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
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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.
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.
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.
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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