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市场调查报告书
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1429295

全球交易卡市场:现况分析与预测(2023-2030)

Trading Card Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 152 Pages | 商品交期: 最快1-2个工作天内

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简介目录

由于收藏品和怀旧情绪日益流行,全球交易卡市场规模在预测期内呈现 5.03% 的稳定成长率。 近年来,在收藏品日益流行和怀旧情绪的强大影响力推动下,交易卡市场经历了显着的復苏。 收藏品已成为主流投资,吸引了经验丰富的收藏家和新爱好者。 NPD Group 的报告显示,光是在美国,2021 年收藏品市场销售额就达到 80 亿美元,比上年增长 50%。 集换式卡牌作为一个非常受欢迎的类别,是这一增长的主要贡献者。

怀旧在交易卡市场中扮演至关重要的角色。 许多小时候收集卡片的人现在有了财务自由,可以再次享受他们所珍惜的爱好。 这种情感价值刺激了需求并进一步激发了市场活力。 例如,由于伴随着这款游戏长大的成年人的怀旧因素, "神奇宝贝集换式卡牌游戏" 见证了令人难以置信的復兴。

此外,数位化进步受到交易卡行业的欢迎,扩大了其影响范围并吸引了精通技术的一代人的注意。 线上市场和交易卡应用程式已成为数位平台,让收藏家可以轻鬆存取稀有卡片。 NBA Top Shot是专门从事NBA卡交易的数位平台,在2020年人气飙升,第一年销售额就超过2.3亿美元。 此外,根据 2021 年进行的一项调查,超过 70% 的收藏家将怀旧视为参与交易卡市场的主要动机。 此外,近年来復古卡的价值显着增加。 例如,一张 1997 年的迈克尔乔丹卡曾经售价 16 美元,但现在售价超过 350 美元,这表明怀旧情绪正在影响球星卡的价格。

依卡类型,市场分为运动卡和非运动卡。 体育产业正在主导市场,预计在预测期内同样的趋势将持续下去。 棒球、篮球、橄榄球、英式足球和曲棍球等运动的流行增加了对这些运动运动员的球星卡的需求。 此外,体育交易卡领域的技术进步也促进了市场的成长。 市场的持续成长是由收藏家的热情、与体育相关的怀旧情绪以及对稀有和有价值的卡片的重视所推动的。 此外,体育交易卡通常具有限量版或稀有卡片的特色,这些卡片具有很高的价值并受到收藏家的追捧。 这创造了一种排他性和渴望感,从而推动了对体育交易卡的需求。

根据最终用户,市场分为青少年和成人。 其中,2022年青少年将占很大比例。 涉及收集和交易的集换式卡牌游戏,例如《神奇宝贝》和《万智牌》,在青少年中广受欢迎,为他们提供了社交和竞争方面的机会。

为了更了解造船业的市场介绍,将市场分为北美(美国、加拿大、北美其他地区)、欧洲(德国、英国、法国、义大利、西班牙、欧洲其他地区) )、亚太地区(中国、日本、印度、韩国、亚太地区其他地区)以及世界其他地区。 亚太地区历来主导交易卡市场,由于其拥有大量狂热的收藏家、爱好者以及体育、动漫和流行文化等各种类型的粉丝,预计在预测期内将继续占据主导地位。 此外,亚太地区正在经历显着的经济成长,导致个人可支配收入的增加。 随着购买力的增强,越来越多的人加入交易卡市场并投资他们最喜欢的卡片和套装。 交易卡作为潜在投资机会的吸引力也吸引了那些寻求透过稀有或抢手卡的升值获利的个人。 此外,集换式卡牌竞技游戏在亚太地区迅速流行。 《口袋妖怪》、《游戏王》和《万智牌》等游戏拥有充满活力的玩家社区,定期举办的锦标赛和活动吸引了来自亚洲各地的参与者。

市场上的主要参与者包括 Hasbro Inc.、Konami Holdings Corporation、BANDAI SPIRITS、Pokemon、Blizzard Entertainment, Inc.、The Upper Deck Company、Bushiroad、Fantasy Flight Publishing, Inc.、Riot Games、Kyy Games Oy。

