The global market for Collectible Trading Cards was estimated to be worth US$ 9853 million in 2024 and is forecast to a readjusted size of US$ 19473 million by 2031 with a CAGR of 10.0% during the forecast period 2025-2031.
Collectible trading cards are a fascinating hobby where enthusiasts collect, trade, and often play games with specially designed cards. These cards typically feature diverse themes ranging from fantasy creatures and sports stars to pop culture icons and historical figures. Each card usually boasts unique artwork, statistics, and abilities, making them distinct. The core appeal lies in the thrill of acquiring rare cards, completing sets, and engaging in strategic gameplay. While some collect purely for the joy of ownership and appreciation of the art, others are driven by the competitive aspect of the associated games or the potential for financial investment as certain cards can appreciate significantly in value over time.
The collectible trading card market is undergoing a dynamic transformation and renaissance. Once considered mainly a children's toy, trading cards have evolved into a multi-dimensional product blending intellectual property (IP), emotional value, community identity, and financial potential. Particularly in key markets like the United States, Japan, and China, the rise of online platforms, professional grading systems, and investment-minded younger consumers-especially Millennials and Gen Z-has redefined trading cards as "tradable emotional assets" and accessible cultural investments.
IP-driven value is at the core of the market's growth. Major franchises such as Pokemon, NBA, Marvel, Yu-Gi-Oh!, and League of Legends drive demand through carefully curated card sets, featuring limited-edition releases, holographic designs, autograph cards, and chase variants. This scarcity model, paired with randomized booster pack mechanics, reinforces both entertainment and speculative buying behaviors, appealing to hobbyists and investors alike.
A mature and vertically integrated ecosystem is taking shape around collectible trading cards, including: Grading services like PSA and Beckett that determine a card's authenticity and resale value; Global e-commerce and auction platforms (eBay, Whatnot, StockX, TCGPlayer, as well as Taobao and JD.com) that enable liquid trading; Content-driven marketing and influencer culture, such as pack-opening videos, Twitch streams, and card-breaking events; And peripheral businesses offering card sleeves, storage cases, display frames, and personalization services.
Digital innovation is also accelerating. NFT-based digital trading cards and blockchain-certified collectibles are emerging as a parallel format, offering secure ownership, cross-border trading, and metaverse integration. While this segment is still in its early stages, it opens new possibilities for authenticity verification, virtual curation, and expanding global reach.
Overall, the collectible trading card market is trending toward gamification, financialization, socialization, and digitization. It combines nostalgia, IP fandom, and investment psychology into a compelling cultural product. As more franchises from entertainment, sports, anime, and gaming enter the card space, the global market is expected to maintain strong momentum over the next 5 to 10 years, ultimately becoming a pillar of the broader pop culture and digital consumer economy.
This report aims to provide a comprehensive presentation of the global market for Collectible Trading Cards, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Collectible Trading Cards by region & country, by Type, and by Application.
The Collectible Trading Cards 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 Trading Cards.
