
Global Trading Cards Market 2025 by Company, Regions, Type and Application, Forecast to 2031
Description
According to our (Global Info Research) latest study, the global Trading Cards market size was valued at US$ 52280 million in 2024 and is forecast to a readjusted size of USD 5.47022766562437e19 million by 2031 with a CAGR of 123432.1% during review period.
A trading card (or collectible card) is a small card, usually made out of paperboard or thick paper, which usually contains an image of a certain person, place or thing (fictional or real) and a short description of the picture, along with other text (attacks, statistics, or trivia). Trading Cards is a game format that focuses on collecting and exchanging cards. It is mainly divided into three categories: competition, entertainment, and collection. In this game, players collect different cards and combine them into decks for battle.
TCG's gameplay integrates entertainment, strategy, social interaction, and collection. Players need to buy supplementary packs to get the cards they want, and use certain strategies to achieve their goals during battles. The rich gameplay has made TCG rise rapidly in recent years. In the card industry chain, IP licensing and product sales add value. From the industry level, China's card industry has risen rapidly in recent years, with a large user base and a large number of Generation Z users. In the future, with the growth of TCG user penetration and the increase in income of Generation Z users, the TCG card industry is expected to usher in a double increase in volume and price. From the company level, China has a profound local cultural heritage and many animation industry works, and is expected to launch its own IP cards.
This report is a detailed and comprehensive analysis for global Trading Cards market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Trading Cards market size and forecasts, in consumption value ($ Million), 2020-2031
Global Trading Cards market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Trading Cards market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Trading Cards market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Trading Cards
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Trading Cards market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include The Pokémon Company, KONAMI, Bandai Namco, Bushiroad, Kayou, POP MART, Guangzhou Jason Anime Culture Co., Ltd., Hitcard, FansMall, ALPHA Group, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Trading Cards market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Competitive Battle Cards
Entertainment Cards
Trading and Collection Cards
Market segment by Application
Youth
Adults
Market segment by players, this report covers
The Pokémon Company
KONAMI
Bandai Namco
Bushiroad
Kayou
POP MART
Guangzhou Jason Anime Culture Co., Ltd.
Hitcard
FansMall
ALPHA Group
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Trading Cards product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Trading Cards, with revenue, gross margin, and global market share of Trading Cards from 2020 to 2025.
Chapter 3, the Trading Cards competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Trading Cards market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Trading Cards.
Chapter 13, to describe Trading Cards research findings and conclusion.
A trading card (or collectible card) is a small card, usually made out of paperboard or thick paper, which usually contains an image of a certain person, place or thing (fictional or real) and a short description of the picture, along with other text (attacks, statistics, or trivia). Trading Cards is a game format that focuses on collecting and exchanging cards. It is mainly divided into three categories: competition, entertainment, and collection. In this game, players collect different cards and combine them into decks for battle.
TCG's gameplay integrates entertainment, strategy, social interaction, and collection. Players need to buy supplementary packs to get the cards they want, and use certain strategies to achieve their goals during battles. The rich gameplay has made TCG rise rapidly in recent years. In the card industry chain, IP licensing and product sales add value. From the industry level, China's card industry has risen rapidly in recent years, with a large user base and a large number of Generation Z users. In the future, with the growth of TCG user penetration and the increase in income of Generation Z users, the TCG card industry is expected to usher in a double increase in volume and price. From the company level, China has a profound local cultural heritage and many animation industry works, and is expected to launch its own IP cards.
This report is a detailed and comprehensive analysis for global Trading Cards market. Both quantitative and qualitative analyses are presented by company, by region & country, by Type and by Application. As the market is constantly changing, this report explores the competition, supply and demand trends, as well as key factors that contribute to its changing demands across many markets. Company profiles and product examples of selected competitors, along with market share estimates of some of the selected leaders for the year 2025, are provided.
Key Features:
Global Trading Cards market size and forecasts, in consumption value ($ Million), 2020-2031
Global Trading Cards market size and forecasts by region and country, in consumption value ($ Million), 2020-2031
Global Trading Cards market size and forecasts, by Type and by Application, in consumption value ($ Million), 2020-2031
Global Trading Cards market shares of main players, in revenue ($ Million), 2020-2025
The Primary Objectives in This Report Are:
To determine the size of the total market opportunity of global and key countries
To assess the growth potential for Trading Cards
To forecast future growth in each product and end-use market
To assess competitive factors affecting the marketplace
This report profiles key players in the global Trading Cards market based on the following parameters - company overview, revenue, gross margin, product portfolio, geographical presence, and key developments. Key companies covered as a part of this study include The Pokémon Company, KONAMI, Bandai Namco, Bushiroad, Kayou, POP MART, Guangzhou Jason Anime Culture Co., Ltd., Hitcard, FansMall, ALPHA Group, etc.
This report also provides key insights about market drivers, restraints, opportunities, new product launches or approvals.
Market segmentation
Trading Cards market is split by Type and by Application. For the period 2020-2031, the growth among segments provides accurate calculations and forecasts for Consumption Value by Type and by Application. This analysis can help you expand your business by targeting qualified niche markets.
Market segment by Type
Competitive Battle Cards
Entertainment Cards
Trading and Collection Cards
Market segment by Application
Youth
Adults
Market segment by players, this report covers
The Pokémon Company
KONAMI
Bandai Namco
Bushiroad
Kayou
POP MART
Guangzhou Jason Anime Culture Co., Ltd.
Hitcard
FansMall
ALPHA Group
Market segment by regions, regional analysis covers
North America (United States, Canada and Mexico)
Europe (Germany, France, UK, Russia, Italy and Rest of Europe)
Asia-Pacific (China, Japan, South Korea, India, Southeast Asia and Rest of Asia-Pacific)
South America (Brazil, Rest of South America)
Middle East & Africa (Turkey, Saudi Arabia, UAE, Rest of Middle East & Africa)
The content of the study subjects, includes a total of 13 chapters:
Chapter 1, to describe Trading Cards product scope, market overview, market estimation caveats and base year.
Chapter 2, to profile the top players of Trading Cards, with revenue, gross margin, and global market share of Trading Cards from 2020 to 2025.
Chapter 3, the Trading Cards competitive situation, revenue, and global market share of top players are analyzed emphatically by landscape contrast.
Chapter 4 and 5, to segment the market size by Type and by Application, with consumption value and growth rate by Type, by Application, from 2020 to 2031
Chapter 6, 7, 8, 9, and 10, to break the market size data at the country level, with revenue and market share for key countries in the world, from 2020 to 2025.and Trading Cards market forecast, by regions, by Type and by Application, with consumption value, from 2026 to 2031.
Chapter 11, market dynamics, drivers, restraints, trends, Porters Five Forces analysis.
Chapter 12, the key raw materials and key suppliers, and industry chain of Trading Cards.
Chapter 13, to describe Trading Cards research findings and conclusion.
Table of Contents
84 Pages
- 1 Market Overview
- 2 Company Profiles
- 3 Market Competition, by Players
- 4 Market Size Segment by Type
- 5 Market Size Segment by Application
- 6 North America
- 7 Europe
- 8 Asia-Pacific
- 9 South America
- 10 Middle East & Africa
- 11 Market Dynamics
- 12 Industry Chain Analysis
- 13 Research Findings and Conclusion
- 14 Appendix
Pricing
Currency Rates
Questions or Comments?
Our team has the ability to search within reports to verify it suits your needs. We can also help maximize your budget by finding sections of reports you can purchase.