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U.S. Trading Cards Market Size & Share Report, 2026-2033GVR Report cover
U.S. Trading Cards Market (2026 - 2033)
Size, Share & Trends Analysis Report By Format (Physical Cards, Digital/NFT Cards), By Time Frame (Vintage Cards, Modern Cards), By Category (Sports Trading Cards, Trading Card Games), And Segment Forecasts
Market Size, 2025
$5.9BMarket Estimate, 2026
$6.2BMarket Forecast, 2033
$10.2BCAGR, 2026–2033
7.2%U.S. Trading Card Market Summary
The U.S. trading card market size was valued at USD 5.9 billion in 2025 and is projected to grow from USD 6.2 billion in 2026 to USD 10.2 billion by 2033, at a CAGR of 7.2% from 2026 to 2033. Market growth is being driven by increasing consumer interest in collectible hobbies, competitive gameplay, and franchise-based entertainment. Strong fan engagement across popular trading card game brands such as Pokémon, Magic: The Gathering, Yu-Gi-Oh! Disney Lorcana and One Piece Card Game continue to attract both players and collectors.
Key Market Trends & Insights
- By format: Physical cards accounted for a market share of 88.6% in 2025.
- By category: Trading card games (TCGs) accounted for 46.9% of the market in 2025.
- By time frame: Ultra-modern/contemporary cards accounted for 64.1% of the market share in 2025.
Market Size & Forecast
- Market size in 2025: USD 5.9 Billion
- Estimated market size in 2026: USD 6.2 Billion
- Projected market size by 2033: USD 10.2 Billion
- CAGR (2026-2033): 7.2%
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What the study covers
- FormatsPDF · Excel · Dashboard
- Timeline2026–2033 annual, 2025 base
- Coverage20+ countries, 5 regions
- Companies10+ key players profiled
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The expansion of organized tournaments, local game store networks, hobby conventions, and online collector communities is further supporting demand across physical trading card game and collectible card segments. Growing participation from both younger consumers and adult collectors, coupled with increasing activity in the secondary trading market, is also contributing to sustained market growth. The market is also benefiting from the continued expansion of licensed intellectual properties and cross-media franchise ecosystems.
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Card publishers are leveraging partnerships with gaming, anime, sports, and entertainment brands to introduce new products and maintain consumer engagement throughout the year. The launch of new card sets, exclusive retailer promotions, convention-exclusive releases, and graded-card programs continues to support purchasing activity across the market. Furthermore, advancements in card authentication, grading services, and digital community platforms are enhancing consumer confidence and liquidity within the hobby, reinforcing the long-term growth outlook for the U.S. market.
The U.S. market has evolved from a niche hobby segment into a highly organized consumer products industry driven by licensed sports properties, trading card games (TCGs), and entertainment franchises. While baseball cards historically dominated the category, market demand today extends across professional sports cards, TCGs such as Pokémon and Magic: The Gathering, and entertainment-based collectibles. The market is supported by a well-established ecosystem of manufacturers, licensors, distributors, hobby retailers, mass-market retailers, and direct-to-consumer sales channels that facilitate the distribution of newly released trading card products. Continuous product innovation, expansion sets, limited-edition releases, and exclusive licensing agreements have helped broaden the consumer base beyond traditional collectors. At the same time, rising participation among younger consumers, alongside the return of millennial collectors, has strengthened demand across multiple product categories, positioning trading cards as a mainstream segment within the broader collectibles and licensed merchandise industry.
A significant growth accelerator has been the rapid expansion of trading card games, particularly Pokémon, which remains one of the most influential franchises within the industry. According to The Pokémon Company, more than 85 billion Pokémon cards had been produced globally as of March 2026, with approximately 10 billion cards printed during the preceding fiscal year alone, highlighting the scale of consumer demand and market activity. Pokémon cards are now distributed in over 90 countries and territories and remain a key driver of trading card purchases among collectors and players alike.
The increasing financialization of collectibles is also reshaping market dynamics. Trading cards are no longer viewed solely as recreational products but are increasingly considered alternative assets by collectors and investors seeking diversification. The importance of authentication and condition verification has created substantial growth opportunities for grading companies. According to GemRate data, which tracks grading activity across major authentication companies, including PSA, CGC, SGC, Beckett, and TAG, reported by Cllct, over 26.8 million cards were professionally graded in 2025, establishing a new industry record and underscoring the growing importance of authentication within the trading cards ecosystem. Moreover, trading card games and non-sports cards accounted for approximately 16.8 million graded cards, surpassing sports cards for the first time, illustrating the growing influence of franchises such as Pokémon and other gaming-related properties.