Market Segmentation
By Company
- The Pokemon Company
- Konami Holdings Corporation
- Panini
- Kayou
- Tokaratomy
- Wizards of the Coast
- Topps Company
- Bandai Namco
- Upper Deck Company
- Bushiroad
Segment by Type
- Non-Sports Trading Card
- Sports Trading Card
Segment by Application
By Region
- North America
- 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 Trading Cards 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 Trading Cards 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 Trading Cards 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 Trading Cards Product Introduction
- 1.2 Global Collectible Trading Cards Market Size Forecast (2020-2031)
- 1.3 Collectible Trading Cards Market Trends & Drivers
- 1.3.1 Collectible Trading Cards Industry Trends
- 1.3.2 Collectible Trading Cards Market Drivers & Opportunity
- 1.3.3 Collectible Trading Cards Market Challenges
- 1.3.4 Collectible Trading Cards Market Restraints
- 1.4 Assumptions and Limitations
- 1.5 Study Objectives
- 1.6 Years Considered
2 Competitive Analysis by Company
- 2.1 Global Collectible Trading Cards Players Revenue Ranking (2024)
- 2.2 Global Collectible Trading Cards Revenue by Company (2020-2025)
- 2.3 Key Companies Collectible Trading Cards Manufacturing Base Distribution and Headquarters
- 2.4 Key Companies Collectible Trading Cards Product Offered
- 2.5 Key Companies Time to Begin Mass Production of Collectible Trading Cards
- 2.6 Collectible Trading Cards Market Competitive Analysis
- 2.6.1 Collectible Trading Cards Market Concentration Rate (2020-2025)
- 2.6.2 Global 5 and 10 Largest Companies by Collectible Trading Cards 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 Trading Cards as of 2024)
- 2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
- 3.1 Introduction by Type
- 3.1.1 Non-Sports Trading Card
- 3.1.2 Sports Trading Card
- 3.2 Global Collectible Trading Cards Sales Value by Type
- 3.2.1 Global Collectible Trading Cards Sales Value by Type (2020 VS 2024 VS 2031)
- 3.2.2 Global Collectible Trading Cards Sales Value, by Type (2020-2031)
- 3.2.3 Global Collectible Trading Cards Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
- 4.1 Introduction by Application
- 4.1.1 Juvenile
- 4.1.2 Adult
- 4.2 Global Collectible Trading Cards Sales Value by Application
- 4.2.1 Global Collectible Trading Cards Sales Value by Application (2020 VS 2024 VS 2031)
- 4.2.2 Global Collectible Trading Cards Sales Value, by Application (2020-2031)
- 4.2.3 Global Collectible Trading Cards Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
- 5.1 Global Collectible Trading Cards Sales Value by Region
- 5.1.1 Global Collectible Trading Cards Sales Value by Region: 2020 VS 2024 VS 2031
- 5.1.2 Global Collectible Trading Cards Sales Value by Region (2020-2025)
- 5.1.3 Global Collectible Trading Cards Sales Value by Region (2026-2031)
- 5.1.4 Global Collectible Trading Cards Sales Value by Region (%), (2020-2031)
- 5.2 North America
- 5.2.1 North America Collectible Trading Cards Sales Value, 2020-2031
- 5.2.2 North America Collectible Trading Cards Sales Value by Country (%), 2024 VS 2031
- 5.3 Europe
- 5.3.1 Europe Collectible Trading Cards Sales Value, 2020-2031
- 5.3.2 Europe Collectible Trading Cards Sales Value by Country (%), 2024 VS 2031
- 5.4 Asia Pacific
- 5.4.1 Asia Pacific Collectible Trading Cards Sales Value, 2020-2031
- 5.4.2 Asia Pacific Collectible Trading Cards Sales Value by Region (%), 2024 VS 2031
- 5.5 South America
- 5.5.1 South America Collectible Trading Cards Sales Value, 2020-2031
- 5.5.2 South America Collectible Trading Cards Sales Value by Country (%), 2024 VS 2031
- 5.6 Middle East & Africa
- 5.6.1 Middle East & Africa Collectible Trading Cards Sales Value, 2020-2031
- 5.6.2 Middle East & Africa Collectible Trading Cards Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
- 6.1 Key Countries/Regions Collectible Trading Cards Sales Value Growth Trends, 2020 VS 2024 VS 2031
- 6.2 Key Countries/Regions Collectible Trading Cards Sales Value, 2020-2031
- 6.3 United States
- 6.3.1 United States Collectible Trading Cards Sales Value, 2020-2031
- 6.3.2 United States Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.3.3 United States Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.4 Europe
- 6.4.1 Europe Collectible Trading Cards Sales Value, 2020-2031
