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Global Collectible Card Game Market Size By Segmentations, Top Key Players, Trend, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 11/23/2022
  • NO OF PAGES
  • 264
  • CATEGORY
  • Information Technology
The competitive landscape analysis of Collectible Card Game Market uncovers detailed company profiles, revenue shares, portfolio innovations, regional product footprint, key developmental strategies, pricing structure, target markets, and near-term plans of market leaders. This entire section helps readers gain an essence of what is driving competition and what would help them stand out to win new target markets.

Market estimates and forecast are backed by an extensive primary research, further complemented by on-point secondary research of Collectible Card Game Market. The research analysts have invested significant time and effort in gathering critical industry information from KIPs such as OEMs, top suppliers and distributors, and government bodies.

Market Segmentations:
Global Collectible Card Game Market: Top Key Players
Hasbro Inc.
Blizzard Entertainment
Cygames
Take-Two Interactive Software, Inc.
Magic
Konami
Magic Duels
KYY games
Bushiroad
Collectible Card Game Breakdown Data by Type
Digital
Physical
Digital is the major type in 2019, with over 98.8% market share.
Collectible Card Game Breakdown Data by Application
PC Games
Mobile Device Games
Others
PC games is the largest market in 2019, with over 63.6% market share.


Global Collectible Card Game Market: Market Size Estimation
Both the top-down and bottom-up approaches were used to estimate and validate the size of the market and to estimate the size of various other dependent sub-markets of various marketspaces. The key players in the markets are identified through secondary research, and their market contributions in different applications across regions and globally were determined through primary and secondary research. This entire process included the study of the annual and financial reports of the top market players and extensive interviews for key insights with industry leaders such as CEOs, VPs, directors, and marketing executives. All percentage shares, splits, and breakdowns were determined using secondary sources and verified through primary sources. All the possible parameters that affect the market covered in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analysed to arrive at the final quantitative and qualitative data. This data has been consolidated, and detailed inputs and analysis from Analytics Market Research added before being presented in this report.

Reasons to Purchase Collectible Card Game Market Report
• Qualitative and quantitative analysis of the market based on segmentation involving both economic as well as non-economic factors
• Provision of market value (USD Billion) data for each segment and sub-segment
• Indicates the region and segment that is expected to witness the fastest growth as well as to dominate the market
• Analysis by geography highlighting the consumption of the product/service in the region as well as indicating the factors that are affecting the market within each region
• Competitive landscape which incorporates the market ranking of the major players, along with new service/product launches, partnerships, business expansions, and acquisitions in the past five years of companies profiled
• Extensive company profiles comprising of company overview, company insights, product benchmarking, and SWOT analysis for the major market players
• The current as well as the future market outlook of the industry with respect to recent developments which involve growth opportunities and drivers as well as challenges and restraints of both emerging as well as developed regions
• Includes in-depth analysis of the market of various perspectives through Porter’s five forces analysis
• Provides insight into the market through Value Chain
• Market dynamics scenario, along with growth opportunities of the market in the years to come

Frequently Asked Questions
• What is the market size and growth projections?
• What is the market size and growth projection for each of the market segments and sub-segments across Countries & Regions?
• What are the top performing segments, and countries / regions of each of the markets?
• What is the market size and growth rate across key countries / regions?
• How big is the global & regional market in terms of revenue and volume?
• How far market will grow in forecast period in terms of revenue and volume?
• What factors will influence demand and supply trends across each markets during the forecast period?
• What are the technology trends shaping various markets?
• Which country / region has more opportunities?
• What is the COVID-19 impact on the market and how long will it take to recover?
• Who are the key competitors of market Players?
• What are the market share (%) of Key Players?
• What are the Merger & Acquisition, New Product Launch, Recent Development within each of the Markets?
• What are PEST analysis, Ecosystem Analysis, Porter's Five Forecast Analysis, Ansoff Matrix, and SWOT Analysis among other analyses for diverse markets?
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035
1 Report Overview
1.1 Study Scope
1.2 Key Market Segments
1.3 Players Covered: Ranking by Collectible Card Game Revenue
1.4 Market Analysis by Type
1.4.1 Global Collectible Card Game Market Size Growth Rate by Type: 2022 VS 2030
1.4.2 Digital
1.4.3 Physical
1.5 Market by Application
1.5.1 Global Collectible Card Game Market Share by Application: 2022 VS 2030
1.5.2 PC Games
1.5.3 Mobile Device Games
1.5.4 Others
1.6 Coronavirus Disease 2019 (Covid-19): Collectible Card Game Industry Impact
1.6.1 How the Covid-19 is Affecting the Collectible Card Game Industry
1.6.1.1 Collectible Card Game Business Impact Assessment - Covid-19
1.6.1.2 Supply Chain Challenges
1.6.1.3 COVID-19’s Impact On Crude Oil and Refined Products
1.6.2 Market Trends and Collectible Card Game Potential Opportunities in the COVID-19 Landscape
1.6.3 Measures / Proposal against Covid-19
1.6.3.1 Government Measures to Combat Covid-19 Impact
1.6.3.2 Proposal for Collectible Card Game Players to Combat Covid-19 Impact
1.7 Study Objectives
1.8 Years Considered

