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Trading Game Cards (Non-Sports) Market Size, Industry Analysis Report By Age (Teenager, Adult), By Card Type (Character Card, Image Card, Autograph Card), By Game Play Type (Online, Offline), By Application (Pokemon Card) & Region – Forecasts By 2033

  • PUBLISHED ON
  • 2024-09-27
  • NO OF PAGES
  • 231
  • CATEGORY
  • Retails & Consumer

Market Overview

Trading Game Cards (Non-Sports) Market was valued at USD 20,100 million in 2022, and is anticipated to grow with a CAGR of 26.5%, thereby amassing USD 131,800 million by the end of the estimated timeline.

Report Scope

Report Attributes

Description

Market Size in 2022

USD 20,100 Million

Market Forecast in 2033

USD 131,800 Million

CAGR % 2023-2033

26.5%

Base Year

2022

Historic Data

2020-2021

Forecast Period

2023-2033

Report USP

Production, Consumption, company share, company heatmap, company production capacity, growth factors and more

Segments Covered

Age, Card Type,  Game Play Type, Application

Regional Scope

North America, Europe, APAC, South America and Middle East and Africa

Country Scope

U.S.; Canada; U.K.; Germany; France; Italy; Spain; Benelux; Nordic Countries; Russia; China; India; Japan; South Korea; Australia; Indonesia; Thailand; Mexico; Brazil; Argentina; Saudi Arabia; UAE; Egypt; South Africa; Nigeria

Key Companies

Panini S.P.A., The Topps Company, Inc., Futera, Leaf Trading Cards, Yugioh, Upper Deck Company, Dragon Ball Super, Flesh and Blood, and others.

Trading card refers to a small card made up of paper board and thick paper containing the picture of a particular location, person, item, or statistics. The subject of non-sports trading cards can particularly be anything other than sports-themed illustration. It can include pictures of celebrities, comic characters, famous places, and animals, just to name a few. This massive growth is primarily driven by technological advancements in the field of trading cards, rapid urbanization, and the emergence of new markets in developing economies. Alongside, growing interest of the mid-aged population towards the nostalgic game of trading card collection is positively swaying the industry dynamics. Moreover, escalating demand for vintage cards along with surging number of events promising large prize pools are creating lucrative opportunities for the market to prosper. However, fluctuating prices of trading cards and lack of awareness about their availability are impeding the progression of this industry sphere.

The COVID-19 pandemic outbreak shifted the preference of the masses towards online or virtual trading game cards. The pandemic-induced protocols restricted the unnecessary movements of people, thereby reducing the demand and sales of physical cards. But due to the high internet penetration across the region, online trading game cards gained massive traction.

With technological advancements on its peak, there has been a rise in internet penetration and the adoption of smart devices. This has paved a way for non-sports trading card dealers to build their customer base online. Moreover, the increasing inclination of young adults towards social media platforms is another factor that is creating awareness regarding the availability of trading cards. There has been a massive increase in the purchasing power of the masses across North America owing to prompt economic growth and urbanization. This in turn has boosted the sales of non-sports trading cards across nations including Canada and U.S.

Age Insights

The teenager segment is poised to capture significant revenue share over 2023-2033 ascribing to a steep rise in the population of young adults in North America.

Card Type Insights

The autograph card segment is anticipated to garner substantial returns over the assessment timeline. This is credited to the fact that these type of cards are autographed by professionals which enhances the card’s value, making it special for the fans.

Game Play Type Insights

The online segment is expected to amplify considerably over the analysis timeline attributing to growing internet penetration and widespread adoption of smart devices.

Application Insights

The report further uses proven research methodologies to scrutinize the aforementioned segments and sub-segments. This assessment is aimed at identifying the growth potential of each segment so as to determine the overall size and scope of this industry.

Regional Insights

Canada, U.S., and Mexico are the major countries constituting the geographical ambit of this business sphere. Among these, U.S. is projected to expand with a high CAGR over 2022-2030 due to prompt urbanization, increasing internet penetration, and rise in disposable income.

Competitive Analysis

The prominent players influencing the trends of this industry vertical are Panini S.P.A., The Topps Company, Inc., Futera, Leaf Trading Cards, Yugioh, Upper Deck Company, Dragon Ball Super, Flesh and Blood, and others. Notably, The Topps Company, Inc, in September 2020 inked an exclusive global agreement to become the official Trading Licensee of Formula 1. The agreement encompasses both digital and physical forms of trading cards and stickers.