Market Dynamics
The U.S. market is increasingly being shaped by the rapid expansion of trading card games (TCGs) and licensed entertainment franchises, which have materially broadened the addressable consumer base beyond traditional sports collectors. This segment has evolved into a structurally recurring demand engine, where frequent set releases, franchise-driven storytelling, and gameplay mechanics generate sustained sealed-product consumption. Unlike sports cards, where demand is episodic and tied to league calendars, TCGs operate on continuous engagement cycles, ensuring consistent primary-market throughput throughout the year.
Pokémon remains the most significant contributor to this expansion and is widely regarded as the dominant force in global trading card consumption. The franchise has sold over 64.8 billion cards globally, making it the highest-selling trading card IP worldwide. In the U.S. primary market, demand is consistently reinforced by rapid sell-through of new sets such as the Scarlet & Violet series, where booster boxes and elite trainer boxes routinely sell out across major retail channels, including Walmart, Target, and GameStop, shortly after restocks. For instance, across multiple 2023-2025 release cycles, Pokémon TCG products were frequently out of stock within hours of online restocks on Walmart.com and Target.com, reflecting sustained compression in retail-level demand. Secondary market indicators further validate this dynamic, with sealed booster boxes often trading at 20-60% premiums above MSRP on platforms like TCGplayer within weeks of release, highlighting a persistent supply-demand imbalance in the primary-to-secondary pipeline. As a result, TCGs and licensed entertainment franchises now function as a stable, recurring-demand backbone for the U.S. trading card primary market, reinforcing sustained growth in sealed-product sales across retail, hobby, and direct-to-consumer channels.
One of the most significant restraints facing the U.S. market is the continued proliferation of counterfeit, altered, and fraudulently graded cards, as well as ongoing legal disputes among major participants. As trading cards increasingly function as collectible assets and investment vehicles, buyers are placing greater emphasis on authenticity, provenance, and market transparency. Any uncertainty surrounding these factors can weaken confidence, increase transaction friction, and discourage participation from both new collectors and investors. Consequently, maintaining trust across the trading-card ecosystem has become critical to sustainable market growth.
The scale of authentication-related risks has become increasingly evident through recent industry fraud data. According to PSA's 2025 Fraud Report, counterfeit Pokémon cards increased by 125% year-over-year, while altered Pokémon cards rose by 407% year-over-year. PSA and Card Ladder further estimated that more than USD 200 million worth of fraudulent collectibles were intercepted or identified during 2025 alone. Trading card games accounted for approximately 56% of all counterfeit activity, highlighting the growing sophistication and volume of fraudulent products entering the market. These trends demonstrate that fraud is no longer limited to isolated incidents but has become a broader industry challenge requiring continuous investment in authentication and verification infrastructure.
Analyst Perspective
The U.S. trading cards industry is increasingly driven by the convergence of collecting, entertainment, and competitive gameplay. Strong consumer engagement with franchises such as Pokémon, Magic: The Gathering, Yu-Gi-Oh!, Disney Lorcana, and sports trading cards continues to support market growth. Demand for limited-edition releases, rare inserts, autographed cards, and graded collectibles is strengthening both primary and secondary market activity. Online marketplaces, social media communities, and live-streamed box breaks are expanding consumer participation and transaction volumes. In addition, professional grading and authentication services are enhancing buyer confidence, while ongoing product innovation and franchise expansion continue to attract new collectors and long-term hobby enthusiasts.
Brand Market Share Insights
The U.S. market is characterized by strong competition among established publishers, licensors, and collectible card manufacturers. Major companies, including Fanatics, Inc., The Pokémon Company International, Konami Digital Entertainment, and Bandai Co., Ltd., compete through franchise strength, exclusive licensing agreements, organized play programs, and continuous product innovation. Market participants regularly introduce expansion sets, special-edition releases, premium collector products, and promotional cards to maintain consumer engagement and encourage repeat purchases across both gameplay and collectible segments.
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The market is also witnessing increasing investment in premium collectibles, graded cards, direct-to-consumer channels, and community-building initiatives. Companies such as Upper Deck, Leaf Trading Cards, Rittenhouse Archives, and Cryptozoic Entertainment are leveraging niche licenses, autograph cards, memorabilia products, and collector-focused releases to differentiate themselves in the market. In addition, the growth of hobby conventions, online marketplaces, professional grading services, and social media-driven collector communities is expanding consumer participation and supporting long-term growth across the U.S. trading cards ecosystem.
