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PMS = premenstrual syndrome; MC = menstrual cycle; LP = luteal phase (1~3 days before menstruation); FP = follicular phase (1~3 days after menstruation). There were no significant differences in age, menophania, length of MC or phase of MC under testing for the females in the control and PMS groups.Demographic information for females in the control and PMS groups.
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Data are given as mean ± standard deviation (SD); MMSE, Mini-Mental State Examination; CDR, Clinical Dementia Ratinga: The P value was obtained by an independence Pearson chi-square test.b: The P value was obtained by a one-way analysis of variance test.Demographics and clinical information.
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According to Cognitive Market Research, the global Trading Card Game market size is USD 6614.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 8.80% from 2024 to 2031.
North America Trading Card Game market held 40% of the global revenue with a market size of USD 2645.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.0% from 2024 to 2031.
Europe Trading Card Game market accounted for a share of 30% of the global market size of USD 1984.26 million.
Asia Pacific Trading Card Game market held 23% of the global revenue with a market size of USD 1521.27 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.8% from 2024 to 2031.
Latin America Trading Card Game market held 5% of the global revenue with a market size of USD 330.71 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.2% from 2024 to 2031.
Middle East and Africa Trading Card Game market held 2% of the global revenue with a market size of USD 132.58 million in 2024 and will grow at a compound annual growth rate (CAGR) of 8.5% from 2024 to 2031.
Sales are boosted by the element of chance and the possibility of finding valuable or uncommon cards in booster packs. Cards with limited editions are much more collectible and have higher investment potential.
By offering a simple and quick way to play and collect cards, digital TCGs draw in new players and broaden their market appeal. Global player bases are fostered via online platforms that enable trading, forums, and competitions.
Market Dynamics of Trading Card Game Market
Key Drivers of Trading Card Game Market
Rise of Pop Culture and Franchise-based Collectibles
The increasing impact of worldwide entertainment franchises such as Pokémon, Yu-Gi-Oh! , and Magic: The Gathering is fueling the demand for trading card games. These franchises possess dedicated fan bases that span multiple generations, intertwining gameplay elements with collectible appeal. As pop culture continues to blend with gaming and collecting, trading cards enjoy sustained consumer enthusiasm, a sense of nostalgia, and a regular influx of franchise-related content updates.
Growth in Competitive Esports and Organized Play
The emergence of esports and competitive gaming has led to greater visibility and credibility for trading card tournaments. Organized play formats, available both offline and online, offer players objectives that extend beyond mere collection—such as rankings, prize money, and corporate sponsorships. This community-centric competitive atmosphere boosts long-term player engagement and drives ongoing card acquisitions.
Expansion of Online Marketplaces and Digital Platforms
The boom in online trading, digital card assessments, and virtual adaptations of card games (such as MTG Arena or Pokémon TCG Live) has significantly broadened the scope of the trading card game sector. Players can now engage, gather, or trade on a global scale without the necessity of local shops. This digital incorporation lowers entry barriers and enhances market growth, particularly among younger, technologically inclined individuals.
Restraints of Trading Card Game Market
High Entry Costs and Scalping Issues
For newcomers or occasional players, the expense of assembling competitive decks or obtaining rare cards can be excessively high. As rare and limited-edition cards gain popularity as investment opportunities, prices in the secondary market are frequently inflated by resellers and scalpers. This trend discourages authentic players and collectors from joining or remaining active in the hobby, which poses a long-term risk to the growth of the community.
Oversaturation and Consumer Burnout
The constant release of new expansions, reprints, and limited editions can create market saturation. When an abundance of products is launched within a short timeframe, consumers may feel inundated, leading to fatigue and a decline in purchasing excitement. Furthermore, this ongoing influx can diminish the value of older cards and frustrate collectors striving to keep pace with the newest releases.
Limited Appeal Beyond Niche Demographics
Despite their mainstream achievements, trading card games generally attract specific demographics—often skewing towards younger males...
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Gender and handedness were evaluated using a Pearson Chi-square test. One-way analysis of variance (ANOVA) with posthoc Bonferroni pairwise comparisons was used to assess differences in age, predicted IQ, HDRS, K10 and DASS. The age of onset of psychosis, duration of illness and BPRS scores was assessed using independent-samples t-tests. Significance levels were set at p
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Notes: CGG: cingulate gyrus; PRCG: precentral gyrus; POCG: postcentral gyrus; IFG: inferior frontal gyrus; MFG: middle frontal gyrus; SFG: superior frontal gyrus; IPL: inferior parietal lobule; ISG: insular gyrus; STG: superior temporal gyrus; MTG: middle temporal gyrus; ITG: inferior temporal gyrus; ACGG: anterior cingulate gyrus.
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
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PMS = premenstrual syndrome; MC = menstrual cycle; LP = luteal phase (1~3 days before menstruation); FP = follicular phase (1~3 days after menstruation). There were no significant differences in age, menophania, length of MC or phase of MC under testing for the females in the control and PMS groups.Demographic information for females in the control and PMS groups.