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市场调查报告书
商品编码
1862363
集换式卡牌:全球市场份额和排名、总收入和需求预测(2025-2031年)Trading Card - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031 |
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2024 年全球集换式卡牌市场规模估计为 90.28 亿美元,预计到 2031 年将达到 171.4 亿美元,在预测期(2025-2031 年)内以 9.4% 的复合年增长率增长。
集换式卡牌是一种小型卡片,通常为长方形,由纸板或塑胶製成,专为收藏、交换或比赛而设计。集换式卡牌通常属于某个主题系列,可能包含虚构人物、运动明星、奇幻艺术、游戏数据和多媒体内容等元素。卡牌种类繁多,包括运动卡、娱乐卡(如宝可梦、游戏王)和集换卡牌游戏(TCG)。卡牌的稀有度、品相和价值各不相同,有些卡牌会成为极具收藏价值的珍品。它们深受爱好者和投资者的喜爱。
集换式卡牌,尤其是20世纪90年代和21世纪初的復古稀有卡牌,其热度激增,既源于情感寄託,也源于经济价值。来自宝可梦和万智牌等经典系列的卡牌不仅因其怀旧价值而备受珍视,也被视为一种另类投资,一些卡牌甚至在竞标会上拍出了创纪录的高价。
技术创新,尤其是数位卡牌和NFT的出现,为收藏家开闢了新的可能性。像NBA Top Shot这样的平台让数位交易更加普及,让年轻一代和世界各地的用户更容易参与其中。这种转变使得该行业既能吸引更多精通技术的收藏家,也能继续吸引传统爱好者。
从地理上看,北美仍然是市场的主导区域,而亚太地区和中东地区正在经历快速成长。日本凭藉其蓬勃发展的游戏文化,仍然是重要的枢纽;而中国和印度等市场则因都市化和不断扩大的消费群体而日益受到关注。欧洲的需求强劲,这得益于区域性体育赛事和全球娱乐品牌的结合;拉丁美洲等新兴地区也提供了新的成长机会。
由于NBA、MLB和NFL等全球性赛事带来的赞助和媒体曝光度增加,对运动交易卡的需求尤其旺盛。体育频道的兴起和网路设备的普及进一步推动了公众参与,从而带动了体育交易卡销售的激增。
儘管面临假冒仿冒品和市场投机等挑战,集换式卡牌市场仍蓄势待发,可望持续成长。情感、经济和技术因素的共同作用,加上其全球基本客群,确保了市场能够随着消费者偏好和技术创新而不断发展,从而蓬勃发展。总而言之,集换式卡牌产业在收藏文化和另类投资领域仍保持着举足轻重的地位。
本报告旨在对全球集换式卡牌市场进行全面分析,重点关注总收入、市场份额和主要企业的排名,并按地区/国家、类型和应用程式对集换式卡牌进行分析。
本文以销售收入为指标,根据2020年至2031年的历史资料及预测资料(以2024年为基准年),呈现集换式卡牌市场的规模、估计与预测。我们运用定量和定性分析相结合的方法,旨在帮助读者制定业务/成长策略、评估竞争格局、分析公司在当前市场中的地位,并就集换式卡牌业务做出明智的决策。
市场区隔
公司
按类型分類的细分市场
应用领域
按地区
The global market for Trading Card was estimated to be worth US$ 9028 million in 2024 and is forecast to a readjusted size of US$ 17140 million by 2031 with a CAGR of 9.4% during the forecast period 2025-2031.
A Trading Card is a small, typically rectangular card made of paperboard or plastic, designed for collecting, trading, or competitive play. Trading cards are often part of a themed set and may feature elements such as fictional characters, sports figures, fantasy artwork, in-game statistics, or multimedia content. There are several types, including sports cards, entertainment cards (e.g., Pokemon, Yu-Gi-Oh!), and trading card games (TCGs). Cards can vary in rarity, condition, and value, with some becoming valuable collectibles. They are popular among both hobbyists and investors.
The resurgence of interest in trading cards, particularly vintage and rare items from the 1990s and early 2000s, has been fueled by a combination of emotional connection and financial potential. Cards from iconic franchises like Pokemon and Magic: The Gathering are not only prized for their nostalgic value but also viewed as alternative investments, with some cards fetching record-breaking prices at auctions.
Technological innovations, particularly in digital cards and NFTs, have opened new avenues for collectors. Platforms such as NBA Top Shot have popularized digital trading, making the market more accessible to younger generations and global audiences. This shift has allowed the industry to attract tech-savvy collectors while maintaining its appeal to traditional hobbyists.
Geographically, while North America continues to a main region in the market, regions such as Asia-Pacific and the Middle East are experiencing rapid growth. Japan remains a major hub due to its robust gaming culture, and markets like China and India are seeing increased interest driven by urbanization and growing consumer bases. Europe, with its blend of local sports and global entertainment franchises, is also showing strong demand, while emerging regions like Latin America present new growth opportunities.
Sports trading cards, in particular, have seen a boost due to global events like the NBA, MLB, and NFL, which have increased sponsorships and media exposure. The rise in sports channels and the proliferation of Internet-connected devices have further driven engagement, leading to a surge in sports trading card sales.
Despite challenges like counterfeiting and market speculation, the trading card market is positioned for sustained growth. The combination of emotional, financial, and technological factors, coupled with a global audience, ensures that the market will continue to thrive, evolving alongside consumer preferences and technological advancements. In essence, the trading card industry remains an influential and vibrant part of both collectible culture and alternative investment landscapes.
This report aims to provide a comprehensive presentation of the global market for Trading Card, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card by region & country, by Type, and by Application.
The Trading Card market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2024 as the base year, with history and forecast data for the period from 2020 to 2031. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Trading Card.
Market Segmentation
By Company
Segment by Type
Segment by Application
By Region
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of Trading Card company competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of Trading Card in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of Trading Card in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.