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市場調查報告書
商品編碼
1862363
集換式卡牌:全球市場佔有率和排名、總收入和需求預測(2025-2031年)Trading Card - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 |
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2024 年全球集換式卡牌市場規模估計為 90.28 億美元,預計到 2031 年將達到 171.4 億美元,在預測期(2025-2031 年)內以 9.4% 的複合年成長率成長。
集換式卡牌是一種小型卡片,通常為長方形,由紙板或塑膠製成,專為收藏、交換或比賽而設計。集換式卡牌通常屬於某個主題系列,可能包含虛構人物、運動明星、奇幻藝術、遊戲數據和多媒體內容等元素。卡牌種類繁多,包括運動卡、娛樂卡(如寶可夢、遊戲王)和集換卡牌遊戲(TCG)。卡牌的稀有度、品相和價值各不相同,有些卡牌會成為極具收藏價值的珍品。它們深受愛好者和投資者的喜愛。
集換式卡牌,尤其是20世紀90年代和21世紀初的復古稀有卡牌,其熱度激增,既源於情感寄託,也源於經濟價值。來自寶可夢和萬智牌等經典系列的卡牌不僅因其懷舊價值而備受珍視,也被視為一種另類投資,一些卡牌甚至在競標會上拍出了創紀錄的高價。
技術創新,尤其是數位卡牌和NFT的出現,為收藏家開闢了新的可能性。像NBA Top Shot這樣的平台讓數位交易更加普及,讓年輕一代和世界各地的用戶更容易參與其中。這種轉變使得該行業既能吸引更多精通技術的收藏家,也能繼續吸引傳統愛好者。
從地理上看,北美仍然是市場的主導區域,而亞太地區和中東地區正在經歷快速成長。日本憑藉其蓬勃發展的遊戲文化,仍然是重要的樞紐;而中國和印度等市場則因都市化和不斷擴大的消費群體而日益受到關注。歐洲的需求強勁,這得益於區域性體育賽事和全球娛樂品牌的結合;拉丁美洲等新興地區也提供了新的成長機會。
由於NBA、MLB和NFL等全球性賽事帶來的贊助和媒體曝光度增加,對運動交易卡的需求尤其旺盛。體育頻道的興起和網路設備的普及進一步推動了公眾參與,從而帶動了體育交易卡銷售的激增。
儘管面臨假冒仿冒品和市場投機等挑戰,集換式卡牌市場仍蓄勢待發,可望持續成長。情感、經濟和技術因素的共同作用,加上其全球基本客群,確保了市場能夠隨著消費者偏好和技術創新而不斷發展,從而蓬勃發展。總而言之,集換式卡牌產業在收藏文化和另類投資領域仍保持著舉足輕重的地位。
本報告旨在對全球集換式卡牌市場進行全面分析,重點關注總收入、市場佔有率和主要企業的排名,並按地區/國家、類型和應用程式對集換式卡牌進行分析。
本文以銷售收入為指標,根據2020年至2031年的歷史資料及預測資料(以2024年為基準年),呈現集換式卡牌市場的規模、估計與預測。我們運用定量和定性分析相結合的方法,旨在幫助讀者制定業務/成長策略、評估競爭格局、分析公司在當前市場中的地位,並就集換式卡牌業務做出明智的決策。
市場區隔
公司
按類型分類的細分市場
應用領域
按地區
The global market for Trading Card was estimated to be worth US$ 9028 million in 2024 and is forecast to a readjusted size of US$ 17140 million by 2031 with a CAGR of 9.4% during the forecast period 2025-2031.
A Trading Card is a small, typically rectangular card made of paperboard or plastic, designed for collecting, trading, or competitive play. Trading cards are often part of a themed set and may feature elements such as fictional characters, sports figures, fantasy artwork, in-game statistics, or multimedia content. There are several types, including sports cards, entertainment cards (e.g., Pokemon, Yu-Gi-Oh!), and trading card games (TCGs). Cards can vary in rarity, condition, and value, with some becoming valuable collectibles. They are popular among both hobbyists and investors.
The resurgence of interest in trading cards, particularly vintage and rare items from the 1990s and early 2000s, has been fueled by a combination of emotional connection and financial potential. Cards from iconic franchises like Pokemon and Magic: The Gathering are not only prized for their nostalgic value but also viewed as alternative investments, with some cards fetching record-breaking prices at auctions.
Technological innovations, particularly in digital cards and NFTs, have opened new avenues for collectors. Platforms such as NBA Top Shot have popularized digital trading, making the market more accessible to younger generations and global audiences. This shift has allowed the industry to attract tech-savvy collectors while maintaining its appeal to traditional hobbyists.
Geographically, while North America continues to a main region in the market, regions such as Asia-Pacific and the Middle East are experiencing rapid growth. Japan remains a major hub due to its robust gaming culture, and markets like China and India are seeing increased interest driven by urbanization and growing consumer bases. Europe, with its blend of local sports and global entertainment franchises, is also showing strong demand, while emerging regions like Latin America present new growth opportunities.
Sports trading cards, in particular, have seen a boost due to global events like the NBA, MLB, and NFL, which have increased sponsorships and media exposure. The rise in sports channels and the proliferation of Internet-connected devices have further driven engagement, leading to a surge in sports trading card sales.
Despite challenges like counterfeiting and market speculation, the trading card market is positioned for sustained growth. The combination of emotional, financial, and technological factors, coupled with a global audience, ensures that the market will continue to thrive, evolving alongside consumer preferences and technological advancements. In essence, the trading card industry remains an influential and vibrant part of both collectible culture and alternative investment landscapes.
This report aims to provide a comprehensive presentation of the global market for Trading Card, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card by region & country, by Type, and by Application.
The Trading Card 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.
Market Segmentation
By Company
Segment by Type
Segment by Application
By Region
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 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 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 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.