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The global Trading Cards market size is predicted to grow from US$ 14.6 million in 2025 to US$ 7.472269086134575e19 million in 2031; it is expected to grow at a CAGR of 131123.6% from 2025 to 2031. A trading card (or collectible card) is a small card, usually made out of paperboard or thick paper, which usually contains an image of a certain person, place or thing (fictional or real) and a short description of the picture, along with other text (attacks, statistics, or trivia). Trading Cards is a game format that focuses on collecting and exchanging cards. It is mainly divided into three categories: competition, entertainment, and collection. In this game, players collect different cards and combine them into decks for battle. TCG's gameplay integrates entertainment, strategy, social interaction, and collection. Players need to buy supplementary packs to get the cards they want, and use certain strategies to achieve their goals during battles. The rich gameplay has made TCG rise rapidly in recent years. In the card industry chain, IP licensing and product sales add value. From the industry level, China's card industry has risen rapidly in recent years, with a large user base and a large number of Generation Z users. In the future, with the growth of TCG user penetration and the increase in income of Generation Z users, the TCG card industry is expected to usher in a double increase in volume and price. From the company level, China has a profound local cultural heritage and many animation industry works, and is expected to launch its own IP cards. LPI (LP Information)' newest research report, the “Trading Cards Industry Forecast” looks at past sales and reviews total world Trading Cards sales in 2024, providing a comprehensive analysis by region and market sector of projected Trading Cards sales for 2025 through 2031. With Trading Cards sales broken down by region, market sector and sub-sector, this report provides a detailed analysis in US$ millions of the world Trading Cards industry. This Insight Report provides a comprehensive analysis of the global Trading Cards landscape and highlights key trends related to product segmentation, company formation, revenue, and market share, latest development, and M&A activity. This report also analyses the strategies of leading global companies with a focus on Trading Cards portfolios and capabilities, market entry strategies, market positions, and geographic footprints, to better understand these firms’ unique position in an accelerating global Trading Cards market. This Insight Report evaluates the key market trends, drivers, and affecting factors shaping the global outlook for Trading Cards and breaks down the forecast by Type, by Application, geography, and market size to highlight emerging pockets of opportunity. With a transparent methodology based on hundreds of bottom-up qualitative and quantitative market inputs, this study forecast offers a highly nuanced view of the current state and future trajectory in the global Trading Cards. This report presents a comprehensive overview, market shares, and growth opportunities of Trading Cards market by product type, application, key players and key regions and countries. Segmentation by Type: Competitive Battle Cards Entertainment Cards Trading and Collection Cards Segmentation by Application: Youth Adults This report also splits the market by region: Americas United States Canada Mexico Brazil APAC China Japan Korea Southeast Asia India Australia Europe Germany France UK Italy Russia Middle East & Africa Egypt South Africa Israel Turkey GCC Countries The below companies that are profiled have been selected based on inputs gathered from primary experts and analyzing the company's coverage, product portfolio, its market penetration. The Pokémon Company KONAMI Bandai Namco Bushiroad Kayou POP MART Guangzhou Jason Anime Culture Co., Ltd. Hitcard FansMall ALPHA Group