封面
市場調查報告書
商品編碼
1872079

集換式卡牌遊戲(CCG):全球市場佔有率和排名、總收入和需求預測(2025-2031 年)

Collectible Card Game - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

出版日期: | 出版商: QYResearch | 英文 109 Pages | 商品交期: 2-3個工作天內

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全球集換式卡牌遊戲(CCG)市場預計在 2024 年達到 142.85 億美元,預計到 2031 年將達到 259.16 億美元,2025 年至 2031 年的複合年成長率為 9.2%。

集換式卡牌遊戲(CCG),也稱交易卡牌遊戲(TCG),是策略卡牌遊戲,最早出現在1993年。它們由精心設計的卡牌套裝組成,每套卡牌都有獨特的插畫和圖像。玩家不斷收集稀有卡牌,並發展出自己的戰術體系。 CCG通常不支援玩家之間的卡片交易。廠商透過定期發布兼具競技性和收藏性的新擴充內容,來維持一個充滿活力的生態系統。

近年來,集換式卡牌遊戲市場發展迅猛,其中數位版佔據主導地位,推動了整體銷售額的顯著成長。 PC遊戲是其主要應用場景,佔據了壓倒性的市場佔有率。日本、北美和歐洲是核心市場,其中日本在全球市場佔有率最大。全球供應商包括孩之寶、暴雪娛樂、Cygames、Take-Two和Supercell。然而,前五名廠商僅佔約27%的市場佔有率,使得產業結構相對分散。這顯示新興企業和區域品牌擁有巨大的未來成長潛力。集換式卡牌遊戲市場正呈現多元化和數位融合的趨勢。強大的IP驅動能力是核心競爭優勢,動畫和運動等知名品牌正在推動從兒童娛樂到成人收藏等廣泛的用戶需求。數位平台透過結合AR技術和2D碼掃描,降低了准入門檻,並提升了玩家體驗。同時,實體卡牌正透過線下活動和現場交易拓展其消費管道,但如何遏制賭博行為仍然是一項挑戰。中國市場擁有巨大的成長潛力,像凱優這樣的當地企業正在加速全球擴張。然而,未成年人成癮等合規問題依然存在,因此有必要透過推行機率揭露、年齡驗證和最低限制等措施,在商業性價值和社會責任之間取得平衡。

本報告旨在按地區/國家、類型和應用程式對全球集換式卡牌遊戲 (CCG) 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。

集換式卡牌遊戲 (CCG) 市場規模、估算和預測均以銷售收入為指標,以 2024 年為基準年,並包含 2020 年至 2031 年的歷史數據和預測數據。我們運用定量和定性分析,幫助讀者制定業務/成長策略,評估競爭格局,分析自身在當前市場中的地位,並就集換式卡牌遊戲 (CCG) 做出明智的商業決策。

市場區隔

公司

  • Hasbro
  • Blizzard Entertainment
  • Cygames(CyberAgent)
  • Take-Two Interactive Software
  • Supercell
  • Konami
  • Nintendo(Pokemon)
  • KYY Games
  • Bushiroad
  • Riot Games
  • Nuverse
  • Alderace Entertainment
  • Embracer
  • Asmodee Group
  • Games Workshop

按類型分類的細分市場

  • 數位的
  • 物理

應用領域

  • 電腦遊戲
  • 手機遊戲
  • 其他

按地區

  • 北美洲
    • 美國
    • 加拿大
  • 亞太地區
    • 中國
    • 日本
    • 韓國
    • 東南亞
    • 印度
    • 澳洲
    • 亞太其他地區
  • 歐洲
    • 德國
    • 法國
    • 英國
    • 義大利
    • 荷蘭
    • 北歐國家
    • 其他歐洲
  • 拉丁美洲
    • 墨西哥
    • 巴西
    • 其他拉丁美洲
  • 中東和非洲
    • 土耳其
    • 沙烏地阿拉伯
    • 阿拉伯聯合大公國
    • 其他中東和非洲地區

The global market for Collectible Card Game was estimated to be worth US$ 14285 million in 2024 and is forecast to a readjusted size of US$ 25916 million by 2031 with a CAGR of 9.2% during the forecast period 2025-2031.

