Global Trading Card Games Market

Report Code: IFT318A

Publish Date: May 2025

Publisher: BCC Publishing

Category: Information Technology

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Report Highlights

This report provides an overview of the global TCG market size and a detailed analysis of key market players, their product offerings, and strategic initiatives. Using 2024 as the base year, the report presents estimated market data for 2025 through 2030.

Report Includes

  • An overview of the global market for trading card games (TCG)
  • Analyses of the global market trends, with sales data for 2024, estimates for 2025, forecasts for 2027 and 2029, and projected CAGRs through 2030
  • Evaluation of the overall TCG market size, and corresponding market share analysis by distribution channel, product category, game genre, and region
  • Highlights of emerging technological trends, opportunities and gaps estimating current and future demand for TCG
  • Information on the latest developments in TCG, such as blockchain-based collectibles, augmented reality (AR) integration and AI-powered gameplay enhancements; and upcoming developments, and economic trends
  • Coverage of advances in printing technology, card authentication and digital collectibles, and new monetization models for players and publishers; and discussion of blockchain technology and non-fungible tokens (NFTs) as the driving forces in the market
  • Identification of challenges and discussion of how to overcome these to be able to reach commercialization potential, and ESG trends of the market
  • Market share analysis of the key companies of the industry and coverage of their proprietary technologies, strategic alliances and other market strategies
  • Profiles of the leading companies

Report Scope

The report analyzes the market trends in the global trading card games (TCG) market. It provides global revenue using 2024 as the base year, with projections from 2025 through 2030, including compound annual growth rates (CAGR) for the forecast period.

The report focuses on major distribution channels, including specialty and hobby stores, mass market retailers and online platforms, and assesses their influence on consumer access and purchasing behavior. It evaluates the market by game genre (e.g., fantasy, sci-fi, horror, licensed titles), highlighting their appeal to different player segments. It also explores key product categories such as card sleeves, deck boxes, dice, tokens, coins and other accessories that support gameplay and collection.

The report provides a comprehensive regional analysis covering North America, Europe, Asia-Pacific and the Rest of the World (RoW), which includes Latin America, the Middle East, and Africa. It also evaluates the drivers, challenges and emerging trends. The study concludes with an analysis of major companies in the global TCG market and their offerings.

Report Synopsis

Report Metrics Details
Base year considered 2024
Forecast period considered 2025-2030
Base year market size $7.8 billion
Market size forecast $11.8 billion
Growth rate CAGR of 7.4% for the forecast period of 2024-2029
Units considered $ Millions
Segments covered Distribution Channel, Product Category, Game Genre, and Region
Regions covered North Americas, Europe, Asia-Pacific, and Rest of World
Countries covered U.S., Canada, U.K., Germany, China, Japan, Latin America, Middle East and Africa
Key Market Drivers
  • Ongoing trend of new card releases.
  • High prices of advanced TCG packs.
  • Broad age appeal through diverse game types.
  • Digital integration and hybrid models.
  • Expansion into emerging markets.
  • Development of e-sports and competitive play.
Companies studied
AMIGO GAMESBANDAI NAMCO HOLDINGS INC.
BROCCOLIBUSHIROAD INC.
CRYPTOZOIC ENTERTAINMENTCYGAMES INC.
FANTASY FLIGHT PUBLISHING INC.FUNKO
HASBROKONAMI
PANINI S.P.A.POKÉMON
SQUARE ENIXTOMY CO. LTD.
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Frequently Asked Questions (FAQs)

The global market for TCG was valued at $7.8 billion in 2024 and is expected to reach $11.8 billion by the end of 2030.
The key factors driving the market include the ongoing trend of new card releases, high prices of advanced TCG packs, broad age appeal through diverse game types., etc.
  • By distribution channel.
  • By game genre.
  • By product category.
By distribution channel, specialty and hobby stores are expected to dominate the market by 2030, driven by their role in building dedicated gaming communities, hosting in-store events, and offering exclusive product lines. These stores continue to be the primary retail channel for collectors and competitive players due to their focused product offerings and knowledgeable staff.
North America holds the highest share of the global market owing to a well-established hobby gaming culture, strong retail presence, and a large base of active players and collectors.

Analyst Credentials

Austin Samuel – Consultant-Technology Research
Austin Samuel is an experienced professional with nearly a decade of industry experience in research and analysis, specializing in Information Technology. He has conducted extensive research and provided comprehensive syndicate and custom reports on the developments and application of information technology across multiple industries for international and domestic clients. He exhibits exceptional analytical abilities and strategic thinking and has contributed significantly to the team. Academically, Austin holds a master’s degree in Marketing and IT and a bachelor’s degree in Electrical and Electronics.

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Table of Contents

All reports provided in PDF format. For shared licensing options (5+ Users), please call a representative at (+1) 781-489-7301 or contact us at info@bccresearch.com
Title/Chapter NamePagesMember Price
Full Report: Global Trading Card Games Market103Free

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Global Trading Card Games Market
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