Digital CCG market revenue worldwide 2013-2018, by platform
users of digital collectible card games will reach 37.5 million. The largest audience is said to be from Asia, followed by North America with MAU numbers smaller by only one million. Based on 2016 revenue results, the leading CCG title that year was Hearthstone, having generated nearly 400 million U.S. dollars. The second place was awarded to Shadowverse which earned 100 million U.S. dollars, but did so in only six months since it was released in June 2016.
The statistic presents information on the digital collectible card games (CCG) market revenue worldwide from 2013 to 2018, by platform. According to the calculations, the entire CCG market revenue in 2016 was worth 1.3 billion U.S. dollars, with mobile games (tablet and smartphone combined) accounting for more than half of this amount. By 2018 the smartphone digital CCG market alone is expected to generate 589 million U.S. dollars in global revenue. Estimates for 2017 indicate that the worldwide number of monthly active