A collectible card game (CCG), also called a trading card game (TCG), among other names, is a strategy card game created in 1993 and consists of specially designed sets of playing cards. These cards use proprietary artwork or images to embellish the card. Players constantly acquire rare cards to build personalized tactical systems. CCGs usually do not support card trading between players. Manufacturers maintain the vitality of the ecosystem by regularly releasing new expansion content, which combines both competitive and collectible value.

The trading card game market has developed rapidly in recent years, especially the digital version of the product has dominated, driving a significant increase in overall sales. Among them, PC games are the key application scenario and occupy a dominant share; Japan, North America and Europe are the core markets, and Japan continues to lead the world with the highest share. In terms of global suppliers, Hasbro, Blizzard Entertainment, Cygames, Take-Two, Supercell and other companies constitute the main force of the market, but the top five manufacturers only account for about 27% of the total market, and the industry structure is still relatively fragmented. This shows that there is still a lot of room for the development of emerging players and regional brands in the future. The trading card game market is showing a trend of diversification and digital integration. Strong IP drive has become the core competitiveness. Products attract users of different ages around well-known brands such as animation and sports, covering everything from children's entertainment to adult collections. Digital platforms lower the threshold for participation, combining AR technology with code scanning interaction to enhance the player experience; physical cards expand consumption scenarios through live e-commerce and offline events, but the tendency of gambling needs to be strengthened. The growth potential of the Chinese market is significant, and local companies such as Kayou are accelerating their global layout. In addition, the industry also faces compliance challenges such as addiction among minors, and needs to promote measures such as probabilistic disclosure, age verification and bottom-line mechanisms to achieve a balance between commercial value and social responsibility.

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

The Collectible Card Game 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 Collectible Card Game.

Market Segmentation

By Company

  • Hasbro
  • Blizzard Entertainment
  • Cygames (CyberAgent)
  • Take-Two Interactive Software
  • Supercell
  • Konami
  • Nintendo (Pokemon)
  • KYY Games
  • Bushiroad
  • Riot Games
  • Nuverse
  • Alderace Entertainment
  • Embracer
  • Asmodee Group
  • Games Workshop

Segment by Type

  • Digital
  • Physical

Segment by Application

  • PC Games
  • Mobile Device Games
  • Others

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 Collectible Card Game 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 Collectible Card Game 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 Collectible Card Game 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 Collectible Card Game Product Introduction
  • 1.2 Global Collectible Card Game Market Size Forecast (2020-2031)
  • 1.3 Collectible Card Game Market Trends & Drivers
    • 1.3.1 Collectible Card Game Industry Trends
    • 1.3.2 Collectible Card Game Market Drivers & Opportunity
    • 1.3.3 Collectible Card Game Market Challenges
    • 1.3.4 Collectible Card Game Market Restraints
  • 1.4 Assumptions and Limitations
  • 1.5 Study Objectives
  • 1.6 Years Considered

2 Competitive Analysis by Company

  • 2.1 Global Collectible Card Game Players Revenue Ranking (2024)
  • 2.2 Global Collectible Card Game Revenue by Company (2020-2025)
  • 2.3 Key Companies Collectible Card Game Manufacturing Base Distribution and Headquarters
  • 2.4 Key Companies Collectible Card Game Product Offered
  • 2.5 Key Companies Time to Begin Mass Production of Collectible Card Game
  • 2.6 Collectible Card Game Market Competitive Analysis
    • 2.6.1 Collectible Card Game Market Concentration Rate (2020-2025)
    • 2.6.2 Global 5 and 10 Largest Companies by Collectible Card Game Revenue in 2024
    • 2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Collectible Card Game as of 2024)
  • 2.7 Mergers & Acquisitions, Expansion

3 Segmentation by Type

  • 3.1 Introduction by Type
    • 3.1.1 Digital
    • 3.1.2 Physical
  • 3.2 Global Collectible Card Game Sales Value by Type
    • 3.2.1 Global Collectible Card Game Sales Value by Type (2020 VS 2024 VS 2031)
    • 3.2.2 Global Collectible Card Game Sales Value, by Type (2020-2031)
    • 3.2.3 Global Collectible Card Game Sales Value, by Type (%) (2020-2031)

