Trading Card Games Market

Report ID: GMI15430
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Trading Card Games Market Size

The global trading card games market was estimated at USD 8.4 billion in 2025. The market is expected to grow from USD 9.2 billion in 2026 to USD 16.9 billion in 2035 at a CAGR of 6.9% according to latest report published by Global Market Insights Inc.

Trading Card Games Market

To get key market trends

The TCG (trading card game) industry is currently experiencing an unprecedented change with the introduction of blockchain technology and NFTs (non-fungible tokens), which will provide a means to verify digital ownership and scarcity. Many established TCG franchises are focusing on creating collectible digital cards for players to trade that are verifiably authentic and have a verifiable ownership record. By incorporating the benefits of collecting both physical and digital, this new approach creates new opportunities for revenue generation and will attract an entirely new generation of collectors who are comfortable using technology and are looking for ways to make their collecting activities more transparent and secure with the use of digital assets.

The partnership between TCG publishers and entertainment franchises has created cross-media marketing opportunities that expand the market for TCGs into other areas, attracting a wider range of consumer demographics and fostering the growth of an increasing number of publishers. When these existing franchises partner with certain TCG publishers, the synergy and brand recognition created by these collaborations enables the creation of immediate brand recognition and creates fan engagement, thereby lowering the market entry barrier for new TCG titles.

The increase in demand for third party grading services to authenticate and assess the condition of cards as an investment vehicle has led to an increase in the demand for third-party grading services to verify authenticity and quality. Third-party graders are now part of the secondary market's backbone; graded trading cards can typically fetch significantly higher prices than their ungraded counterparts, increasing liquidity and creating an investment community around the graded card market. The marketplace for TCG has certainly flourished, going from products designed for entertainment to appreciate and accepted alternative investment products, with standardized and acceptable valuation methods. The culture and emotion associated with collecting have driven the popularity of TCG.

For example, many adults who were children during the time that TCG developed their attachment to various popular TGC. For instance, many adults grew up playing one of the most recognized trading card games, Pokémon, Magic: The Gathering, and Yu-Gi-Oh!. As of March 2023, Pokémon has sold over 75 Million Cards globally, a clear indicator of its multiple generational appeal. This emotional connection leads to continued participation by consumers as well as the willingness to pay premium prices for rare trading cards, many of which will see an increase in value over time.

Purchases based on feelings or emotional motives, nostalgia, are increasingly being viewed as alternative investments. The record-breaking sale of a 1952 Topps Mickey Mantle card for over USD 12.6 million at auction is evidence that trading cards are now being perceived as appreciating assets rather than simply children's toys.

Trading Card Games Market Trends

The trading card games industry is witnessing significant changes through the introduction of blockchain technology and its associated verification processes for digital ownership. This new trend moves past simply digitizing cards, and provides a way to create a unique & rare digital item with a verified history (aka "provenance"), which solves a primary problem associated with why there have always been differences between physical trading cards vs digital trading cards.

The major brands are looking at using blockchain to build an infrastructure allowing them to transfer true ownership of their products away from centralized platforms (the existing model for TCGs). By using NFTs to create a digital piece of property, each piece becomes unique, and can be traded across different ecosystems while maintaining its verification and ownership records. The technology gives collectors the confidence that the digital pieces have value as a result of their unique rarity and cannot simply be produced again by the producing company.  