North America Trading Game Cards (Non-Sports) Market- Segmental Analysis

By Age

Teenager

•Adult

By Card Type

Character Card

•Image Card

•Autograph Card

•Others

By Game Play Type

Online

•Offline

By Application

Pokemon Card

•Others

 

1. North America Trading Game Cards (Non-Sports) Market Introduction and Market Overview

1.1. Objective of the Market Research Study

1.2. Trading Game Cards (Non-Sports) Market Definition & Description

1.3. Research Data Parameters & Reporting Timelines

1.3.1. Historical Data Reporting Years – 2020 to 2021

1.3.2. Projected Data Reporting Years – 2022 to 2033

1.3.3. Reporting Data Parameters – Value (US$ Million)

1.4. North America Trading Game Cards (Non-Sports) Market Scope and Market Estimation

1.4.1. North America Trading Game Cards (Non-Sports) Overall Market Size (US$ Million), Market CAGR (%), Market Estimates & Forecast (2020 to 2033)

1.4.2. North America Trading Game Cards (Non-Sports) Market Revenue Share (%) and Growth Rate (Y-o-Y) from 2020 to 2033

1.5. Trading Game Cards (Non-Sports) Market Segmentation

1.5.1. Type of North America Trading Game Cards (Non-Sports) Market

1.5.2. Player Type of North America Trading Game Cards (Non-Sports) Market

1.5.3. Application of North America Trading Game Cards (Non-Sports) Market

1.5.4. Key Country of North America Trading Game Cards (Non-Sports) Market

 

2. North America Trading Game Cards (Non-Sports) Market - Executive Summary

2.1. North America Trading Game Cards (Non-Sports) Market – Summary & Snapshot

2.2. North America Trading Game Cards (Non-Sports) Market, By Type (US$ Million)

2.3. North America Trading Game Cards (Non-Sports) Market, By Player Type (US$ Million)

2.4. North America Trading Game Cards (Non-Sports) Market, By Application (US$ Million)

2.5. North America Trading Game Cards (Non-Sports) Market, By Geography (US$ Million)

2.6. North America Trading Game Cards (Non-Sports) Market Outlook & Future Opportunities

 

3. Trading Game Cards (Non-Sports) Market Trends, Outlook, and Factors Analysis

3.1. North America Trading Game Cards (Non-Sports) Market Industry Development Trends under COVID-19 Outbreak

3.1.1. North America COVID-19 Status Overview

3.1.2. Influence of COVID-19 Outbreak on North America Trading Game Cards (Non-Sports) Market Industry Development

3.1.3. Pre & Post COVID-19 Trends and Scenarios

3.2. Trading Game Cards (Non-Sports) Market Dynamics (Growth Impacting Factors & Rationales)

3.2.1. Drivers

3.2.1.1. Growing investments in collectible card games is anticipated to trigger the market growth

3.2.1.2. Increasing importance of building team spirit through traditional table-top games is expected to advance the market growth

3.2.2. Restraints

3.2.3. Opportunities

3.2.3.1. Advancements in trading cards offers immense market expansion opportunities

3.2.4. Impact Analysis of Drivers and Restraints

3.3. Ecosystem/ Value Chain Analysis

3.4. Porter’s Five Forces Analysis

3.5. SWOT Analysis

3.6. PEST Analysis

3.7. Average Selling Prices and Pricing Trends Analysis of Trading Game Cards (Non-Sports) Market

3.8. Technological Roadmap

3.9. Key Investment Pockets of Trading Game Cards (Non-Sports) Market

3.9.1. By Type

3.9.2. By Player Type

3.9.3. By Application

3.9.4. By Country

 

4. North America Trading Game Cards (Non-Sports) Market: Estimates & Historic Trend Analysis (2020 to 2021)

4.1. North America Trading Game Cards (Non-Sports) Market, 2020 – 2021 (US$ Million)

4.2. North America Trading Game Cards (Non-Sports) Market, By Type, 2020 to 2021 (US$ Million)

4.3. North America Trading Game Cards (Non-Sports) Market, By Player Type, 2020 to 2021 (US$ Million)

4.4. North America Trading Game Cards (Non-Sports) Market, By Application, 2020 to 2021 (US$ Million)

4.5. North America Trading Game Cards (Non-Sports) Market, By Country, 2020 to 2021 (US$ Million)

 

5. North America Trading Game Cards (Non-Sports) Market Estimates & Forecast Trend Analysis, by Type

5.1. North America Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, by Type, 2022 & 2033

5.2. North America Trading Game Cards (Non-Sports) Market Revenue (US$ Million) Estimates and Forecasts, by Type, 2022 to 2033

5.2.1. Sports Cards

5.2.2. Non-sports Cards


6. North America Trading Game Cards (Non-Sports) Market Estimates & Forecast Trend Analysis, by Player Type

6.1. North America Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, by Player Type, 2022 & 2033

6.2. North America Trading Game Cards (Non-Sports) Market Revenue (US$ Million) Estimates and Forecasts, by Player Type, 2022 to 2033

6.2.1. National Player

6.2.2. International Player

 

7. North America Trading Game Cards (Non-Sports) Market Estimates & Forecast Trend Analysis, by Application

7.1. North America Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, by Application, 2022 & 2033

7.2. North America Trading Game Cards (Non-Sports) Market Revenue (US$ Million) Estimates and Forecasts, by Application, 2022 to 2033

7.2.1. Physical Education

7.2.2. Game

7.2.3. Anime

7.2.4. Others

 

