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Trading Card Games (TCG) on Mobile - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031

Trading Card Games (TCG) on Mobile - Global Market Share and Ranking, Overall Sales and Demand Forecast 2025-2031


The global market for Trading Card Games (TCG) on Mobile was estimated to be worth US$ 1136 million in 2024 and is forecast to a readjusted size of US$ 2167 million by 2031 with a CAGR of 9.8% duri... もっと見る

 

 

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Summary

The global market for Trading Card Games (TCG) on Mobile was estimated to be worth US$ 1136 million in 2024 and is forecast to a readjusted size of US$ 2167 million by 2031 with a CAGR of 9.8% during the forecast period 2025-2031.
Trading Card Games (TCG) on mobile refer to digital versions of traditional trading card games that can be played on smartphones and tablets. These games typically involve players collecting cards, building decks, and engaging in strategic gameplay against other players or AI opponents.
The global key companies of Trading Card Games (TCG) on Mobile include Konami, Nuverse, Cygames, Wizards of the Coast, 2K Games, etc. In 2023, the global top five players had a share 75.54% in terms of revenue.
The main sales regions for mobile Trading Card Games (TCGs) encompass North America, Asia-Pacific, and Europe. North America stands out with strong consumer spending and a well-established TCG culture. Meanwhile, the Asia-Pacific region, led by Japan, China, and South Korea, dominates the market thanks to high mobile gaming penetration and a strong affinity for anime and fantasy themes. Europe, particularly the UK, Germany, and France, is experiencing growing interest, driven by the popularity of gaming and collectible card subcultures. Additionally, emerging markets in Latin America and the Middle East are gradually gaining traction, supported by increasing smartphone usage and enhanced gaming accessibility.
The mobile TCG market is undergoing rapid evolution, characterized by trends such as live-service models that keep players engaged through regular content updates, esports initiatives to attract competitive players, and social features like guilds and multiplayer modes that foster community interaction. Opportunities are emerging from diversified monetization strategies, including subscriptions, premium passes, and partnerships with other gaming or entertainment sectors. Furthermore, localization and culturally tailored content are unlocking potential in untapped regions.
However, challenges remain. Developers must balance accessibility for casual players with enough depth to satisfy hardcore enthusiasts, address piracy in digital formats, ensure robust cybersecurity in blockchain-integrated systems, and navigate the saturated mobile gaming market, where visibility and differentiation are critical. Retaining players in this content-driven environment also demands significant investment in ongoing updates and feature development.
In conclusion, the mobile TCG market is both dynamic and highly competitive, driven by technological advancements and innovative gameplay. Trends like blockchain integration, cross-platform compatibility, and augmented reality (AR) are transforming the player experience. Meanwhile, opportunities in emerging markets, esports, and franchise partnerships are expanding the audience base. To thrive in this landscape, developers must overcome challenges such as market saturation, player retention, and regulatory complexities. Striking a balance between accessibility, monetization, and engaging content will be crucial for sustained growth and long-term success in this vibrant sector.
This report aims to provide a comprehensive presentation of the global market for Trading Card Games (TCG) on Mobile, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of Trading Card Games (TCG) on Mobile by region & country, by Type, and by Application.
The Trading Card Games (TCG) on Mobile 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 Games (TCG) on Mobile.
Market Segmentation
By Company
Konami
Nuverse
Cygames
Wizards of the Coast
2K Games
Blizzard Entertainment
Riot Game
Pokemon
Segment by Type
iOS
Android
Segment by Application
Male
Female
By Region
North America
United States
Canada
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia-Pacific
Europe
Germany
France
U.K.
Italy
Netherlands
Nordic Countries
Rest of Europe
Latin America
Mexico
Brazil
Rest of Latin America
Middle East & Africa
Turkey
Saudi Arabia
UAE
Rest of MEA
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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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 Games (TCG) on Mobile 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.