  • As the youth of today are more attuned to the digital world, they have shown an eagerness to invest in digital collectibles in the same way that previous generations were willing to collect physical trading cards. The total amount spent on digital trading cards through blockchain technologies rose to more than $800 million globally by 2024, which is 340% greater than the total for digital trading card sales reported for 2023. This explosive growth is indicative of the increasing acceptance of the concept of digital ownership within the wider community of collectors of trading card games (TCG).
  • By melding augmented reality (AR) with blockchain-validated digital trading cards, the digital collectibles market is making it possible to create enhanced collector experiences that connect the worlds of physical and digital. These include being able to showcase one's digital collection in virtual galleries, participate in online tournaments using verified digital trading cards, and trade one's digital assets across several different gaming platforms. This newfound ability is especially desirable for Generation Z because they value their online experience, and they want to share their online experiences with their friends.
  • The growth of the TCG industry has largely been influenced by successful strategic partnerships between publishers and various pop culture properties. The reach of trading card game (TCG) publishers extending far beyond the TCG fundamental audience, as these partnerships leverage the immense popularity of franchises across media.
  • The growth of the TCG segment has been bolstered by the explosive growth in international sales of themed card products. The success of licensed TCG products can be seen in the large numbers reported in the market performance of the respective companies. For instance, the partnership between Pokémon and classic Japanese anime properties generated approximately USD 2 billion in card sales in the 2024 calendar year. Magic: The Gathering's crossover sets featuring rival popular franchises, such as Lord of the Rings and Warhammer 40,000, have broken sales records within weeks of release.

Trading Card Games Market Analysis

Trading Card Games Market Size, By Product Type, 2022 – 2035, (USD Billion)
Learn more about the key segments shaping this market

Based on the product type, the trading card games market is segmented into digital TCG and physical TCG. The physical TCG segment leads the market and was valued at USD 7 billion in 2025 and is projected to reach USD 13.5 billion by 2035.

  • The resilience of this category demonstrates that there continues to be an intrinsic attraction to physical collectible items because of their tactile experience, visual display value, and long-term investment opportunities, which can never be completely reproduced through digitized versions of the same products. Physical cards give collectors the unique satisfaction of owning physical assets that they can hold in their hand, place in a display case or trade in person, and these items typically appreciate in value over time.
  • The antiquity and behaviour of established collectorships and infrastructure, such as local game shops, organized play venues and certification services created over time, also support the success and growth of this sector. This structured infrastructure creates a variety of opportunities for retailers and collectors to establish long-lasting relationships within their local communities. For example, through the established Collectors' Market, collectors can form relationships and communities through establishing trust. In addition, many of the most popular trading card product lines still provide collectors with ongoing opportunities to collect through the creation of new products that produce a sense of scarcity (i.e., limited printing quantities), attractive physical characteristics (holograms), premium (high-quality) product materials, and product lines or brand expansion for major trading card product lines (e.g., Pokémon, Magic: The Gathering, Yu-Gi-Oh).
Trading Card Games Market Revenue Share, By Distribution Channel, (2025)
Learn more about the key segments shaping this market

Based on distribution channel, the trading card games market is segmented into online and offline. The offline training segment was the leading segment in this market in 2025 with a revenue of USD 4.6 billion and has a market share of around 55.2%.

  • The distribution channel includes specialty game stores, mass-market retail stores such as Walmart and Target, hobby shops, comic book stores, convenience stores, and direct tournament venues. Specialty game stores are important components of the ecosystem because they provide a place for people to meet, play games, hold organized play events, access expert staff knowledge, and acquire product immediately, all of which cannot be duplicated through online channels.
  • Additionally, specialty game stores often serve as tournament locations sanctioned by the publishers of the TCGs, which generates additional customer traffic and provides additional revenue opportunities for specialty game stores through complementing sales. Customers who participate in organized play events at specialty game stores also receive a unique experience from their in-store play and social interaction with other players that fosters increased loyalty to these stores over competing prices available through online channels.
  • The increase in mass-market retail distribution observed after the resurgence of Pokémon in 2020 and 2021 included greater allocation of shelf space for TCG products by mass-market retailers. Mass-market retailers give TCG products greater mainstream exposure and present opportunities for impulse purchases by children and casual collectors, as they tend to be more likely to purchase TCG products when shopping for their children. However, unlike specialty game stores, mass-market retailers usually do not carry limited edition and premium TCG products in order to keep the perceived value of TCG products high and to support independent retailers.
U.S. Trading Card Games Market Size, 2022 – 2035, (USD Billion)
Looking for region specific data?