4 Segmentation by Application

  • 4.1 Introduction by Application
    • 4.1.1 PC Games
    • 4.1.2 Mobile Device Games
    • 4.1.3 Others
  • 4.2 Global Collectible Card Game Sales Value by Application
    • 4.2.1 Global Collectible Card Game Sales Value by Application (2020 VS 2024 VS 2031)
    • 4.2.2 Global Collectible Card Game Sales Value, by Application (2020-2031)
    • 4.2.3 Global Collectible Card Game Sales Value, by Application (%) (2020-2031)

5 Segmentation by Region

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

6 Segmentation by Key Countries/Regions

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

7 Company Profiles

  • 7.1 Hasbro
    • 7.1.1 Hasbro Profile
    • 7.1.2 Hasbro Main Business
    • 7.1.3 Hasbro Collectible Card Game Products, Services and Solutions
    • 7.1.4 Hasbro Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.1.5 Hasbro Recent Developments
  • 7.2 Blizzard Entertainment
    • 7.2.1 Blizzard Entertainment Profile
    • 7.2.2 Blizzard Entertainment Main Business
    • 7.2.3 Blizzard Entertainment Collectible Card Game Products, Services and Solutions
    • 7.2.4 Blizzard Entertainment Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.2.5 Blizzard Entertainment Recent Developments
  • 7.3 Cygames (CyberAgent)
    • 7.3.1 Cygames (CyberAgent) Profile
    • 7.3.2 Cygames (CyberAgent) Main Business
    • 7.3.3 Cygames (CyberAgent) Collectible Card Game Products, Services and Solutions
    • 7.3.4 Cygames (CyberAgent) Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.3.5 Cygames (CyberAgent) Recent Developments
  • 7.4 Take-Two Interactive Software
    • 7.4.1 Take-Two Interactive Software Profile
    • 7.4.2 Take-Two Interactive Software Main Business
    • 7.4.3 Take-Two Interactive Software Collectible Card Game Products, Services and Solutions
    • 7.4.4 Take-Two Interactive Software Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.4.5 Take-Two Interactive Software Recent Developments
  • 7.5 Supercell
    • 7.5.1 Supercell Profile
    • 7.5.2 Supercell Main Business
    • 7.5.3 Supercell Collectible Card Game Products, Services and Solutions
    • 7.5.4 Supercell Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.5.5 Supercell Recent Developments
  • 7.6 Konami
    • 7.6.1 Konami Profile
    • 7.6.2 Konami Main Business
    • 7.6.3 Konami Collectible Card Game Products, Services and Solutions
    • 7.6.4 Konami Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.6.5 Konami Recent Developments
  • 7.7 Nintendo (Pokemon)
    • 7.7.1 Nintendo (Pokemon) Profile
    • 7.7.2 Nintendo (Pokemon) Main Business
    • 7.7.3 Nintendo (Pokemon) Collectible Card Game Products, Services and Solutions
    • 7.7.4 Nintendo (Pokemon) Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.7.5 Nintendo (Pokemon) Recent Developments
  • 7.8 KYY Games
    • 7.8.1 KYY Games Profile
    • 7.8.2 KYY Games Main Business
    • 7.8.3 KYY Games Collectible Card Game Products, Services and Solutions
    • 7.8.4 KYY Games Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.8.5 KYY Games Recent Developments
  • 7.9 Bushiroad
    • 7.9.1 Bushiroad Profile
    • 7.9.2 Bushiroad Main Business
    • 7.9.3 Bushiroad Collectible Card Game Products, Services and Solutions
    • 7.9.4 Bushiroad Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.9.5 Bushiroad Recent Developments
  • 7.10 Riot Games
    • 7.10.1 Riot Games Profile
    • 7.10.2 Riot Games Main Business
    • 7.10.3 Riot Games Collectible Card Game Products, Services and Solutions
    • 7.10.4 Riot Games Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.10.5 Riot Games Recent Developments
  • 7.11 Nuverse
    • 7.11.1 Nuverse Profile
    • 7.11.2 Nuverse Main Business
    • 7.11.3 Nuverse Collectible Card Game Products, Services and Solutions
    • 7.11.4 Nuverse Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.11.5 Nuverse Recent Developments
  • 7.12 Alderace Entertainment
    • 7.12.1 Alderace Entertainment Profile
    • 7.12.2 Alderace Entertainment Main Business
    • 7.12.3 Alderace Entertainment Collectible Card Game Products, Services and Solutions
    • 7.12.4 Alderace Entertainment Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.12.5 Alderace Entertainment Recent Developments
  • 7.13 Embracer
    • 7.13.1 Embracer Profile
    • 7.13.2 Embracer Main Business
    • 7.13.3 Embracer Collectible Card Game Products, Services and Solutions
    • 7.13.4 Embracer Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.13.5 Embracer Recent Developments
  • 7.14 Asmodee Group
    • 7.14.1 Asmodee Group Profile
    • 7.14.2 Asmodee Group Main Business
    • 7.14.3 Asmodee Group Collectible Card Game Products, Services and Solutions
    • 7.14.4 Asmodee Group Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.14.5 Asmodee Group Recent Developments
  • 7.15 Games Workshop
    • 7.15.1 Games Workshop Profile
    • 7.15.2 Games Workshop Main Business
    • 7.15.3 Games Workshop Collectible Card Game Products, Services and Solutions
    • 7.15.4 Games Workshop Collectible Card Game Revenue (US$ Million) & (2020-2025)
    • 7.15.5 Games Workshop Recent Developments

