封面
市場調查報告書
商品編碼
1429295

全球交易卡市場:現況分析與預測(2023-2030)

Trading Card Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 152 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

由於收藏品和懷舊情緒日益流行,全球交易卡市場規模在預測期內呈現 5.03% 的穩定成長率。 近年來,在收藏品日益流行和懷舊情緒的強大影響力推動下,交易卡市場經歷了顯著的復甦。 收藏品已成為主流投資,吸引了經驗豐富的收藏家和新愛好者。 NPD Group 的報告顯示,光是在美國,2021 年收藏品市場銷售額就達到 80 億美元,比上年增長 50%。 集換式卡牌作為一個非常受歡迎的類別,是這一增長的主要貢獻者。

懷舊在交易卡市場中扮演至關重要的角色。 許多小時候收集卡片的人現在有了財務自由,可以再次享受他們所珍惜的愛好。 這種情感價值刺激了需求並進一步激發了市場活力。 例如,由於伴隨著這款遊戲長大的成年人的懷舊因素, "神奇寶貝集換式卡牌遊戲" 見證了令人難以置信的復興。

此外,數位化進步受到交易卡行業的歡迎,擴大了其影響範圍並吸引了精通技術的一代人的注意。 線上市場和交易卡應用程式已成為數位平台,讓收藏家可以輕鬆存取稀有卡片。 NBA Top Shot是專門從事NBA卡交易的數位平台,在2020年人氣飆升,第一年銷售額就超過2.3億美元。 此外,根據 2021 年進行的一項調查,超過 70% 的收藏家將懷舊視為參與交易卡市場的主要動機。 此外,近年來復古卡的價值顯著增加。 例如,一張 1997 年的邁克爾喬丹卡曾經售價 16 美元,但現在售價超過 350 美元,這表明懷舊情緒正在影響球星卡的價格。

依卡類型,市場分為運動卡和非運動卡。 體育產業正在主導市場,預計在預測期內同樣的趨勢將持續下去。 棒球、籃球、橄欖球、英式足球和曲棍球等運動的流行增加了對這些運動運動員的球星卡的需求。 此外,體育交易卡領域的技術進步也促進了市場的成長。 市場的持續成長是由收藏家的熱情、與體育相關的懷舊情緒以及對稀有和有價值的卡片的重視所推動的。 此外,體育交易卡通常具有限量版或稀有卡片的特色,這些卡片具有很高的價值並受到收藏家的追捧。 這創造了一種排他性和渴望感,從而推動了對體育交易卡的需求。

根據最終用戶,市場分為青少年和成人。 其中,2022年青少年將佔很大比例。 涉及收集和交易的集換式卡牌遊戲,例如《神奇寶貝》和《萬智牌》,在青少年中廣受歡迎,為他們提供了社交和競爭方面的機會。

為了更了解造船業的市場介紹,將市場分為北美(美國、加拿大、北美其他地區)、歐洲(德國、英國、法國、義大利、西班牙、歐洲其他地區) )、亞太地區(中國、日本、印度、韓國、亞太地區其他地區)以及世界其他地區。 亞太地區歷來主導交易卡市場,由於其擁有大量狂熱的收藏家、愛好者以及體育、動漫和流行文化等各種類型的粉絲,預計在預測期內將繼續佔據主導地位。 此外,亞太地區正在經歷顯著的經濟成長,導致個人可支配收入的增加。 隨著購買力的增強,越來越多的人加入交易卡市場並投資他們最喜歡的卡片和套裝。 交易卡作為潛在投資機會的吸引力也吸引了那些尋求透過稀有或搶手卡的升值獲利的個人。 此外,集換式卡牌競技遊戲在亞太地區迅速流行。 《口袋妖怪》、《遊戲王》和《萬智牌》等遊戲擁有充滿活力的玩家社區,定期舉辦的錦標賽和活動吸引了來自亞洲各地的參與者。

市場上的主要參與者包括 Hasbro Inc.、Konami Holdings Corporation、BANDAI SPIRITS、Pokemon、Blizzard Entertainment, Inc.、The Upper Deck Company、Bushiroad、Fantasy Flight Publishing, Inc.、Riot Games、Kyy Games Oy。

