Market Overview
According to DIResearch's in-depth investigation and research, the global Trading Card Games (TCG) on Mobile market size will reach Million USD in 2025 and is projected to reach Million USD by 2032, with a CAGR of % (2025-2032). Notably, the China Trading Card Games (TCG) on Mobile market has changed rapidly in the past few years. By 2025, China's market size is expected to be Million USD, representing approximately % of the global market share.
Research Summary
Trading Card Games (TCG) on mobile are digital adaptations of collectible card games where players build custom decks and compete against others using strategic combinations of cards that represent characters, spells, abilities, or items. These games typically involve elements of deck-building, tactical play, and progression through ranked matches or story modes. Players can acquire new cards through gameplay, in-app purchases, or randomized card packs, mirroring the physical TCG experience in a convenient digital format. Popular titles often include online multiplayer modes, regular content updates, and limited-time events to keep gameplay fresh and competitive. Mobile TCGs appeal to both casual and hardcore players by blending strategy, collection, and community in an accessible, on-the-go platform.
The major global suppliers of Trading Card Games (TCG) on Mobile include Hasbro Inc., Konami Holdings Corporation, Bandai, The Pokémon Company, Blizzard Entertainment, Upper Deck Company, Bushiroad, CyberAgent, Inc, Fantasy Flight Games, Riot Games, Kyy Games, Legend Story Studios, etc. The global players competition landscape in this report is divided into three tiers. The first tier comprises global leading enterprises that command a substantial market share, hold a dominant industry position, possess strong competitiveness and influence, and generate significant revenue. The second tier includes companies with a notable market presence and reputation; these firms actively follow industry leaders in product, service, or technological innovation and maintain a moderate revenue scale. The third tier consists of smaller companies with limited market share and lower brand recognition, primarily focused on local markets and generating comparatively lower revenue.
This report studies the market size, price trends and future development prospects of Trading Card Games (TCG) on Mobile. Focus on analysing the market share, product portfolio, prices, sales, revenue and gross profit margin of global major suppliers, as well as the market status and trends of different product types and applications in the global Trading Card Games (TCG) on Mobile market. The report data covers historical data from 2020 to 2024, based year in 2025 and forecast data from 2026 to 2032.
The regions and countries in the report include US, Germany, Japan, China, France, UK, South Korea, Canada, Italy, Russia, Mexico, Brazil, India, Vietnam, Thailand, South Africa and other regions, covering the Trading Card Games (TCG) on Mobile market conditions and future development trends of key regions and countries, combined with industry-related policies and the latest technological developments, analyze the development characteristics of Trading Card Games (TCG) on Mobile industries in various regions and countries, help companies understand the development characteristics of each region, help companies formulate business strategies, and achieve the ultimate goal of the company's global development strategy.
The data sources of this report mainly include the National Bureau of Statistics, customs databases, industry associations, corporate financial reports, third-party databases, etc. Among them, macroeconomic data mainly comes from the National Bureau of Statistics, International Economic Research Organization; industry statistical data mainly come from industry associations; company data mainly comes from interviews, public information collection, third-party reliable databases, and price data mainly comes from various markets monitoring database.
Global Key Suppliers of Trading Card Games (TCG) on Mobile Include:
Hasbro Inc.
Konami Holdings Corporation
Bandai
The Pokémon Company
Blizzard Entertainment
Upper Deck Company
Bushiroad
CyberAgent, Inc
Fantasy Flight Games
Riot Games
Kyy Games
Legend Story Studios
Trading Card Games (TCG) on Mobile Product Segment Include:
On Cloud
On Premise
Trading Card Games (TCG) on Mobile Product Application Include:
Teenager
Adult
Chapter Scope
Chapter 1: Product Research Range, Product Types and Applications, Market Overview, Market Situation and Trend
Chapter 2: Global Trading Card Games (TCG) on Mobile Industry PESTEL Analysis
Chapter 3: Global Trading Card Games (TCG) on Mobile Industry Porter's Five Forces Analysis
Chapter 4: Global Trading Card Games (TCG) on Mobile Major Regional Market Size (Revenue) and Forecast Analysis
Chapter 5: Global Trading Card Games (TCG) on Mobile Competitive Analysis of Key Suppliers (Revenue, Market Share, Regional Distribution and Industry Concentration)
Chapter 6: Global Trading Card Games (TCG) on Mobile Revenue and Forecast Analysis by Product Type
Chapter 7: Key Company Profiles (Product Portfolio, Revenue and Gross Margin)
Chapter 8: Industrial Chain Analysis, Trading Card Games (TCG) on Mobile Different Application Market Analysis (Revenue and Forecast) and Sales Channel Analysis
Chapter 9: Research Findings and Conclusion
Chapter 10: Methodology and Data Sources
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