8 Industry Chain Analysis

  • 8.1 Collectible Card Game Industrial Chain
  • 8.2 Collectible Card Game 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 Collectible Card Game Sales Model
    • 8.5.2 Sales Channel
    • 8.5.3 Collectible Card Game 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

List of Tables

  • Table 1. Collectible Card Game Market Trends
  • Table 2. Collectible Card Game Market Drivers & Opportunity
  • Table 3. Collectible Card Game Market Challenges
  • Table 4. Collectible Card Game Market Restraints
  • Table 5. Global Collectible Card Game Revenue by Company (2020-2025) & (US$ Million)
  • Table 6. Global Collectible Card Game Revenue Market Share by Company (2020-2025)
  • Table 7. Key Companies Collectible Card Game Manufacturing Base Distribution and Headquarters
  • Table 8. Key Companies Collectible Card Game Product Type
  • Table 9. Key Companies Time to Begin Mass Production of Collectible Card Game
  • Table 10. Global Collectible Card Game Companies Market Concentration Ratio (CR5 and HHI)
  • Table 11. Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Collectible Card Game as of 2024)
  • Table 12. Mergers & Acquisitions, Expansion Plans
  • Table 13. Global Collectible Card Game Sales Value by Type: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 14. Global Collectible Card Game Sales Value by Type (2020-2025) & (US$ Million)
  • Table 15. Global Collectible Card Game Sales Value by Type (2026-2031) & (US$ Million)
  • Table 16. Global Collectible Card Game Sales Market Share in Value by Type (2020-2025)
  • Table 17. Global Collectible Card Game Sales Market Share in Value by Type (2026-2031)
  • Table 18. Global Collectible Card Game Sales Value by Application: 2020 VS 2024 VS 2031 (US$ Million)
  • Table 19. Global Collectible Card Game Sales Value by Application (2020-2025) & (US$ Million)
  • Table 20. Global Collectible Card Game Sales Value by Application (2026-2031) & (US$ Million)
  • Table 21. Global Collectible Card Game Sales Market Share in Value by Application (2020-2025)
  • Table 22. Global Collectible Card Game Sales Market Share in Value by Application (2026-2031)
  • Table 23. Global Collectible Card Game Sales Value by Region, (2020 VS 2024 VS 2031) & (US$ Million)
  • Table 24. Global Collectible Card Game Sales Value by Region (2020-2025) & (US$ Million)
  • Table 25. Global Collectible Card Game Sales Value by Region (2026-2031) & (US$ Million)
  • Table 26. Global Collectible Card Game Sales Value by Region (2020-2025) & (%)
  • Table 27. Global Collectible Card Game Sales Value by Region (2026-2031) & (%)
  • Table 28. Key Countries/Regions Collectible Card Game Sales Value Growth Trends, (US$ Million): 2020 VS 2024 VS 2031
  • Table 29. Key Countries/Regions Collectible Card Game Sales Value, (2020-2025) & (US$ Million)
  • Table 30. Key Countries/Regions Collectible Card Game Sales Value, (2026-2031) & (US$ Million)
  • Table 31. Hasbro Basic Information List
  • Table 32. Hasbro Description and Business Overview
  • Table 33. Hasbro Collectible Card Game Products, Services and Solutions
  • Table 34. Revenue (US$ Million) in Collectible Card Game Business of Hasbro (2020-2025)
  • Table 35. Hasbro Recent Developments
  • Table 36. Blizzard Entertainment Basic Information List
  • Table 37. Blizzard Entertainment Description and Business Overview
  • Table 38. Blizzard Entertainment Collectible Card Game Products, Services and Solutions
  • Table 39. Revenue (US$ Million) in Collectible Card Game Business of Blizzard Entertainment (2020-2025)
  • Table 40. Blizzard Entertainment Recent Developments
  • Table 41. Cygames (CyberAgent) Basic Information List
  • Table 42. Cygames (CyberAgent) Description and Business Overview
  • Table 43. Cygames (CyberAgent) Collectible Card Game Products, Services and Solutions
  • Table 44. Revenue (US$ Million) in Collectible Card Game Business of Cygames (CyberAgent) (2020-2025)
  • Table 45. Cygames (CyberAgent) Recent Developments
  • Table 46. Take-Two Interactive Software Basic Information List
  • Table 47. Take-Two Interactive Software Description and Business Overview
  • Table 48. Take-Two Interactive Software Collectible Card Game Products, Services and Solutions