Consumer Insights
Consumer preferences in the U.S. market are increasingly driven by a blend of collecting passion, investment behavior, and digital engagement. While traditional collectors continue to value rarity, player significance, and historical relevance, a growing share of buyers now view trading cards as alternative assets. Professional grading has become a central purchasing criterion, with cards authenticated by companies such as PSA, Beckett Grading Services, and CGC Cards commanding significant price premiums. Consumers increasingly prioritize graded cards due to concerns around authenticity, condition assurance, and long-term value retention.
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A notable shift in consumer behavior is the growing participation of younger collectors, particularly Gen Z and Millennials, who engage with trading cards through social media, livestream breaks, and online communities rather than traditional hobby shops. Platforms such as YouTube, TikTok, Instagram, and Whatnot have transformed card discovery and purchasing behavior. Live “box breaks,” where collectors purchase shares of unopened card products and watch packs being opened in real time, have become particularly popular among younger audiences. This format combines entertainment, community engagement, and the excitement of potential high-value pulls, creating a highly interactive purchasing experience that differs substantially from traditional retail buying.
Format Insights
Physical trading cards accounted for the largest market share, at 88.6%, in 2025. Physical trading cards represent the foundational segment of the U.S. market and encompass printed collectible cards that can be purchased, stored, traded, graded, and resold through hobby shops, retail outlets, auction platforms, and online marketplaces. The category includes sports trading cards featuring professional athletes and teams, trading card game (TCG) products such as Pokémon and Magic: The Gathering, entertainment and pop-culture cards based on movies, television series, comics, and anime franchises, as well as specialty cards incorporating autographs, memorabilia patches, serial numbering, and limited-edition inserts. In January 2024, Ultimate Fighting Championship and Fanatics Collectibles announced an exclusive multi-year trading card partnership, marking the return of Topps-branded Ultimate Fighting Championship physical trading cards. The launch of the 2024 Topps Chrome Ultimate Fighting Championship collection introduced autograph cards, specialty inserts, and parallel card variations for collectors across the U.S.
Digital/NFT cards are anticipated to grow at a CAGR of 7.9% from 2026 to 2033. Within the U.S., digital trading cards are increasingly being incorporated into broader fan engagement strategies that combine collecting, online gameplay, digital rewards, marketplace transactions, and community participation. Sports organizations, entertainment companies, and gaming publishers are utilizing digital collectible formats to extend consumer interaction beyond traditional physical card products. In the case of blockchain-based non-fungible token cards, ownership and transaction histories are recorded on decentralized digital ledgers, enabling collectors to verify authenticity and scarcity, as well as ownership records.
Category Insights
Trading Card Games (TCGs) accounted for the largest market share, at 46.9%, in 2025. Trading card games are a category of collectible cards designed for both collection and gameplay. Unlike traditional sports or entertainment trading cards, trading card game products include game-specific rules, character attributes, abilities, and strategic functions that enable players to compete against one another with customized card decks. Within the U.S., the category includes fantasy, science fiction, anime, and character-based card games distributed through hobby stores, specialty game retailers, mass-market retailers, e-commerce platforms, and organized tournament networks. Within the U.S., trading card game publishers continue to expand product portfolios through new game mechanics, collectible card releases, organized play programs, and digital integrations. The segment benefits from a combination of collector demand and active player participation, creating recurring engagement through competitive tournaments, local gaming communities, and periodic expansion releases.
Sports trading cards are anticipated to grow at a CAGR of 7.9% from 2026 to 2033. The U.S. sports trading card industry is supported by consumer interest in officially licensed products featuring league branding, team identities, athlete imagery, authenticated signatures, and memorabilia. Manufacturers continue to introduce premium card configurations featuring limited-print-run parallels, player-worn memorabilia, and exclusive inserts designed to enhance collectability and product differentiation. In addition, professional authentication and grading services play an important role in supporting secondary-market transactions and collector confidence. In November 2025, Topps introduced the 2025 Topps Chrome Formula 1 collection to commemorate the 75th anniversary of Formula 1. The release featured the largest Formula 1 rookie lineup in the brand's history, expanded autograph content, anniversary-themed inserts, and debut patch autograph cards linked to drivers' first Formula 1 appearances, reflecting continued product innovation within licensed sports trading card portfolios.