目錄

第一章交易卡市場簡介

  • 市場定義
  • 主要目標
  • 利害關係人
  • 限制

第二章研究方法或前提

  • 調查過程
  • 調查方法
  • 受訪者簡介

第三章市場總結

第 4 章執行摘要

第 5 章 2020-2030 年全球交易卡市場收入

第 6 章市場洞察:按卡類型

  • 運動卡
    • 棒球卡
    • 足球卡
    • 籃球卡
    • 曲棍球卡
    • 足球卡
    • 納斯卡
    • 其他
  • 非體育卡
    • 神奇寶貝卡
    • 動漫卡
    • 人物卡
    • 圖像卡
    • 簽名卡

第 7 章市場洞察:最終用戶

  • 青少年
  • 成人

第 8 章市場洞察:按地區

  • 北美
    • 美國
    • 加拿大
    • 北美其他地區
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 亞太地區其他地區
  • 其他領域

第 9 章集換卡市場動態

  • 市場驅動因素
  • 市場挑戰
  • 影響分析

第 10 章集換卡機會

第 11 章交易卡的趨勢

第十二章需求面與供給面分析

  • 需求方分析
  • 供給面分析

第十三章價值鏈分析

第14章價格分析

第15章競爭場景

  • 競爭狀況
    • 波特五力分析

第十六章公司簡介

  • Hasbro Inc.
  • Konami Holdings Corporation
  • BANDAI SPIRITS
  • Pokemon
  • Blizzard Entertainment, Inc.
  • The Upper Deck Company
  • Bushiroad
  • Fantasy Flight Publishing, Inc
  • Riot Games
  • Kyy Games Oy

第十七章免責聲明

簡介目錄
Product Code: UMTI212590

A collectible card, known as a trading card, usually showcases an image or photograph of a person, object, or subject, accompanied by pertinent details. These cards are part of a larger set and are frequently traded or swapped among collectors in order to assemble a complete set. Trading cards can be discovered in diverse sectors such as sports, entertainment, and gaming.

The trading card market is growing at steady rate of 5.03% in the forecast period owing to growing popularity of collectibles and nostalgia. The trading card market has experienced a remarkable resurgence in recent years, thanks to the growing popularity of collectibles and the powerful influence of nostalgia. Collectibles have become a mainstream investment choice, attracting both seasoned collectors and new enthusiasts. According to a report by The NPD Group, the collectibles market in the United States alone reached USD 8 billion in sales in 2021, marking a 50% increase compared to the previous year. Trading cards, as a highly sought-after category, have contributed significantly to this growth.

Nostalgia plays a pivotal role in the trading cards market. Many individuals who collected cards during their childhood now have the financial means to revisit their cherished hobbies. This sentimental value drives demand and fuels the market further. The Pokemon Trading Card Game, for instance, witnessed a tremendous resurgence thanks to the nostalgia factor among adults who grew up with the franchise.

Additionally, the digital advancements have been warmly welcomed by the trading cards industry, broadening its scope and attracting the attention of a technologically inclined generation. Online marketplaces and trading card applications have emerged as digital platforms, offering collectors easy access to coveted and precious cards. NBA Top Shot, a digital platform dedicated to trading NBA cards, experienced an extraordinary surge in popularity during 2020, with sales surpassing USD 230 million within its inaugural year. Moreover, According to a study conducted in 2021, over 70% of collectors cited nostalgia as a significant motivator for their involvement in the trading card market. Moreover, the value of vintage cards has experienced significant appreciation in recent years. For example, a 1997 Michael Jordan card, previously valued at USD 16, now commands a price of over USD 350, highlighting the influence of nostalgia on trading card prices.

Based on card type, the market is bifurcated into sports and non-sports. The sport segment dominated the market and is expected to behave in the same fashion in the forecast period. The popularity of sports, such as baseball, basketball, football, soccer, and hockey, has contributed to the demand for trading cards featuring athletes from these sports. Moreover, technological advancements in the field of sports trading cards have played a role in the growth of the market. The market's sustained growth can be attributed to the passion of collectors, the nostalgia associated with sports, and the value placed on rare and sought-after cards. Additionally, sports trading cards often feature limited edition and rare cards, which can be highly valuable and sought after by collectors. This creates a sense of exclusivity and desirability, which drives demand for sports trading cards.