  • Table 49. Revenue (US$ Million) in Collectible Card Game Business of Take-Two Interactive Software (2020-2025)
  • Table 50. Take-Two Interactive Software Recent Developments
  • Table 51. Supercell Basic Information List
  • Table 52. Supercell Description and Business Overview
  • Table 53. Supercell Collectible Card Game Products, Services and Solutions
  • Table 54. Revenue (US$ Million) in Collectible Card Game Business of Supercell (2020-2025)
  • Table 55. Supercell Recent Developments
  • Table 56. Konami Basic Information List
  • Table 57. Konami Description and Business Overview
  • Table 58. Konami Collectible Card Game Products, Services and Solutions
  • Table 59. Revenue (US$ Million) in Collectible Card Game Business of Konami (2020-2025)
  • Table 60. Konami Recent Developments
  • Table 61. Nintendo (Pokemon) Basic Information List
  • Table 62. Nintendo (Pokemon) Description and Business Overview
  • Table 63. Nintendo (Pokemon) Collectible Card Game Products, Services and Solutions
  • Table 64. Revenue (US$ Million) in Collectible Card Game Business of Nintendo (Pokemon) (2020-2025)
  • Table 65. Nintendo (Pokemon) Recent Developments
  • Table 66. KYY Games Basic Information List
  • Table 67. KYY Games Description and Business Overview
  • Table 68. KYY Games Collectible Card Game Products, Services and Solutions
  • Table 69. Revenue (US$ Million) in Collectible Card Game Business of KYY Games (2020-2025)
  • Table 70. KYY Games Recent Developments
  • Table 71. Bushiroad Basic Information List
  • Table 72. Bushiroad Description and Business Overview
  • Table 73. Bushiroad Collectible Card Game Products, Services and Solutions
  • Table 74. Revenue (US$ Million) in Collectible Card Game Business of Bushiroad (2020-2025)
  • Table 75. Bushiroad Recent Developments
  • Table 76. Riot Games Basic Information List
  • Table 77. Riot Games Description and Business Overview
  • Table 78. Riot Games Collectible Card Game Products, Services and Solutions
  • Table 79. Revenue (US$ Million) in Collectible Card Game Business of Riot Games (2020-2025)
  • Table 80. Riot Games Recent Developments
  • Table 81. Nuverse Basic Information List
  • Table 82. Nuverse Description and Business Overview
  • Table 83. Nuverse Collectible Card Game Products, Services and Solutions
  • Table 84. Revenue (US$ Million) in Collectible Card Game Business of Nuverse (2020-2025)
  • Table 85. Nuverse Recent Developments
  • Table 86. Alderace Entertainment Basic Information List
  • Table 87. Alderace Entertainment Description and Business Overview
  • Table 88. Alderace Entertainment Collectible Card Game Products, Services and Solutions
  • Table 89. Revenue (US$ Million) in Collectible Card Game Business of Alderace Entertainment (2020-2025)
  • Table 90. Alderace Entertainment Recent Developments
  • Table 91. Embracer Basic Information List
  • Table 92. Embracer Description and Business Overview
  • Table 93. Embracer Collectible Card Game Products, Services and Solutions
  • Table 94. Revenue (US$ Million) in Collectible Card Game Business of Embracer (2020-2025)
  • Table 95. Embracer Recent Developments
  • Table 96. Asmodee Group Basic Information List
  • Table 97. Asmodee Group Description and Business Overview
  • Table 98. Asmodee Group Collectible Card Game Products, Services and Solutions
  • Table 99. Revenue (US$ Million) in Collectible Card Game Business of Asmodee Group (2020-2025)
  • Table 100. Asmodee Group Recent Developments
  • Table 101. Games Workshop Basic Information List
  • Table 102. Games Workshop Description and Business Overview
  • Table 103. Games Workshop Collectible Card Game Products, Services and Solutions
  • Table 104. Revenue (US$ Million) in Collectible Card Game Business of Games Workshop (2020-2025)
  • Table 105. Games Workshop Recent Developments
  • Table 106. Key Raw Materials Lists
  • Table 107. Raw Materials Key Suppliers Lists
  • Table 108. Collectible Card Game Downstream Customers
  • Table 109. Collectible Card Game Distributors List
  • Table 110. Research Programs/Design for This Report
  • Table 111. Key Data Information from Secondary Sources
  • Table 112. Key Data Information from Primary Sources

