conclusions in a clear and explicit way.
Chapter 3 presents the competitive landscape by displaying the sales, revenue, and market shares of the top players. It also profiles the major market participants with their business introductions, sales, price, revenue, gross, growth rates, etc.
Chapter 4 breaks down the market by different product types and shares data correspondingly with the aim of helping the readers know how the market is distributed by type.
Chapter 5 segments the market by downstream industry, with data covers sales, revenue, and growth rate tracing back to 2018.
Chapter 6 is the analysis of the whole market industrial chain, ranging from upstream raw materials to downstream customers, with regional conflicts taken into consideration.
Chapter 7 elaborates on market dynamics. Factors that drive, challenge, or restrain the market are all listed, together with industry news, opportunities, impacts of COVID-19, and SWOT analysis.
Chapter 8 shows the breakdown data at the regional level, which enables the readers to picture the regional competitive pattern of the market and learn about the revenue, sales, and market share of all the major regions.
Chapter 9-13 focus on each and every of the major region, specifically, North America, Europe, Asia Pacific, Latin America, Middle East & Africa. Sales, price, revenue, gross, gross margin, among others, will be all be presented.
Chapter 14 forecasts the future trend of the market not only as a whole but also from the perspective of all segments.
Years considered for this report:
Historical Years:
2018-2022Base Year:
2022Estimated Year:
2023Forecast Period:
2023-2029Frequently Asked Questions
This market study covers the global and regional market with an in-depth analysis of the overall growth prospects in the market. Furthermore, it sheds light on the comprehensive competitive landscape of the global market. The report further offers a dashboard overview of leading companies encompassing their successful marketing strategies, market contribution, recent developments in both historic and present contexts.
- By product type
- By End User/Applications
- By Technology
- By Region
The report provides a detailed evaluation of the market by highlighting information on different aspects which include drivers, restraints, opportunities, and threats. This information can help stakeholders to make appropriate decisions before investing.