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2025卡牌行业市场深度分析:趋势、机遇与挑战
Sou Hu Cai Jing· 2025-05-31 16:33
Industry Overview - The card industry is a significant part of the broader entertainment product sector, integrating entertainment, collection, competition, and social interaction [3] - The market for collectible card games in China has surged from 700 million to 12.2 billion yuan from 2017 to 2022, increasing its share of the broader entertainment toy market from 2.3% to 17.7% [3] Market Trends - The introduction of global quality IPs like Pokémon and My Little Pony has energized the domestic card industry, while local companies are also developing original IPs to meet cultural demands [5] - Digital transformation is driving innovation in the card industry, with new formats like online tournaments and virtual card games enhancing consumer experiences [6] - The rise of e-commerce platforms has expanded sales opportunities for card products, while offline stores enhance consumer engagement through events [7] Secondary Market and Investment - The domestic secondary card market is becoming more regulated and mature, with platforms like Kato and Jihuan providing robust support for card circulation and value discovery [8] - As consumer awareness of the investment value of cards grows, the prices of rare cards are increasing, stimulating market demand [8] Policy Support - Government support for the cultural industry is creating a favorable environment for the card industry, with measures to protect intellectual property and regulate market order [9] Reports Overview - The first report analyzes the historical evolution and market drivers of the Chinese card industry, highlighting the growth driven by a large user base and the development of an IP matrix [10] - The second report provides a macro perspective on the card industry, detailing its origins, market comparisons across regions, and a comprehensive breakdown of the industry chain [12]