Press release
Collectible Card Game Market worth USD 31.87 bn by 2028 : Cognitive Market Research
As per Cognitive Market Research analysis, the Collectible Card Game market size is projected to grow from USD 12.36 Bn in the year 2021 to USD 31.87 Bn by 2028 at a CAGR of 14.49% from 2021-2028.Read Full Report with Table of Contents
@-https://www.cognitivemarketresearch.com/collectible-card-game-market-report
A collectible card game (CCG), also known as a trading card game (TCG) or a customizable card game. The game is played using a set of specially constructed playing cards. In most of the CCGs, a player starts with a pre-made beginner level and then customizes it with a random variety of cards. These cards are either obtained from booster packs or traded with other players, which gradually build up their own library of cards. A collectible card game is made up of the game's rules, cards, Intellectual Property (the subject or content), and occasionally beads/counters, dice, or other secondary items. The popularity of the games has increased over the past few years. Online gaming is rapidly gaining popularity due to the rise in the penetration of smartphones. The survey claims that the mobility and popularity of mobile devices have created an ideal environment for CCG players, hence most of the players are switching from physical to digital CCGs. However, some of the high costs associated with this card game can limit the market growth. In the last few years, gaming enthusiasts and player engagement have grown substantially. This has opened the way for an online competition to enter the mainstream gaming industry. This, in turn, is anticipated to boost the growth of the collectible card game market.
Regional Analysis of the Collectible Card Game Market:
• Asia Pacific dominates the collectible card game market due to increasing inclination towards mobile games. There are already more than 102 million active smartphone gamers in the five major Southeast Asian nations, and this figure is only going to rise in the upcoming years. In addition to a surge in new users, fixed broadband connections have experienced phenomenal growth over the past two years. These nations are all seeing a rise in 4G connectivity. All of this has significantly contributed to the growth of the gaming culture, regardless of the user's location, age, gender, or economic status.
Top players involved in the Collectible Card Game Market:
The collectible card game market players are
• Hasbro Inc.
• Blizzard Entertainment
• Take-Two Interactive Software Inc.
• KYY games
• Bushiroad
• Others.
Current Trends of Manufacturers:
• In February 2022, Konami Digital Entertainment B.V. can announce that Battle of Chaos has launched for the Yu-Gi-Oh! TRADING CARD GAME (TCG) in Europe and Oceania. The Battle of Chaos booster set contains 100 new cards: 50 Common cards, 26 Super Rare cards, 14 Ultra Rare cards, and 10 Secret Rare cards.
• In January 2022, Reality Gaming Group has collaborated with Team 17 to introduce Meta worms NFT project, which consists of unique, computer-generated artwork, sold and protected on the blockchain.
• In July 2021, Take-Two Interactive Software acquired Dynamixyz. This strategic initiative to invest further in its internal development capabilities and to continue its goal to be the most creative, innovative, and efficient entertainment company. Dynamixyz will operate as a division of Take-Two and work exclusively with the Company's publishing labels and studios.
• In November 2020, Cygames, Inc. has launched first title for the Nintendo Switch, Shadowverse: Champion's Battle in Japan
- Shadowverse: Champion's Battle Product Overview
- Title: Shadowverse: Champion's Battle
- Platform: Nintendo Switch
- Genre: Collectible Card Game/Role-Playing Game
- Players: 1 (2 online)
- Physical Edition: 5,980 yen + tax
- Digital Edition: 5,980 yen + tax
- Release Date: November 5, 2020 (Japan)
- Developer: Cygames
- Language: Japanese
- Rating: CERO B
• In August 2019, Hasbro and Entertainment One Ltd. (eOne) announced that they have reached a definitive agreement under which Hasbro would acquire eOne for £3.3 billion (US$4.0 billion) in an all-cash transaction. eOne shareholders will receive £5.60 in cash for each common share of eOne under the terms of the deal, which represents a 31% premium to eOne's 30-day volume-weighted average price (VWAP) as of August 22, 2019.
Segment Analysis:
• Based on the type, the digital segment is dominating the collectible card game market owing to the rising popularity of online games. Based on the application, the mobile device segment dominates the market by taking high revenue market share. This is attributed owing to the growing usage of smartphones.
Related Report:
• Board Games Market - https://www.cognitivemarketresearch.com/board-games-market-report
• Playing Cards Market - https://www.cognitivemarketresearch.com/playing-cards-market-report
• Card and Board Games Market - https://www.cognitivemarketresearch.com/card-and-board-games-market-report
• Trading Card Games Market - https://www.cognitivemarketresearch.com/trading-card-games-market-report
𝐂𝐨𝐧𝐭𝐚𝐜𝐭 𝐔𝐬
Nicolas Shaw
Cognitive Market Research
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Illinois, 60602
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Email: sales@cognitivemarketresearch.com
Website: https://www.cognitivemarketresearch.com/about-us
About Cognitive Market Research Company:
Cognitive Market Research has evolved as one leading market research and consulting firm and it provides services across multiple domains. Cognitive Market Research gathers and analyzes data about customers, competitors, distributors, and other market actors and forces operational across the value chain. As a market research company, we follow a complete process of gathering information about the target market and end-use industries to verify the complete journey of the product or service in the global market. It helps our readers understand the demand and viability of their product/service and how it might perform in the real world and help them to build business strategies accordingly.
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