- 6.4.2 Europe Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.4.3 Europe Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.5 China
- 6.5.1 China Collectible Trading Cards Sales Value, 2020-2031
- 6.5.2 China Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.5.3 China Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.6 Japan
- 6.6.1 Japan Collectible Trading Cards Sales Value, 2020-2031
- 6.6.2 Japan Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.6.3 Japan Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.7 South Korea
- 6.7.1 South Korea Collectible Trading Cards Sales Value, 2020-2031
- 6.7.2 South Korea Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.7.3 South Korea Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.8 Southeast Asia
- 6.8.1 Southeast Asia Collectible Trading Cards Sales Value, 2020-2031
- 6.8.2 Southeast Asia Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.8.3 Southeast Asia Collectible Trading Cards Sales Value by Application, 2024 VS 2031
- 6.9 India
- 6.9.1 India Collectible Trading Cards Sales Value, 2020-2031
- 6.9.2 India Collectible Trading Cards Sales Value by Type (%), 2024 VS 2031
- 6.9.3 India Collectible Trading Cards Sales Value by Application, 2024 VS 2031
7 Company Profiles
- 7.1 The Pokemon Company
- 7.1.1 The Pokemon Company Profile
- 7.1.2 The Pokemon Company Main Business
- 7.1.3 The Pokemon Company Collectible Trading Cards Products, Services and Solutions
- 7.1.4 The Pokemon Company Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.1.5 The Pokemon Company Recent Developments
- 7.2 Konami Holdings Corporation
- 7.2.1 Konami Holdings Corporation Profile
- 7.2.2 Konami Holdings Corporation Main Business
- 7.2.3 Konami Holdings Corporation Collectible Trading Cards Products, Services and Solutions
- 7.2.4 Konami Holdings Corporation Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.2.5 Konami Holdings Corporation Recent Developments
- 7.3 Panini
- 7.3.1 Panini Profile
- 7.3.2 Panini Main Business
- 7.3.3 Panini Collectible Trading Cards Products, Services and Solutions
- 7.3.4 Panini Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.3.5 Panini Recent Developments
- 7.4 Kayou
- 7.4.1 Kayou Profile
- 7.4.2 Kayou Main Business
- 7.4.3 Kayou Collectible Trading Cards Products, Services and Solutions
- 7.4.4 Kayou Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.4.5 Kayou Recent Developments
- 7.5 Tokaratomy
- 7.5.1 Tokaratomy Profile
- 7.5.2 Tokaratomy Main Business
- 7.5.3 Tokaratomy Collectible Trading Cards Products, Services and Solutions
- 7.5.4 Tokaratomy Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.5.5 Tokaratomy Recent Developments
- 7.6 Wizards of the Coast
- 7.6.1 Wizards of the Coast Profile
- 7.6.2 Wizards of the Coast Main Business
- 7.6.3 Wizards of the Coast Collectible Trading Cards Products, Services and Solutions
- 7.6.4 Wizards of the Coast Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.6.5 Wizards of the Coast Recent Developments
- 7.7 Topps Company
- 7.7.1 Topps Company Profile
- 7.7.2 Topps Company Main Business
- 7.7.3 Topps Company Collectible Trading Cards Products, Services and Solutions
- 7.7.4 Topps Company Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.7.5 Topps Company Recent Developments
- 7.8 Bandai Namco
- 7.8.1 Bandai Namco Profile
- 7.8.2 Bandai Namco Main Business
- 7.8.3 Bandai Namco Collectible Trading Cards Products, Services and Solutions
- 7.8.4 Bandai Namco Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.8.5 Bandai Namco Recent Developments
- 7.9 Upper Deck Company
- 7.9.1 Upper Deck Company Profile
- 7.9.2 Upper Deck Company Main Business
- 7.9.3 Upper Deck Company Collectible Trading Cards Products, Services and Solutions
- 7.9.4 Upper Deck Company Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.9.5 Upper Deck Company Recent Developments
- 7.10 Bushiroad
- 7.10.1 Bushiroad Profile
- 7.10.2 Bushiroad Main Business
- 7.10.3 Bushiroad Collectible Trading Cards Products, Services and Solutions
- 7.10.4 Bushiroad Collectible Trading Cards Revenue (US$ Million) & (2020-2025)
- 7.10.5 Bushiroad Recent Developments
8 Industry Chain Analysis
- 8.1 Collectible Trading Cards Industrial Chain
- 8.2 Collectible Trading Cards 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 Trading Cards Sales Model
- 8.5.2 Sales Channel
- 8.5.3 Collectible Trading Cards 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