Unlocking Potential: A Deep Dive into China’s Collectible Card Games Market Outlook for 2032


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China Collectible Card Games Market Size

The size of the collectible card games market in China was estimated at USD 513.71 million in 2023 and is anticipated to escalate between USD 578.89 million to USD 1,463.38 million by 2032, progressing at a CAGR of 12.3% throughout the projected period (2024–2032). The expansion of the market is linked to a growing gaming population, especially among adolescents and young adults, alongside an increase in digital gaming platforms. As CCGs gain popularity in both physical and digital realms, China’s strong technological framework and extensive mobile user demographic are pivotal to the market’s growth.

China Collectible Card Games Market


Factors Contributing to the Growth of the China Collectible Card Games Market

Digital transition and burgeoning mobile gaming adoption

The main catalyst for the growth of the CCG market in China is the transition towards digitalization and the high rate of mobile gaming adoption nationwide. With more than 1 billion smartphone users, China is among the largest mobile gaming markets globally, permitting CCG developers to reach vast audiences on digital platforms. Titles such as Honor of Kings and Onmyoji have reshaped the gaming environment by introducing innovative digital collectible card formats that captivate players with novel features and regular updates. According to a 2024 report from the China Internet Network Information Center (CNNIC), mobile gaming represents about 60% of the digital gaming market, positioning the CCG sector to benefit from this extensive accessibility.

Challenges in the Market

Rigorous regulatory landscape

The regulatory framework in China poses obstacles to CCG market growth. Government regulations restrict gaming content, limit screen time for minors, and control foreign game approvals, which directly influences the market expansion. For example, in 2024, a regulation capping gaming hours for individuals under 18 diminished teenagers’ involvement in collectible card games, restricting opportunities for daily engagement. Although such regulations aim to address gaming addiction, they impede developers’ ability to attract and maintain a youthful audience. A report from Niko Partners highlights how these regulations lead to sluggish adoption rates and restricted gameplay hours among the under-18 group, significantly affecting the market.

Market Prospects

Blending collectible card games with e-sports and live streaming

A promising opportunity within the CCG market in China lies in the synergy between CCGs and the rapidly evolving e-sports and live-streaming industries. With platforms such as Douyin (TikTok) and Huya gaining traction, CCG developers are seeking alliances to enhance in-game interaction and draw larger audiences. E-sports competitions featuring digital card games like Hearthstone and Artifact have gained momentum, attracting sponsorships and advertising revenues. Recent endorsements from the Chinese government to bolster e-sports development further facilitate this integration, offering CCG publishers a profitable platform. With live-streaming services enabling influencers to conduct real-time matches, CCG brands can effectively connect with audiences, leveraging the e-sports ecosystem to increase player engagement and loyalty.

Study Duration 2020-2032 CAGR 12.3%
Historical Duration 2020-2022 Projected Duration 2024-2032
Base Year 2023 Base Year Market Valuation USD 513.71 million
Projected Year 2032 Projected Year Market Valuation USD 1463.38 million
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Regional Insights

The market displays robust growth trends across important cities, each uniquely contributing to the expansion of the CCG market in China.

Beijing serves as a nucleus for gaming events and conventions, where both digital and physical card games enjoy popularity. The city boasts a flourishing CCG environment with a large demographic of young professionals and students, featuring competitive tournaments and community gatherings. Gaming firms headquartered in Beijing, including Tencent and NetEase, regularly host promotional activities for new card games, sustaining local interest.

Shanghai boasts an active e-sports culture, and its infrastructure fosters a burgeoning market for digital collectible card games. The Shanghai E-Sports Association vigorously promotes events featuring renowned digital card games, drawing significant viewership. Live-streaming platforms here enable CCGs to enhance their visibility, particularly among younger audiences who frequently consume digital content.

Shenzhen leads in digital gaming innovation, home to tech titans like Tencent. The city’s digital framework supports the swift advancement and adoption of mobile-centered CCGs. Shenzhen regularly hosts digital card game tournaments that are often broadcast nationwide, widening the audience for competitive CCGs.

