Digital CCGs are a big money maker — if the latest report from SuperData is anything to go by. According to the report, the CCG video game genre is set to bring in $1.5 billion by the end of the year. Moreover, they’re projected to be pulling $2 billion annually by 2020.

The report breaks down the general revenue in the US, noting that most players purchase additional content with three out of four players spending $10 or more in the last three months. Also of note is the fact that three out of four players are on smartphones.

Of the game titles listed in the report, Hearthsone is the most played, thanks in part to early adoption by well-known gaming personalities. Other games included on the list are Magic: The Gathering, Pokemon TCG, Yu-Gi-Oh, The Elder Scrolls: Legends, and Gwent. As you can see in the chart below, none of these games are doing badly, but Hearthstone is doing very well.

the author

QuintLyn is a long-time lover of all things video game related will happily talk about them to anyone that will listen. She began writing about games for various hobby sites a little over ten years ago and has taken on various roles in the games community. For the past five years she's been a writer at Gamebreaker TV.

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  1. Q on August 5, 2018

    Not surprised, the top 10 grossing (or higher) on mobile about a year or two ago was almost always 90% ccgs of some sort and like a gambling/slot game. Not so much anymore necessarily but still games with similar monetization models, loot boxes.

  2. FrostySkipper on August 3, 2018

    Does the demographic represent the west only or both east and western market? I know Shadowverse is up there