Time Frame Insights
Ultra-modern/contemporary cards accounted for the largest market share of 64.1% in 2025. Ultra-modern card formats include base cards, short-print variations, rookie cards, autograph cards, memorabilia and relic cards, one-of-one productions, refractor and chromium parallels, serialized limited editions, premium hobby box configurations, and special artist collaboration releases. The segment also encompasses products tied to newly negotiated licensing agreements, emerging entertainment franchises, and limited-production collector experiences designed to drive secondary market engagement. Younger generations of collectors, particularly those from Generation Z, increasingly prioritize acquiring ultra-rare inserts, autographed cards, and limited-run parallels over completing full sets, blending traditional collecting with investment-oriented behavior enabled by online marketplaces.
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Modern Cards is anticipated to grow at a CAGR of 6.9% from 2026 to 2033. The continued relevance of trading card franchises introduced during the 2000-2017 period is supporting demand for modern cards. Many product lines from this era remain actively collected due to their association with established sports leagues, entertainment properties, and trading card game franchises that continue to maintain large consumer communities. As a result, collectors remain engaged with cards from this period because they represent important franchise milestones, notable rookie classes, and product lines that continue to influence current trading card releases. For instance, Chaotic, a trading card game originally active between 2006 and 2010, is set to return to the market after a decade-long hiatus. The relaunch was announced in May 2026 by Chaotic Entertainment in collaboration with Panini America, marking the revival of one of the early hybrid trading card franchises.
Key U.S. Trading Card Games Companies:
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Fanatics, Inc.
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Panini America, Inc.
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The Upper Deck Company, LLC
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The Pokémon Company International, Inc.
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Hasbro, Inc.
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Bandai Co., Ltd.
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Leaf Trading Cards, LLC
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Konami Digital Entertainment, Inc.
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Rittenhouse Archives, Ltd.
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Cryptozoic Entertainment, LLC
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Collect-A-Cards Corp
Competitive Benchmarking
Category
Operating Strategies
Competitive Edge
Weakness
Established Players (Fanatics, Panini America, Inc., The Pokémon Company International, Hasbro/Wizards of the Coast, Konami Digital Entertainment, Upper Deck)
Expand licensed trading card portfolios across sports, entertainment, and gaming franchises; leverage exclusive licensing agreements; invest in organized play programs, collector events, direct-to-consumer platforms, and premium product launches; strengthen distribution through hobby stores, mass retailers, and e-commerce channels.
Strong intellectual property ownership or licensing rights, established collector communities, extensive retail distribution networks, large-scale manufacturing capabilities, and high brand loyalty developed through decades of market presence. Ability to consistently launch new expansions, limited editions, and promotional products that drive recurring consumer purchases.
High dependence on licensing agreements and franchise performance, greater operational complexity, longer product development cycles, and increased exposure to fluctuations in consumer demand for major brands. Established players may also face challenges responding quickly to niche collector trends compared to smaller specialized competitors.
Emerging & Niche Players (Leaf Trading Cards, Rittenhouse Archives, Cryptozoic Entertainment, Collect-A-Cards Corp., Bandai Card Business
Focus on niche franchises, independent entertainment properties, autograph and memorabilia cards, limited-production releases, and collector-focused products. Build direct relationships with hobby communities through conventions, social media engagement, online marketplaces, and specialty hobby retailers.
Greater flexibility in product development, ability to target underserved collector segments, faster response to emerging pop-culture trends, and stronger specialization in specific categories such as non-sports cards, entertainment cards, or premium collectibles.
Smaller distribution footprint, limited access to major sports and entertainment licenses, lower marketing budgets, and reduced economies of scale compared with larger publishers. Growth may be constrained by reliance on a narrower product portfolio and lower brand recognition among mainstream consumers.
Recent Developments
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In February 2026, The Upper Deck Company launched its 2026 Upper Deck Golf trading card collection to commemorate the 25th anniversary of its golf trading card brand. The product features top golfers, including Tiger Woods, Nelly Korda, Hideki Matsuyama, and Lydia Ko, alongside special anniversary-themed inserts, commemorative parallels, and a Tiger Woods rookie card buyback program with limited-edition signed cards. The launch also introduced Nelly Korda’s highly anticipated Young Guns® rookie-style card following her exclusive partnership with Upper Deck. This product launch strengthens Upper Deck’s position in the premium sports collectibles market, expands its golf trading card portfolio, and enhances collector engagement through exclusive content and milestone-themed offerings.