2 Global Growth Trends by Regions
2.1 Collectible Card Game Market Perspective (2016-2030)
2.2 Collectible Card Game Growth Trends by Regions
2.2.1 Collectible Card Game Market Size by Regions: 2016 VS 2022 VS 2030
2.2.2 Collectible Card Game Historic Market Share by Regions (2016-2021)
2.2.3 Collectible Card Game Forecasted Market Size by Regions (2022-2030)
2.3 Industry Trends and Growth Strategy
2.3.1 Market Top Trends
2.3.2 Market Drivers
2.3.3 Market Challenges
2.3.4 Porter’s Five Forces Analysis
2.3.5 Collectible Card Game Market Growth Strategy
2.3.6 Primary Interviews with Key Collectible Card Game Players (Opinion Leaders)

3 Competition Landscape by Key Players
3.1 Global Top Collectible Card Game Players by Market Size
3.1.1 Global Top Collectible Card Game Players by Revenue (2016-2021)
3.1.2 Global Collectible Card Game Revenue Market Share by Players (2016-2021)
3.1.3 Global Collectible Card Game Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
3.2 Global Collectible Card Game Market Concentration Ratio
3.2.1 Global Collectible Card Game Market Concentration Ratio (CR5 and HHI)
3.2.2 Global Top 10 and Top 5 Companies by Collectible Card Game Revenue in 2021
3.3 Collectible Card Game Key Players Head office and Area Served
3.4 Key Players Collectible Card Game Product Solution and Service
3.5 Date of Enter into Collectible Card Game Market
3.6 Mergers & Acquisitions, Expansion Plans

4 Breakdown Data by Type (2016-2030)
4.1 Global Collectible Card Game Historic Market Size by Type (2016-2021)
4.2 Global Collectible Card Game Forecasted Market Size by Type (2022-2030)

5 Collectible Card Game Breakdown Data by Application (2016-2030)
5.1 Global Collectible Card Game Market Size by Application (2016-2021)
5.2 Global Collectible Card Game Forecasted Market Size by Application (2022-2030)

6 North America
6.1 North America Collectible Card Game Market Size (2016-2021)
6.2 Collectible Card Game Key Players in North America (2016-2021)
6.3 North America Collectible Card Game Market Size by Type (2016-2021)
6.4 North America Collectible Card Game Market Size by Application (2016-2021)

7 Europe
7.1 Europe Collectible Card Game Market Size (2016-2021)
7.2 Collectible Card Game Key Players in Europe (2016-2021)
7.3 Europe Collectible Card Game Market Size by Type (2016-2021)
7.4 Europe Collectible Card Game Market Size by Application (2016-2021)

8 China
8.1 China Collectible Card Game Market Size (2016-2021)
8.2 Collectible Card Game Key Players in China (2016-2021)
8.3 China Collectible Card Game Market Size by Type (2016-2021)
8.4 China Collectible Card Game Market Size by Application (2016-2021)

9 Japan
9.1 Japan Collectible Card Game Market Size (2016-2021)
9.2 Collectible Card Game Key Players in Japan (2016-2021)
9.3 Japan Collectible Card Game Market Size by Type (2016-2021)
9.4 Japan Collectible Card Game Market Size by Application (2016-2021)