List of Figures

  • Figure 1. Collectible Card Game Product Picture
  • Figure 2. Global Collectible Card Game Sales Value, 2020 VS 2024 VS 2031 (US$ Million)
  • Figure 3. Global Collectible Card Game Sales Value (2020-2031) & (US$ Million)
  • Figure 4. Collectible Card Game Report Years Considered
  • Figure 5. Global Collectible Card Game Players Revenue Ranking (2024) & (US$ Million)
  • Figure 6. The 5 and 10 Largest Companies in the World: Market Share by Collectible Card Game Revenue in 2024
  • Figure 7. Collectible Card Game Market Share by Company Type (Tier 1, Tier 2, and Tier 3): 2020 VS 2024
  • Figure 8. Digital Picture
  • Figure 9. Physical Picture
  • Figure 10. Global Collectible Card Game Sales Value by Type (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 11. Global Collectible Card Game Sales Value Market Share by Type, 2024 & 2031
  • Figure 12. Product Picture of PC Games
  • Figure 13. Product Picture of Mobile Device Games
  • Figure 14. Product Picture of Others
  • Figure 15. Global Collectible Card Game Sales Value by Application (2020 VS 2024 VS 2031) & (US$ Million)
  • Figure 16. Global Collectible Card Game Sales Value Market Share by Application, 2024 & 2031
  • Figure 17. North America Collectible Card Game Sales Value (2020-2031) & (US$ Million)
  • Figure 18. North America Collectible Card Game Sales Value by Country (%), 2024 VS 2031
  • Figure 19. Europe Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 20. Europe Collectible Card Game Sales Value by Country (%), 2024 VS 2031
  • Figure 21. Asia Pacific Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 22. Asia Pacific Collectible Card Game Sales Value by Region (%), 2024 VS 2031
  • Figure 23. South America Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 24. South America Collectible Card Game Sales Value by Country (%), 2024 VS 2031
  • Figure 25. Middle East & Africa Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 26. Middle East & Africa Collectible Card Game Sales Value by Country (%), 2024 VS 2031
  • Figure 27. Key Countries/Regions Collectible Card Game Sales Value (%), (2020-2031)
  • Figure 28. United States Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 29. United States Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 30. United States Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 31. Europe Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 32. Europe Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 33. Europe Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 34. China Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 35. China Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 36. China Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 37. Japan Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 38. Japan Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 39. Japan Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 40. South Korea Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 41. South Korea Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 42. South Korea Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 43. Southeast Asia Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 44. Southeast Asia Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 45. Southeast Asia Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 46. India Collectible Card Game Sales Value, (2020-2031) & (US$ Million)
  • Figure 47. India Collectible Card Game Sales Value by Type (%), 2024 VS 2031
  • Figure 48. India Collectible Card Game Sales Value by Application (%), 2024 VS 2031
  • Figure 49. Collectible Card Game Industrial Chain
  • Figure 50. Collectible Card Game Manufacturing Cost Structure
  • Figure 51. Channels of Distribution (Direct Sales, and Distribution)
  • Figure 52. Bottom-up and Top-down Approaches for This Report
  • Figure 53. Data Triangulation
  • Figure 54. Key Executives Interviewed