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In March 2026, The Pokémon Company International launched Pokémon Trading Card Game: Mega Evolution Chaos Rising, a new expansion in its Mega Evolution series. The product introduced highly anticipated cards, including Mega Greninja ex, Mega Floette ex, Mega Pyroar ex, and Mega Dragalge ex, inspired by the Pokémon Legends: Z-A universe. The expansion was designed to enhance gameplay and collector engagement through new Mega Evolution mechanics and premium card designs. This launch strengthens The Pokémon Company International’s position in the U.S. market by expanding its Pokémon TCG portfolio, driving collector demand, and supporting long-term franchise growth through innovative content and recurring product releases.
U.S. Trading Card Market Report Scope
Report Attribute
Details
Market size in 2025
USD 5.9 billion
Estimated market size in 2026
USD 6.2 billion
Projected market size by 2033
USD 10.2 billion
Growth rate
CAGR of 7.2% from 2026 to 2033
Historical data
2021 - 2025
Forecast period
2026 - 2033
Quantitative units
Revenue in USD billion and CAGR from 2026 to 2033
Report coverage
Revenue forecast, company ranking, competitive landscape, growth factors, and trends
Segments covered
Category, format, time frame
Country scope
U.S.
Key companies profiled
Fanatics, Inc.; Panini America, Inc.; The Upper Deck Company, LLC; The Pokémon Company International, Inc.; Hasbro, Inc.; Bandai Co., Ltd.; Leaf Trading Cards, LLC; Konami Digital Entertainment, Inc.; Rittenhouse Archives, Ltd.; Cryptozoic Entertainment, LLC; Collect-A-Cards Corp.
Customization scope
Free report customization (equivalent up to 8 analyst working days) with purchase. Addition or alteration to country, regional & segment scope.
Pricing and purchase options
Avail customized purchase options to meet your exact research needs. Explore purchase options
U.S. Trading Card Market Report Segmentation
This report forecasts revenue growth at the country level and provides an analysis of the latest trends and opportunities in each sub-segment from 2021 to 2033. For this study, Grand View Research has segmented the U.S. trading card market based on category, format, and time frame.
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Format Outlook (Revenue, USD Billion, 2021 - 2033)
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Physical Cards
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Digital/NFT Cards
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Category Outlook (Revenue, USD Billion, 2021 - 2033)
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Sports Trading Cards
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Trading Card Games (TCGs)
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Entertainment & Pop Culture Cards
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Other Cards
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Time Frame Outlook (Revenue, USD Billion, 2021 - 2033)
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Vintage Cards
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Modern Cards
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Ultra-Modern/Contemporary Cards
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Research Methodology
The U.S. trading cards market figures in this report are based on a proven research process that combines executive interviews with secondary research from proprietary databases, company filings, and recognized regulatory and institutional sources. Market size is built through value-chain sizing-reconciling supply-side and demand-side estimates-and triangulated with bottom-up and top-down approaches. Every estimate passes multiple levels of expert validation before publication, with each U.S. trading cards segment quantified using the revenue-capture definitions in the table below.
Segment Definition
Segment - Format
Revenue capture definition
Physical Cards
This segment covers revenue generated by the U.S. market from the sale and trading of tangible, printed trading cards that are physically manufactured, distributed, collected, and played with by consumers. Physical cards include booster packs, starter decks, promotional cards, and individual cards sold through hobby stores, e-commerce platforms, conventions, and secondary marketplaces. Demand is driven by collecting, memorabilia ownership, grading and authentication services, and franchise fandom across sports, gaming, and entertainment properties.
Digital/NFT Cards
This segment covers revenue generated by the U.S. market from digitally issued trading cards that exist in electronic form and can be collected, traded, showcased, or used on online platforms and digital ecosystems. The category includes blockchain-based non-fungible token (NFT) trading cards, licensed digital collectibles, and platform-specific virtual trading card products. Revenue is generated through primary sales, pack purchases, marketplace transactions, and digital collectible releases tied to sports, entertainment, gaming, and popular culture franchises. These products appeal to consumers seeking digital ownership, online trading functionality, and integration with virtual communities and gaming experiences.
Estimation Model
Layer
Key Question
Description
Trading Card Consumer & Collector Base Layer
Who participates in trading cards?
Begin with the U.S. base of trading card consumers, including collectors, competitive players, sports fans, and entertainment franchise followers. Include participants across categories such as Sports Trading Cards, Trading Card Games (Pokémon, Magic: The Gathering, Disney Lorcana), and Entertainment & Pop Culture Cards to estimate the total addressable trading card consumer base.
Product Accessibility & Distribution Layer
Who has access to trading card products?