Based on end user, , the market is bifurcated into teenager and adult. Among them, teenager to hold a significant share of the market in 2022. Trading card games, such as Pokemon and Magic: The Gathering, have gained immense popularity among teenagers which involve collecting and trading and provide a social and competitive aspect for teenagers.

For a better understanding of the market adoption of the shipbuilding industry, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and Rest of North America), Europe (Germany, U.K., France, Italy, Spain, Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Rest of Asia-Pacific), Rest of World. The Asia Pacific region has dominated the trading card market in the historic years and is expected to dominate in the forecast period due to the large population of avid collectors, enthusiasts, and fans of various genres, including sports, anime, and pop culture. Moreover, the Asia Pacific region has experienced significant economic growth, leading to an increase in disposable income among individuals. This rise in purchasing power has allowed more people to participate in the trading card market, investing in their favorite cards or sets. The allure of trading cards as a potential investment opportunity has also attracted individuals looking to profit from the appreciation of rare or sought-after cards. Furthermore, the Asia Pacific region has witnessed a surge in popularity for competitive trading card games. Games like Pokemon, Yu-Gi-Oh, and Magic: The Gathering have developed vibrant player communities, with regular tournaments and events attracting participants from across the region.

Some of the major players operating in the market include Hasbro Inc., Konami Holdings Corporation, BANDAI SPIRITS, Pokemon, Blizzard Entertainment, Inc., The Upper Deck Company, Bushiroad, Fantasy Flight Publishing, Inc., Riot Games, Kyy Games Oy.

TABLE OF CONTENTS

1 MARKET INTRODUCTION IN TRADING CARD

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Market
  • 2.2. Research Methodology of the Trading Card Market
  • 2.3. Respondent Profile

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 GLOBAL TRADING CARD MARKET REVENUE, 2020-2030F

6 MARKET INSIGHTS BY CARD TYPE

  • 6.1. Sports Card
    • 6.1.1.Baseball Card
    • 6.1.2.Football Card
    • 6.1.3.Basketball Card
    • 6.1.4.Hockey Card
    • 6.1.5.Soccer Card
    • 6.1.6.NASCAR
    • 6.1.7.Others
  • 6.2. Non-Sports Card
    • 6.2.1.Pokemon Card
    • 6.2.2.Anime Card
    • 6.2.3.Character Card
    • 6.2.4.Image Card
    • 6.2.5.Autograph Card

7 MARKET INSIGHTS BY END USER

  • 7.1. Teenager
  • 7.2. Adult

8 MARKET INSIGHTS BY REGION

  • 8.1. North America
    • 8.1.1. The US
    • 8.1.2. Canada
    • 8.1.3. Rest of North America
  • 8.2. Europe
    • 8.2.1. Germany
    • 8.2.2. The UK
    • 8.2.3. France
    • 8.2.3. Italy
    • 8.2.3. Spain
    • 8.2.7. Rest of Europe
  • 8.3. Asia-Pacific
    • 8.3.1. China
    • 8.3.2. Japan
    • 8.3.3. India
    • 8.3.5. Rest of APAC
  • 8.4. Rest of the World

9 TRADING CARD DYNAMICS

  • 9.1. Market Drivers
  • 9.2. Market Challenges
  • 9.3. Impact Analysis

10 TRADING CARD OPPORTUNITIES

11 TRADING CARD TRENDS

12 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 12.1. Demand Side Analysis
  • 12.2. Supply Side Analysis

13 VALUE CHAIN ANALYSIS

14 PRICING ANALYSIS

15 COMPETITIVE SCENARIO

  • 15.1. Competitive Landscape
    • 15.1.1. Porters Fiver Forces Analysis

16 COMPANY PROFILED

  • 16.1. Hasbro Inc.
  • 16.2. Konami Holdings Corporation
  • 16.3. BANDAI SPIRITS
  • 16.4. Pokemon
  • 16.5. Blizzard Entertainment, Inc.
  • 16.6. The Upper Deck Company
  • 16.7. Bushiroad
  • 16.8. Fantasy Flight Publishing, Inc
  • 16.9. Riot Games
  • 16.10. Kyy Games Oy

17 DISCLAIMER