U.S. Trading Card Games Market

The U.S. trading card games market was valued at around USD 2.2 billion in 2025 and is anticipated to register a CAGR of 8% between 2026 and 2035.

  • The primary player in TCG revenue collected by the North American market (TCG) is the USA, which collects approximately 81% of TCG revenues within the total North American market, with Canada accounting for the remaining 19% of the market. American collectors maintain an emotional attachment to familiar brands; as of the present date, Magic: The Gathering, Pokemon and Yu-Gi-Oh! have remained at the top of their respective categories, even with the ongoing entrance of new competitors to the TCG business.
  • The major regional factors affecting overall growth include increasing numbers of adult collectors. Specifically, those aged 25 to 45 have become the largest proportion of purchasers of trading cards, with this age group typically having a much higher than average transaction volume, greater amounts of interest in graded cards and the willingness to pay for premium products that are likely to appreciate in value over time. Furthermore, the North American region has a proven tournament infrastructure, including more than 12,000 organized play events each year.
  • Among the top five regions in North America, the development of the secondary market for trading cards has allowed it to be the most developed globally. The establishment of specialized auction houses, online marketplaces and grading services has assisted with developing liquid markets for trading cards, thereby creating an environment where trading cards can now be viewed as a legitimate investment and attracting both institutional and high-net-worth collectors as a method to diversify their portfolios.
  • The recorded sales of cards for record-breaking amounts and the media's coverage have created a significant amount of public awareness regarding the investment value of trading cards. In addition, collectors and investors are now starting to view vintage collections that had not previously been considered to have any significant investment value, such as vintage Pokémon cards, as potential investments.

Asia Pacific Trading Card Games Market

The Asia Pacific trading card games market was valued at around USD 3.5 billion in 2025 and is anticipated to register a CAGR of 6.6% between 2026 and 2035.

 

  • In terms of population and publishers, Asia Pacific has the largest regional TCG marketplace. However, it is also comprised of distinct markets having different TCG characteristics such as: Japan: Birthplace and Innovation Centre of TCG Industry, China: Largest Growth Potential, South Korea: Strong Integration of Digital Gaming, Emerging Markets - India, Indonesia and Philippines.
  • The apportionment of TCG revenues for Asia Pacific is approximately 45% from Japan, which has an established culture of collecting (i.e., card game), sophisticated retail distribution, and an ongoing commitment to product innovation. Japanese consumers are extremely loyal to brands and will pay for quality; average purchase price is greater than USD 85. There are many domestic TCG franchises operated in Japan that compete with international franchises, therefore promoting competitive pressures to innovate new products.
  • China is emerging the fastest of all major Asia Pacific markets with local publishers such as Kayou leveraging locally relevant intellectual properties and cultural themes to increase their market share. There are significant market entry challenges for international publishers entering the Chinese market due to uncertainties around gaming content regulatory frameworks, import restrictions and uncertain digital payment systems within China. From a product standpoint the Chinese market demonstrates a strong preference for digital-physical hybrid products that incorporate QR code functionality and mobile apps.
  • South Korea is leading the world in digital TCG adoption; South Korean consumers are some of the most sophisticated mobile game players in the world and the country has an extremely well-developed esports infrastructure. South Koreans have fully embraced in-app purchasing and subscription models; these two factors create a very high average revenue per user for digital card games. Many publishers view the South Korean market as a test bed for digital innovations that they will implement into the Western markets.

Europe Trading Card Games Market

Europe was valued at around USD 1.5 billion in 2025 and is anticipated to register a CAGR of 7.2% between 2026 and 2035.