目录

第一章交易卡市场简介

  • 市场定义
  • 主要目标
  • 利害关係人
  • 限制

第二章研究方法或前提

  • 调查过程
  • 调查方法
  • 受访者简介

第三章市场总结

第 4 章执行摘要

第 5 章 2020-2030 年全球交易卡市场收入

第 6 章市场洞察:按卡类型

  • 运动卡
    • 棒球卡
    • 足球卡
    • 篮球卡
    • 曲棍球卡
    • 足球卡
    • 纳斯卡
    • 其他
  • 非体育卡
    • 神奇宝贝卡
    • 动漫卡
    • 人物卡
    • 图像卡
    • 签名卡

第 7 章市场洞察:最终用户

  • 青少年
  • 成人

第 8 章市场洞察:按地区

  • 北美
    • 美国
    • 加拿大
    • 北美其他地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 亚太地区其他地区
  • 其他领域

第 9 章集换卡市场动态

  • 市场驱动因素
  • 市场挑战
  • 影响分析

第 10 章集换卡机会

第 11 章交易卡的趋势

第十二章需求面与供给面分析

  • 需求方分析
  • 供给面分析

第十三章价值链分析

第14章价格分析

第15章竞争场景

  • 竞争状况
    • 波特五力分析

第十六章公司简介

  • Hasbro Inc.
  • Konami Holdings Corporation
  • BANDAI SPIRITS
  • Pokemon
  • Blizzard Entertainment, Inc.
  • The Upper Deck Company
  • Bushiroad
  • Fantasy Flight Publishing, Inc
  • Riot Games
  • Kyy Games Oy

第十七章免责声明

简介目录
Product Code: UMTI212590

A collectible card, known as a trading card, usually showcases an image or photograph of a person, object, or subject, accompanied by pertinent details. These cards are part of a larger set and are frequently traded or swapped among collectors in order to assemble a complete set. Trading cards can be discovered in diverse sectors such as sports, entertainment, and gaming.

The trading card market is growing at steady rate of 5.03% in the forecast period owing to growing popularity of collectibles and nostalgia. The trading card market has experienced a remarkable resurgence in recent years, thanks to the growing popularity of collectibles and the powerful influence of nostalgia. Collectibles have become a mainstream investment choice, attracting both seasoned collectors and new enthusiasts. According to a report by The NPD Group, the collectibles market in the United States alone reached USD 8 billion in sales in 2021, marking a 50% increase compared to the previous year. Trading cards, as a highly sought-after category, have contributed significantly to this growth.

Nostalgia plays a pivotal role in the trading cards market. Many individuals who collected cards during their childhood now have the financial means to revisit their cherished hobbies. This sentimental value drives demand and fuels the market further. The Pokemon Trading Card Game, for instance, witnessed a tremendous resurgence thanks to the nostalgia factor among adults who grew up with the franchise.

Additionally, the digital advancements have been warmly welcomed by the trading cards industry, broadening its scope and attracting the attention of a technologically inclined generation. Online marketplaces and trading card applications have emerged as digital platforms, offering collectors easy access to coveted and precious cards. NBA Top Shot, a digital platform dedicated to trading NBA cards, experienced an extraordinary surge in popularity during 2020, with sales surpassing USD 230 million within its inaugural year. Moreover, According to a study conducted in 2021, over 70% of collectors cited nostalgia as a significant motivator for their involvement in the trading card market. Moreover, the value of vintage cards has experienced significant appreciation in recent years. For example, a 1997 Michael Jordan card, previously valued at USD 16, now commands a price of over USD 350, highlighting the influence of nostalgia on trading card prices.

Based on card type, the market is bifurcated into sports and non-sports. The sport segment dominated the market and is expected to behave in the same fashion in the forecast period. The popularity of sports, such as baseball, basketball, football, soccer, and hockey, has contributed to the demand for trading cards featuring athletes from these sports. Moreover, technological advancements in the field of sports trading cards have played a role in the growth of the market. The market's sustained growth can be attributed to the passion of collectors, the nostalgia associated with sports, and the value placed on rare and sought-after cards. Additionally, sports trading cards often feature limited edition and rare cards, which can be highly valuable and sought after by collectors. This creates a sense of exclusivity and desirability, which drives demand for sports trading cards.