Guangzhou’s gaming scene is significantly influenced by its closeness to Hong Kong, where cross-border interest in collectible card games flourishes. The city hosts frequent community gatherings and trade shows, where rare and exclusive physical cards circulate, nurturing a vibrant CCG collecting community.

Chengdu has emerged as an increasingly important market for CCGs, thanks to its dynamic gaming community and lower living expenses, which allow younger individuals to invest in collectible games. Additionally, the city has a strong following for anime and manga culture, boosting the demand for character-centric card games that resonate with popular narratives.

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Segment Analysis

By Game Category

Physical cards lead the game category segment and are projected to expand at a CAGR of 12.2% as they continue to draw in traditional players who appreciate collectible items. Physical cards retain a loyal following despite the digital shift, particularly for franchises such as Yu-Gi-Oh! and Pokémon. The card-collecting culture in China is robust, with events and local tournaments offering spaces for fans to convene and exchange. Collectors place a high value on physical cards as investments, supporting a thriving secondary market for trading and reselling rare cards.

By Age Group

Adolescents dominate the age segment and are anticipated to grow at a CAGR of 12.9% throughout the forecast period. This segment displays strong interaction owing to the popularity of character-driven games that resonate with prominent anime and comic culture. Adolescents are particularly active on social media platforms like Douyin, where influencers and content creators frequently play and review card games, increasing their appeal. Although regulations restrict screen time for minors, adolescents remain a high-potential market because of their passion for character-centric content and community-involved gaming experiences.

By Card Category

Character cards lead the card category segment and are expected to grow at a CAGR of 12.6%, propelled by China’s preference for character-oriented narratives and franchises emerging from anime and popular games. Character cards resonate with players’ emotional ties to beloved figures, enhancing game involvement. Titles such as Onmyoji and Pokémon utilize cherished characters, fostering user loyalty and encouraging repeat purchases. Additionally, the allure of upgrading and evolving characters keeps players interested over long durations, contributing to ongoing market growth.

By Usage

PC games dominate the usage segment and are expected to grow at a CAGR of 13.4% as China’s sophisticated PC gaming ecosystem supports collectible card platforms. PC gaming provides a more engaging experience, with games such as Hearthstone and Gwent enjoying significant popularity due to their strategic complexity and interactive gameplay. The segment’s growth is also supported by easy access to internet cafes and budget-friendly gaming setups, enabling a wide demographic to engage in PC-based collectible card gaming.

Market Size By Game Category

Market Size By Game Category
  • Digital
  • Physical


  • China Collectible Card Games Market Share of Key Players


    Analyst’s Insights

    • According to our analyst, the market for collectible card games in China is set for rapid growth in the upcoming years. This expansion is chiefly driven by China’s accelerating digitalization, the popularity of character-driven CCGs, and the merger of gaming with social media and live-streaming platforms. The country’s extensive mobile user base and increasing enthusiasm for e-sports offer a solid foundation for digital collectible card games. Physical card games also sustain a loyal audience, gaining from cultural appreciation for collectible pieces. Nevertheless, regulatory limitations present challenges, particularly for younger gamers. Entities in China’s CCG market are expected to concentrate on innovation to cater to a variety of demographics, developing both physical and digital card games that integrate cultural components. This multifaceted strategy situates the market for consistent and sustainable growth in the foreseeable future.

    China Collectible Card Games Market Segmentations

    By Game Category (2020-2032)

    By Age Group (2020-2032)

    By Card Category (2020-2032)

    • Character Card
    • Autograph Card
    • Image Card

    By Usage (2020-2032)

    • PC Games
    • Mobile Device Games
    • Others

    Commonly Asked Questions (FAQs)

    The overall size of the China Collectible Card Games Market is anticipated to reach USD 1,463.38 million by 2032.

    The PC games segment is projected to lead during the forecast duration.

    Hasbro Inc., Blizzard Entertainment, CY Games, Take-Two Interactive Software Inc., Konami, KYY Games, Bushiroad, Bandai, Legend Story., among others, are the key players in the China Collectible Card Games Market.

    The overall China Collectible Card Games Market is growing at a CAGR of 12.3% from (2024–2032).


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