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Table of Contents

1 Market Overview
1.1 Trading Card Games (TCG) on Mobile Product Introduction
1.2 Global Trading Card Games (TCG) on Mobile Market Size Forecast (2020-2031)
1.3 Trading Card Games (TCG) on Mobile Market Trends & Drivers
1.3.1 Trading Card Games (TCG) on Mobile Industry Trends
1.3.2 Trading Card Games (TCG) on Mobile Market Drivers & Opportunity
1.3.3 Trading Card Games (TCG) on Mobile Market Challenges
1.3.4 Trading Card Games (TCG) on Mobile Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global Trading Card Games (TCG) on Mobile Players Revenue Ranking (2024)
2.2 Global Trading Card Games (TCG) on Mobile Revenue by Company (2020-2025)
2.3 Key Companies Trading Card Games (TCG) on Mobile Manufacturing Base Distribution and Headquarters
2.4 Key Companies Trading Card Games (TCG) on Mobile Product Offered
2.5 Key Companies Time to Begin Mass Production of Trading Card Games (TCG) on Mobile
2.6 Trading Card Games (TCG) on Mobile Market Competitive Analysis
2.6.1 Trading Card Games (TCG) on Mobile Market Concentration Rate (2020-2025)
2.6.2 Global 5 and 10 Largest Companies by Trading Card Games (TCG) on Mobile Revenue in 2024
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Trading Card Games (TCG) on Mobile as of 2024)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 iOS
3.1.2 Android
3.2 Global Trading Card Games (TCG) on Mobile Sales Value by Type
3.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Type (2020 VS 2024 VS 2031)
3.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (2020-2031)
3.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Type (%) (2020-2031)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Male
4.1.2 Female
4.2 Global Trading Card Games (TCG) on Mobile Sales Value by Application
4.2.1 Global Trading Card Games (TCG) on Mobile Sales Value by Application (2020 VS 2024 VS 2031)
4.2.2 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (2020-2031)
4.2.3 Global Trading Card Games (TCG) on Mobile Sales Value, by Application (%) (2020-2031)
5 Segmentation by Region
5.1 Global Trading Card Games (TCG) on Mobile Sales Value by Region
5.1.1 Global Trading Card Games (TCG) on Mobile Sales Value by Region: 2020 VS 2024 VS 2031
5.1.2 Global Trading Card Games (TCG) on Mobile Sales Value by Region (2020-2025)
5.1.3 Global Trading Card Games (TCG) on Mobile Sales Value by Region (2026-2031)
5.1.4 Global Trading Card Games (TCG) on Mobile Sales Value by Region (%), (2020-2031)
5.2 North America
5.2.1 North America Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
5.2.2 North America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
5.3 Europe
5.3.1 Europe Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
5.3.2 Europe Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
5.4 Asia Pacific
5.4.1 Asia Pacific Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
5.4.2 Asia Pacific Trading Card Games (TCG) on Mobile Sales Value by Region (%), 2024 VS 2031
5.5 South America
5.5.1 South America Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
5.5.2 South America Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
5.6 Middle East & Africa
5.6.1 Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
5.6.2 Middle East & Africa Trading Card Games (TCG) on Mobile Sales Value by Country (%), 2024 VS 2031
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value Growth Trends, 2020 VS 2024 VS 2031
6.2 Key Countries/Regions Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.3 United States
6.3.1 United States Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.3.2 United States Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.3.3 United States Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.4 Europe
6.4.1 Europe Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.4.2 Europe Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.4.3 Europe Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.5 China
6.5.1 China Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.5.2 China Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.5.3 China Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.6 Japan
6.6.1 Japan Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.6.2 Japan Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.6.3 Japan Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.7 South Korea
6.7.1 South Korea Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.7.2 South Korea Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.7.3 South Korea Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.8 Southeast Asia
6.8.1 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.8.2 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.8.3 Southeast Asia Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
6.9 India
6.9.1 India Trading Card Games (TCG) on Mobile Sales Value, 2020-2031
6.9.2 India Trading Card Games (TCG) on Mobile Sales Value by Type (%), 2024 VS 2031
6.9.3 India Trading Card Games (TCG) on Mobile Sales Value by Application, 2024 VS 2031
7 Company Profiles
7.1 Konami
7.1.1 Konami Profile
7.1.2 Konami Main Business
7.1.3 Konami Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.1.4 Konami Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.1.5 Konami Recent Developments
7.2 Nuverse
7.2.1 Nuverse Profile
7.2.2 Nuverse Main Business
7.2.3 Nuverse Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.2.4 Nuverse Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.2.5 Nuverse Recent Developments
7.3 Cygames
7.3.1 Cygames Profile
7.3.2 Cygames Main Business
7.3.3 Cygames Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.3.4 Cygames Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.3.5 Cygames Recent Developments
7.4 Wizards of the Coast
7.4.1 Wizards of the Coast Profile
7.4.2 Wizards of the Coast Main Business
7.4.3 Wizards of the Coast Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.4.4 Wizards of the Coast Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.4.5 Wizards of the Coast Recent Developments
7.5 2K Games
7.5.1 2K Games Profile
7.5.2 2K Games Main Business
7.5.3 2K Games Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.5.4 2K Games Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.5.5 2K Games Recent Developments
7.6 Blizzard Entertainment
7.6.1 Blizzard Entertainment Profile
7.6.2 Blizzard Entertainment Main Business
7.6.3 Blizzard Entertainment Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.6.4 Blizzard Entertainment Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.6.5 Blizzard Entertainment Recent Developments
7.7 Riot Game
7.7.1 Riot Game Profile
7.7.2 Riot Game Main Business
7.7.3 Riot Game Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.7.4 Riot Game Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.7.5 Riot Game Recent Developments
7.8 Pokemon
7.8.1 Pokemon Profile
7.8.2 Pokemon Main Business
7.8.3 Pokemon Trading Card Games (TCG) on Mobile Products, Services and Solutions
7.8.4 Pokemon Trading Card Games (TCG) on Mobile Revenue (US$ Million) & (2020-2025)
7.8.5 Pokemon Recent Developments
8 Industry Chain Analysis
8.1 Trading Card Games (TCG) on Mobile Industrial Chain
8.2 Trading Card Games (TCG) on Mobile Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 Trading Card Games (TCG) on Mobile Sales Model
8.5.2 Sales Channel
8.5.3 Trading Card Games (TCG) on Mobile Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.1.1 Research Programs/Design
10.1.1.2 Market Size Estimation
10.1.1.3 Market Breakdown and Data Triangulation
10.1.2 Data Source
10.1.2.1 Secondary Sources
10.1.2.2 Primary Sources
10.2 Author Details
10.3 Disclaimer

 

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