  • Out of the global trading card game market, Europe represents 17.4% (and is expected to grow) due to the development of organized play programs, a growing interest in collectible investment, and increasing acceptance of trading card games (TCGs) as mainstream entertainment. Within Europe, each country has unique attributes, such as, Germany & the UK being the two largest European countries for trading card games, France is one of the fastest growing European countries, and the Southern & Eastern European countries are in various stages of developing their trading card game markets.
  • Currently, the largest European trading card game market is Germany, accounting for approximately 28% of total European trading card game revenues. Germany has a very well-established hobby game community, extensive retail availability, and a very large number of domestic publishers in the trading card game space. The preference of German consumers for strategic-based gameplay and high-quality components is leading to an increase in demand for premium products. In addition to this strong demand for premium products, Germany's trading card game market has many gaming conventions and organized play events that enhance community involvement in the trading card game market.
  • With approximately 25% of the total European TCG revenue, the UK has many strong English-language das franchise footholds and rapidly growing interest in collectible investment. Even though Brexit has resulted in some distribution complexities, and there have been significant fluctuations in the value of the GBP, due to the low-cost living and high disposable income established gaming community, the UK's trading card game market remains attractive as an investment opportunity.
  • France is currently the fastest growing European TCG market due to the popularity of manga and anime, which is providing the opportunity for the French market to adopt related TCGs. French consumers, especially younger generations, are becoming interested in Japanese TCG franchises and French-licensed properties.

Trading Card Games Market Share

  • The top 5 companies in the market, such as Pokemon, Bandai Namco, Hasbro, Square Enix, and Tomy Co. Ltd. hold a market share of 55%.
  • The Pokémon Company maintains 12% of the total global market share of TCGs with extensive worldwide brand recognition and name visibility, multigenerational appeal to players and consumers, and an ongoing effort to expand the franchise's online presence. To achieve this goal, Pokémon has developed a robust portfolio of core video games, a successful animated television series, and numerous film releases to help ensure that Pokémon remains relevant to all generations interested in collectible card games. Competitive advantages include frequent releases of innovative new products, quality collectibles, and ongoing strong secondary market activity that provides an avenue for collectors to remain interested in Pokémon cards.
  • Bandai Namco holds about 9% share of the global TCG market with various franchises including the Dragon Ball Super Card Game, the One Piece Card Game, and the Digimon Card Game. Bandai's strategy to minimize the risk of entering a new market using a popular anime or game intellectual property with established followers is based on this model. Bandai has a strong presence in Asian markets, providing a solid opportunity for Bandai to capitalize on the increasing entertainment spending in those regions.
  • Through its ownership of Magic: The Gathering, the oldest, most sophisticated TCG franchise available today, Hasbro captures 10% of the TCG market. The division of Hasbro that manages Magic: The Gathering, Wizards of the Coast, has revolutionized the TCG market with its innovative digital games (Magic: The Gathering Arena), its line of high-quality collectible products, and its partnerships with other companies that create and develop intellectual property. The Magic: The Gathering product line has a very strong competitive advantage with the most complicated and strategic gameplay options available; and a dedicated and passionate player community for Magic: The Gathering organized play.

Trading Card Games Market Companies

Major players operating in the trading card games industry are:

  • Bandai Namco
  • Bushiroad Inc.
  • Fanatics/Topps
  • Fantasy Flight
  • Hasbro
  • Kayou
  • Konami
  • Legend Story Studios
  • Nintendo Co., Ltd.
  • Panini S.p.A.
  • Pokemon
  • Ravensburger AG
  • Square Enix
  • Tomy Co. Ltd.
  • Upper Deck Company 

Square Enix Holdings Co., Ltd., a Japanese video game publisher that produces Final Fantasy Trading Card Game and other gaming-IP-based collectible card products. The company leverages established video game franchises to attract fans seeking expanded engagement with beloved characters and worlds.

Tomy Company, Ltd., a Japanese toy manufacturer with involvement in Pokemon TCG production and distribution partnerships. The company's expertise in toy manufacturing and Asian market distribution supports collaborative efforts with major TCG brands.