Based on end user, , the market is bifurcated into teenager and adult. Among them, teenager to hold a significant share of the market in 2022. Trading card games, such as Pokemon and Magic: The Gathering, have gained immense popularity among teenagers which involve collecting and trading and provide a social and competitive aspect for teenagers.

For a better understanding of the market adoption of the shipbuilding industry, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and Rest of North America), Europe (Germany, U.K., France, Italy, Spain, Rest of Europe), Asia-Pacific (China, Japan, India, South Korea, Rest of Asia-Pacific), Rest of World. The Asia Pacific region has dominated the trading card market in the historic years and is expected to dominate in the forecast period due to the large population of avid collectors, enthusiasts, and fans of various genres, including sports, anime, and pop culture. Moreover, the Asia Pacific region has experienced significant economic growth, leading to an increase in disposable income among individuals. This rise in purchasing power has allowed more people to participate in the trading card market, investing in their favorite cards or sets. The allure of trading cards as a potential investment opportunity has also attracted individuals looking to profit from the appreciation of rare or sought-after cards. Furthermore, the Asia Pacific region has witnessed a surge in popularity for competitive trading card games. Games like Pokemon, Yu-Gi-Oh, and Magic: The Gathering have developed vibrant player communities, with regular tournaments and events attracting participants from across the region.

Some of the major players operating in the market include Hasbro Inc., Konami Holdings Corporation, BANDAI SPIRITS, Pokemon, Blizzard Entertainment, Inc., The Upper Deck Company, Bushiroad, Fantasy Flight Publishing, Inc., Riot Games, Kyy Games Oy.

TABLE OF CONTENTS

1 MARKET INTRODUCTION IN TRADING CARD

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Market
  • 2.2. Research Methodology of the Trading Card Market
  • 2.3. Respondent Profile

3 MARKET SYNOPSIS

4 EXECUTIVE SUMMARY

5 GLOBAL TRADING CARD MARKET REVENUE, 2020-2030F

6 MARKET INSIGHTS BY CARD TYPE

  • 6.1. Sports Card
    • 6.1.1.Baseball Card
    • 6.1.2.Football Card
    • 6.1.3.Basketball Card
    • 6.1.4.Hockey Card
    • 6.1.5.Soccer Card
    • 6.1.6.NASCAR
    • 6.1.7.Others
  • 6.2. Non-Sports Card
    • 6.2.1.Pokemon Card
    • 6.2.2.Anime Card
    • 6.2.3.Character Card
    • 6.2.4.Image Card
    • 6.2.5.Autograph Card

7 MARKET INSIGHTS BY END USER

  • 7.1. Teenager
  • 7.2. Adult

8 MARKET INSIGHTS BY REGION

  • 8.1. North America
    • 8.1.1. The US
    • 8.1.2. Canada
    • 8.1.3. Rest of North America
  • 8.2. Europe
    • 8.2.1. Germany
    • 8.2.2. The UK
    • 8.2.3. France
    • 8.2.3. Italy
    • 8.2.3. Spain
    • 8.2.7. Rest of Europe
  • 8.3. Asia-Pacific
    • 8.3.1. China
    • 8.3.2. Japan
    • 8.3.3. India
    • 8.3.5. Rest of APAC
  • 8.4. Rest of the World

9 TRADING CARD DYNAMICS

  • 9.1. Market Drivers
  • 9.2. Market Challenges
  • 9.3. Impact Analysis

10 TRADING CARD OPPORTUNITIES

11 TRADING CARD TRENDS

12 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 12.1. Demand Side Analysis
  • 12.2. Supply Side Analysis

13 VALUE CHAIN ANALYSIS

14 PRICING ANALYSIS

15 COMPETITIVE SCENARIO

  • 15.1. Competitive Landscape
    • 15.1.1. Porters Fiver Forces Analysis

16 COMPANY PROFILED

  • 16.1. Hasbro Inc.
  • 16.2. Konami Holdings Corporation
  • 16.3. BANDAI SPIRITS
  • 16.4. Pokemon
  • 16.5. Blizzard Entertainment, Inc.
  • 16.6. The Upper Deck Company
  • 16.7. Bushiroad
  • 16.8. Fantasy Flight Publishing, Inc
  • 16.9. Riot Games
  • 16.10. Kyy Games Oy

17 DISCLAIMER