Filter the eligible consumer base using penetration of hobby stores, card shops, mass retailers, specialty gaming stores, convenience stores, online marketplaces, and direct-to-consumer channels. Consider product availability, franchise popularity, retail shelf presence, e-commerce accessibility, and distribution partnerships to determine the addressable trading card market.
Active Purchasing & Engagement Layer
Who actively purchases trading card products?
Apply purchasing and engagement rates among collectors, competitive players, sports enthusiasts, investors, and casual consumers. Consider factors such as participation in organized play, new set releases, collector behavior, grading activity, secondary market transactions, franchise loyalty, and repeat-purchase patterns to estimate the number of active trading card buyers.
Monetisation Layer
How much revenue is generated?
Multiply annual purchase frequency and average consumer spending across booster packs, collector boxes, starter decks, premium releases, graded cards, memorabilia cards, and secondary market transactions. Include revenue generated through physical trading card sales, digital/NFT cards, organized events, and marketplace activity to estimate total U.S. trading cards market revenue.
Delivered Customizations
This report has been delivered with the following In-depth customizations
Client Request
Customization Delivered
Value Adds
Category Analysis
Developed a detailed assessment of consumer spending and purchasing behavior across key trading card categories, including Trading Card Games (TCGs), Sports Trading Cards, and Entertainment & Pop Culture Cards. The study evaluated demand drivers, including franchise popularity, collector participation, organized play activity, product release cycles, and secondary market transactions, to determine category-level revenue opportunities.
Enables stakeholders to understand revenue distribution across major trading card categories, identify high-growth segments, evaluate changing consumer preferences, and prioritize investments in categories with the strongest long-term demand potential.
Format Analysis
Delivered a customized evaluation of consumer engagement across physical and digital trading card formats. The analysis assessed purchasing patterns for booster packs, hobby boxes, collector products, graded cards, and digital collectibles, and examined adoption trends across retail stores, hobby shops, online marketplaces, and direct-to-consumer channels.
Provides actionable insights into format adoption trends, consumer purchasing behavior, monetization opportunities, and future growth prospects across physical and digital trading card ecosystems, supporting product development and channel strategies.
Time Frame Analysis
Conducted a focused assessment of demand across Vintage, Modern, and Ultra-Modern/Contemporary trading cards. The analysis examined collector preferences, scarcity dynamics, grading activity, investment trends, franchise relevance, and secondary market performance to understand how different card eras contribute to market growth.
Supports strategic planning by identifying high-value collectible segments, investment-driven demand patterns, and emerging opportunities within the trading cards ecosystem. Helps stakeholders optimize product portfolios and align offerings with evolving preferences among collectors and investors.
Frequently Asked Questions About This Report
The U.S. trading cards market is expected to grow at a compound annual growth rate of 7.2% from 2026 to 2033, reaching USD 10.2 billion by 2033.
Physical cards accounted for the largest market share of 88.6% in 2025, due to strong collector preference for tangible assets with resale and investment value. Continued demand from in-person gameplay, trading communities, and tournaments.
Ultra-modern/contemporary cards segment accounted for the largest market share of 64.1% in 2025, while modern cards segment is fastetst growing time frame.
The U.S. trading cards market is driven by strong collector culture and nostalgia, along with high participation in competitive card gaming through titles such as Pokémon Trading Card Game and Magic: The Gathering.
Some key players operating in the trading cards market include Fanatics, Inc., Panini America, Inc., The Upper Deck Company, LLC, The Pokémon Company International, Inc., Hasbro, Inc., Bandai Co., Ltd., Leaf Trading Cards, LLC, Konami Digital Entertainment, Inc., Rittenhouse Archives, Ltd., Cryptozoic Entertainment, LLC, and Collect-A-Cards Corp.
Trading card games (TCGs) accounted for the largest share in 2025, at 46.9%, while sports trading cards are expected to be the fastest-growing category.
The U.S. trading cards market size was estimated at USD 5.9 billion in 2025 and is expected to reach USD 6.2 billion in 2026.
About the Author(s)
Clothing, Footwear & Accessories Research Team
Consumer Goods · Clothing, Footwear & AccessoriesThis report was authored by the clothing, footwear & accessories research team at Grand View Research - comprising two research analysts, one senior research analyst, and one industry expert - with specialized expertise in the clothing, footwear & accessories segment of the consumer goods industry. All findings are based on proprietary consumer goods databases, executive interviews, and regulatory analysis, subject to internal peer review prior to publication.
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