Trading Card Games Industry News

  • In February 2025, The Pokemon Company International announced record-breaking sales for the Scarlet & Violet series, surpassing 3 Million Cards sold within 18 months of launch, driven by strong franchise performance across video games, animated content, and trading cards. The company also revealed expansion plans for organized play programs with over 15,000 sanctioned tournaments planned globally for 2025.
  • In January 2025, Konami Holdings Corporation launched Yu-Gi-Oh! Cross Duel mobile game with integrated physical card scanning functionality, allowing players to import physical card collections into digital play environments. The hybrid approach addresses consumer demand for seamless physical-digital experiences and is projected to drive incremental physical card sales.
  • In December 2024, Hasbro Inc. reported Magic: The Gathering achieved its strongest year on record with over USD 1.3 billion in revenue across physical cards and digital platforms. The company announced plans to expand crossover collaborations with popular franchises, building on successful partnerships with Marvel, Warhammer 40,000, and The Lord of the Rings.
  • In November 2024, Legend Story Studios completed Series B funding round raising USD 60 million to expand Flesh and Blood TCG into new markets and develop digital companion applications. The investment reflects growing investor interest in alternative TCG franchises that challenge established market leaders.

The trading card games market research report includes in-depth coverage of the industry, with estimates & forecasts in terms of revenue (USD Billion) and volume (Million Cards) from 2022 to 2035, for the following segments:

Market, By Product Type

  • Physical TCG
    • Booster Packs
    • Booster Boxes
    • Starter Decks
    • Collector/Premium Products
    • Tins & Blister Packs
  • Digital TCG

Market, By Franchise

  • Pokémon
  • Magic: The Gathering
  • Yu-Gi-Oh!
  • Anime/Manga TCGs
  • Star Wars
  • Others (Vanguard, etc.)

Market, By Release Type

  • Standard Sets
  • Special/Limited Editions
  • Promotional Products
  • Reprints/Reissues

Market, By Price Range

  • Economy (USD 3- USD 15)
  • Mid-Tier (USD 15 - USD 50)
  • Premium (USD 50 - USD 150)
  • Ultra-Premium (Above USD 150)

Market, By Consumer Group

  • Players/Gamers
  • Investors/Collector
  • Children/Families

Market, By Distribution Channel

  • Online
    • E-commerce website
    • Company owned website
  • Offline
    • Mass Retail Stores
    • Specialty Stores
    • Others

The above information is provided for the following regions and countries:

  • North America
    • U.S.
    • Canada
  • Europe
    • Germany
    • U.K.
    • France
    • Italy
    • Spain
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • Australia 
  • Latin America
    • Brazil
    • Mexico
    • Argentina
  • MEA
    • UAE
    • Saudi Arabia
    • South Africa

 

Author: Avinash Singh, Sunita Singh
Frequently Asked Question(FAQ) :

Who are the key players in the trading card games market?+

Key players include Bandai Namco, Bushiroad Inc., Fanatics/Topps, Fantasy Flight, Hasbro, Kayou, Konami, Legend Story Studios, Nintendo Co., Ltd., and Panini S.p.A.

What are the upcoming trends in the trading card games market?+

Key trends include the adoption of blockchain technology for verified digital ownership, the use of NFTs to create unique digital assets, and the growing convergence of physical and digital trading card ecosystems.

What was the valuation of the U.S. trading card games market in 2025?+

The U.S. trading card games market was valued at USD 2.2 billion in 2025 and is anticipated to register a CAGR of 8% between 2026 and 2035.

How much revenue did the offline distribution channel generate in 2025?+

The offline distribution channel generated USD 4.6 billion in 2025, accounting for approximately 55.2% of the market share.

What was the valuation of the physical trading card games segment in 2025?+

The physical trading card games segment was valued at USD 7 billion in 2025 and is projected to reach USD 13.5 billion by 2035.

What is the projected value of the trading card games market by 2035?+

The market is expected to reach USD 16.9 billion by 2035, fueled by advancements in blockchain technology, NFT adoption, and the growing popularity of trading card games globally.

What was the market size of the trading card games market in 2025?+

The market size was USD 8.4 billion in 2025, with a CAGR of 6.9% expected through 2035, driven by blockchain integration and increasing demand for both physical and digital trading cards.

Trading Card Games Market Scope

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