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Card Games - Thailand

Thailand
  • Revenue in the Card Games Market is projected to reach US$8.49m in 2024.
  • Revenue is expected to show an annual growth rate (CAGR 2024-2029) of 9.80%, resulting in a projected market volume of US$13.55m by 2029.
  • With a projected market volume of US$423.70m in 2024, most revenue is generated United States.
  • In the Card Games Market, the number of users is expected to amount to 0.00 by 2029.
  • User penetration will be 0.00 in 2024 and is expected to hit 0.00 by 2029.
  • The average revenue per user (ARPU) is expected to amount to 0.00.

Definition:

The eCommerce Card Games market refers to the online platform where various card games are played and purchased. These games are typically digital versions of traditional card games, such as poker, bridge, and solitaire, and can be accessed and played through websites, mobile apps, or downloadable software. Users can play against computer-generated opponents or other players from around the world, and can also purchase virtual cards, expansions, and other in-game items to enhance their gaming experience. The market is characterized by the online sales of card games and related products, as well as the revenues generated from user subscriptions, advertisements, and microtransactions within the games.

Additional information:

eCommerce Card Games comprises revenues, users, average revenue per user, and penetration rates. Revenues are derived from annual filings, national statistical offices, Google- and Alibaba-Trends, and industry knowledge. Sales Channels show online and offline revenue shares, as well as, desktop and mobile sales distribution. Revenues are including VAT. The market only displays B2C revenues and users for the above-mentioned markets, hence C2C, B2B, and reCommerce is not included.

Key players in the market are companies, such as Blizzard Entertainment, Wizards of the Coast, and Asmodee Digital.

Market numbers for the total market sizes (online + offline) can also be found on the respective pages of the Consumer Market Insights.

In-Scope

  • Traditional playing cards, such as standard 54-card decks
  • Specialized playing cards sets, such as Uno, Tarot and Lexicon
  • Collectible trading card games like Magic: The Gathering, Pokémon, and Yu-Gi-Oh

Out-Of-Scope

  • Offline revenues, such as sales in physical game stores or at gaming conventions
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Study Details

    Revenue

    Notes: Data was converted from local currencies using average exchange rates of the respective year.

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Sales Channels

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Global Comparison

    Most recent update: Jun 2024

    Source: Statista Market Insights

    Methodology

    Data coverage:

    Data refers to B2C enterprises. Figures are based on the sale of physical goods via a digital channel to a private end consumer. This definition encompasses purchases via desktop computers (including notebooks and laptops) as well as purchases via mobile devices (e.g., smartphones and tablets). The following are not included in the eCommerce market: digitally distributed services (see instead: eServices), digital media downloads or streams, digitally distributed goods in B2B markets, and the digital purchase or resale of used, defective, or repaired goods (reCommerce and C2C). All monetary figures refer to the annual gross revenue and do not factor in shipping costs.

    Modeling approach / Market size:

    Market sizes are determined by a combined top-down and bottom-up approach, based on a specific rationale for each market segment. As a basis for evaluating markets, we use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Statista Global Consumer Survey), data on shopping behavior (e.g., Google Trends, Alibaba Trends), and performance factors (e.g., user penetration, price/product). Furthermore, we use relevant key market indicators and data from country-specific associations such as GDP, consumer spending, internet penetration, and population. This data helps us estimate the market size for each country individually.

    Forecasts:

    In our forecasts, we apply diverse forecasting techniques. The selection of forecasting techniques is based on the behavior of the particular market. For example, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, internet penetration, and population.

    Additional Notes:

    The market is updated twice per year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The impact of the Russia/Ukraine war is considered at a country-specific level.

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    Key Market Indicators

    Notes: Based on data from IMF, World Bank, UN and Eurostat

    Most recent update: Sep 2024

    Source: Statista Market Insights

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