10 Southeast Asia
10.1 Southeast Asia Collectible Card Game Market Size (2016-2021)
10.2 Collectible Card Game Key Players in Southeast Asia (2016-2021)
10.3 Southeast Asia Collectible Card Game Market Size by Type (2016-2021)
10.4 Southeast Asia Collectible Card Game Market Size by Application (2016-2021)

11 India
11.1 India Collectible Card Game Market Size (2016-2021)
11.2 Collectible Card Game Key Players in India (2016-2021)
11.3 India Collectible Card Game Market Size by Type (2016-2021)
11.4 India Collectible Card Game Market Size by Application (2016-2021)

12 Central & South America
12.1 Central & South America Collectible Card Game Market Size (2016-2021)
12.2 Collectible Card Game Key Players in Central & South America (2016-2021)
12.3 Central & South America Collectible Card Game Market Size by Type (2016-2021)
12.4 Central & South America Collectible Card Game Market Size by Application (2016-2021)

13 Key Players Profiles
13.1 Hasbro Inc.
13.1.1 Hasbro Inc. Company Details
13.1.2 Hasbro Inc. Business Overview and Its Total Revenue
13.1.3 Hasbro Inc. Collectible Card Game Introduction
13.1.4 Hasbro Inc. Revenue in Collectible Card Game Business (2016-2021)
13.1.5 Hasbro Inc. Recent Development
13.2 Blizzard Entertainment
13.2.1 Blizzard Entertainment Company Details
13.2.2 Blizzard Entertainment Business Overview and Its Total Revenue
13.2.3 Blizzard Entertainment Collectible Card Game Introduction
13.2.4 Blizzard Entertainment Revenue in Collectible Card Game Business (2016-2021)
13.2.5 Blizzard Entertainment Recent Development
13.3 Cygames
13.3.1 Cygames Company Details
13.3.2 Cygames Business Overview and Its Total Revenue
13.3.3 Cygames Collectible Card Game Introduction
13.3.4 Cygames Revenue in Collectible Card Game Business (2016-2021)
13.3.5 Cygames Recent Development
13.4 Take-Two Interactive Software, Inc.
13.4.1 Take-Two Interactive Software, Inc. Company Details
13.4.2 Take-Two Interactive Software, Inc. Business Overview and Its Total Revenue
13.4.3 Take-Two Interactive Software, Inc. Collectible Card Game Introduction
13.4.4 Take-Two Interactive Software, Inc. Revenue in Collectible Card Game Business (2016-2021)
13.4.5 Take-Two Interactive Software, Inc. Recent Development
13.5 Magic
13.5.1 Magic Company Details
13.5.2 Magic Business Overview and Its Total Revenue
13.5.3 Magic Collectible Card Game Introduction
13.5.4 Magic Revenue in Collectible Card Game Business (2016-2021)
13.5.5 Magic Recent Development
13.6 Konami
13.6.1 Konami Company Details
13.6.2 Konami Business Overview and Its Total Revenue
13.6.3 Konami Collectible Card Game Introduction
13.6.4 Konami Revenue in Collectible Card Game Business (2016-2021)
13.6.5 Konami Recent Development
13.7 Magic Duels
13.7.1 Magic Duels Company Details
13.7.2 Magic Duels Business Overview and Its Total Revenue
13.7.3 Magic Duels Collectible Card Game Introduction
13.7.4 Magic Duels Revenue in Collectible Card Game Business (2016-2021)
13.7.5 Magic Duels Recent Development
13.8 KYY games
13.8.1 KYY games Company Details
13.8.2 KYY games Business Overview and Its Total Revenue
13.8.3 KYY games Collectible Card Game Introduction
13.8.4 KYY games Revenue in Collectible Card Game Business (2016-2021)
13.8.5 KYY games Recent Development
13.9 Bushiroad
13.9.1 Bushiroad Company Details
13.9.2 Bushiroad Business Overview and Its Total Revenue
13.9.3 Bushiroad Collectible Card Game Introduction
13.9.4 Bushiroad Revenue in Collectible Card Game Business (2016-2021)
13.9.5 Bushiroad Recent Development

14 Analyst's Viewpoints/Conclusions

15 Appendix
15.1 Research Methodology
15.1.1 Methodology/Research Approach
15.1.2 Data Source
15.2 Disclaimer
15.3 Author Details

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:
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  • Assign a senior SR executive as QA Executive
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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 Straits 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 2028.

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