8. U.S. Trading Game Cards (Non-Sports) Market: Estimates & Forecast Trend Analysis

8.1. U.S. Trading Game Cards (Non-Sports) Market Assessments & Key Findings

8.2. U.S. Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, 2022 & 2033

8.3. U.S. Trading Game Cards (Non-Sports) Market Size Estimates and Forecast (US$ Million) (2022 to 2033)

8.3.1. By Type

8.3.2. By Player Type

8.3.3. By Application

 

9. Canada Trading Game Cards (Non-Sports) Market: Estimates & Forecast Trend Analysis

9.1. Canada Trading Game Cards (Non-Sports) Market Assessments & Key Findings

9.2. Canada Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, 2022 & 2033

9.3. Canada Trading Game Cards (Non-Sports) Market Size Estimates and Forecast (US$ Million) (2022 to 2033)

9.3.1. By Type

9.3.2. By Player Type

9.3.3. By Application

 

10. Mexico Trading Game Cards (Non-Sports) Market: Estimates & Forecast Trend Analysis

10.1. Mexico Trading Game Cards (Non-Sports) Market Assessments & Key Findings

10.2. Mexico Trading Game Cards (Non-Sports) Market Share (%) Estimates and Forecasts, 2022 & 2033

10.3. Mexico Trading Game Cards (Non-Sports) Market Size Estimates and Forecast (US$ Million) (2022 to 2033)

10.3.1. By Type

10.3.2. By Player Type

10.3.3. By Application

 

11. Competitive Landscape

11.1. Trading Game Cards (Non-Sports) Market Revenue Share Analysis (%), by Major Players (2021)

11.2. Trading Game Cards (Non-Sports) Market Competition Matrix, by Leading Players

11.3. Trading Game Cards (Non-Sports) List of Emerging, Prominent and Leading Players

11.4. Major Mergers & Acquisitions, Partnership, Joint Venture, Expansions, Deals, Recent Developments, etc.


12. Company Profiles

12.1. Magic

12.1.1. Company Overview & Insights

12.1.2. Financial Performance

12.1.3. Product / Service Portfolio

12.1.4. Geographical Footprint & Share

12.1.5. Strategic Initiatives & Key Developments

 

*Similar details would be provided for all the players mentioned below

12.2. Yugioh

12.3. Pokémon

12.4. Dragon Ball Super

12.5. Flesh and Blood

12.6. Leaf Trading Cards

12.7. PANINI S.P.A.

12.8. The Topps Company Inc.

12.9. The Upper Deck Company

12.10. Others

 

13. Assumptions and Research Methodology

13.1. Data Mining

13.2. Secondary Research

13.3. Primary Research

13.4. Subject Matter Expert Advice

13.5. Quality Check

13.6. Final Review

13.7. Data Triangulation

13.8. Bottom-Up Approach

13.9. Top Down Approach

13.10. Research Flow

13.11. Key Insights from Industry Experts

13.12. Data Sources

13.13. Assumptions

13.14. Limitations

 

14. Conclusions and Recommendations

14.1. Key Research Findings and Conclusion

14.2. Key Insights & Recommendations from Analysts

Quality Assurance Process

  1. We Market Research’s Quality Assurance program strives to deliver superior value to our clients.

We Market Research senior executive is assigned to each consulting engagement and works closely with the project team to deliver as per the clients expectations.

Market Research Process




We Market Research monitors 3 important attributes during the QA process- Cost, Schedule & Quality. We believe them as a critical benchmark in achieving a project’s success.

To mitigate risks that can impact project success, we deploy the follow project delivery best practices:
  • Project kickoff meeting with client
  • Conduct frequent client communications
  • Form project steering committee
  • Assign a senior SR executive as QA Executive
  • Conduct internal editorial & quality reviews of project deliverables
  • Certify project staff in SR methodologies & standards
  • Monitor client satisfaction
  • Monitor realized value post-project

Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached We Market Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2033.

Frequently Asked Questions

What is the market size and growth projections?

The North America Trading Game Cards (Non-Sports) Market was valued at USD 20,100 million in 2022, and is anticipated to grow with a CAGR of 26.5%, thereby amassing USD 131,800 million by the end of the estimated timeline.

What are the drivers shaping various markets?

The increasing inclination of young adults towards social media platforms is another factor that is creating awareness regarding the availability of trading cards. There has been a massive increase in the purchasing power of the masses across North America owing to prompt economic growth and urbanization.

Who are the key competitors of market Players?

Some of the major players operating within the market are Panini S.P.A., The Topps Company, Inc., Futera, Leaf Trading Cards, Yugioh, Upper Deck Company, Dragon Ball Super, Flesh and Blood, and others.

What are the top performing segments, and countries / regions of each of the markets?

Canada, U.S., and Mexico are the major countries constituting the geographical ambit of this business sphere. Among these, U.S. is projected to expand with a high CAGR over 2022-2030 due to prompt urbanization, increasing internet penetration, and rise in disposable income.

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