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China’s Playing Cards & Board Games Market, 2018 to 2025 – Tier 2 Companies are Expected to Grow at 17.3% CAGR During the Forecast Period

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China's Playing Cards & Board Games Market, 2018 to 2025 - Tier 2 Companies are Expected to Grow at 17.3% CAGR During the Forecast Period
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The “China Playing Cards & Board Games Market by Product Type and Competition Type: Opportunity Analysis and Industry Forecast, 2018-2025” report has been added to ResearchAndMarkets.com’s offering.

According to the report, the China playing cards & board games market size was valued at $583.8 million in 2018, and is projected to reach $1,675.4 million by 2025, registering a CAGR of 16.3% from 2018 to 2025. In 2017, the board games segment accounted for approximately two-thirds share in the China playing cards & board games market and is projected to grow at the highest CAGR of 19.2%.

Playing cards & board games are very popular and common products known by every age of person from child to adults. They are used by end users for leisure as well as for learning. However, playing cards have high demand in the gambling industry than household as these are mainly used for playing various games such as Rummy, Blackjack, Bridge, Roulette, and Sweeps in casinos, clubs & other places.

On the other hand, board games are very popular among kids, millennials, and adults which is also an important factor affecting the China playing cards & board games market size. These games play a crucial role in the growth and development of the children. It helps to enhance the creativity and self-confidence. It also helps to improve problem solving, critical, and logical reasoning skills.

It is proven fact that playing board games regularly will help to reduce the risk of mental diseases such as Dementia and Alzheimer’s to a great extent. Apart from this, playing cards & board games are effectively utilized by game bars & cafes to increase social interactions. All these factors boost China playing cards & board games market growth.

According to the China playing cards & board games market forecast in 2018, the playing cards segment have occupied 33% of China playing cards & board games market share due to exponential popularity and rise in number of live casinos. By competition type, Tier 1 was the highest revenue generator for China playing cards & board games market grabbing the share of 46% in market and estimated to grow at CAGR of 16%.

The expertise, strong infrastructure, and financial resources help tier 1 companies to account for maximum share in the market. For instance, Shanghai Yaoji Playing Cards Co. Ltd. is of the major company of playing cards holding significant share in the China playing cards market. These companies are capable to adopt technological advancements for the development of innovative products and hence covers most of the market in terms of revenue and volume.

However, Chinese board games such as Weiqi (Go), Xiangqi, Jungle, Chinese Checkers, Mahjong, Chinese Chess, and others have high demand from the U.S. and Europe, and thus experiencing positive growth during the forecast period. However, rise in related tariffs have encouraged the major importers to switch to other cost effective options such as India and Vietnam for production impacting the China playing cards & board games industry negatively.

The playing cards & board games manufacturers in China are majorly OEMs but now the manufacturers are focusing on R&D and adopting technological advances to develop new products. Thus, offering variety of new and innovative products to consumer. All of the above will open avenues for growth in China playing cards & board games market.

Key Findings

  • In 2017, board games segment dominated the China playing cards & board games market with 66% share in market
  • Playing cards segment occupied around 34% in the overall China playing cards & board games market share and is expected to grow at moderate CAGR of 7.3% through the forecast period.
  • By competition type, Tier 1 segment has occupied the largest share in the market and is estimated to grow at CAGR of 16%.
  • Tier 2 companies of the market are expected to grow at 17.3% CAGR during the forecast period.

Companies Profiled

  • Shanghai YaoJi Playing Card Co. Ltd.
  • Shenzhen YHD Packaging Products Co. Ltd.
  • Shenzhen ITIS Packaging Products Co. Ltd.
  • Shenzhen Yahong Color Printing Co. Ltd.
  • Zhejiang Chinu Packing & Printing Co. Ltd.
  • Ningbo Charron Industry Co. Ltd.
  • Shenzhen Swarm Playing Cards Co. Ltd.
  • Yangzhou Jinyi Stationery Co. Ltd.
  • Yangzhou Jumbay International Trading Co. Ltd.
  • Dongguan Bright Sea Industrial Co. Ltd.

For more information about this report visit https://www.researchandmarkets.com/r/s0frrf

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Team ATK Oshun excels at 2024 Online Championships held on 13 April 2024

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Mind Sports South Africa’s (MSSA) 2024 Online Championships held on 13 April 2024 showed sterling results.
The championship was yet another chance for many esports athletes to qualify for MSSA’s National Team Trials to be held on 25 May 2024 at which the team will be selected to officially represent South Africa at the African Qualifiers which lead up to IESF’s 16th World Esports Championships to be held in Riyadh, Saudi Arabia in October and November 2024..

All Registered Players who have finished in the top three places, or the top 20% – whichever is greater, are entitled to enter trials.

However, it must be remembered that all players must have a valid passport to participate in the National Team Trials.

It was indeed exciting to watch just how much all the female teams have improved.

Team ATK Oshun (ATK Club Sport) being a female team astounded all with their skill and sportsmanship. The team demolished all ATK Club Sport opposition to ultimately won the premier event overall and qualify for the National Team trials to be held on 25 May 2025.

IESF’s 15th World Championships will be played to the following titles:

  • Counter-Strike 2
  • Counter-Strike 2 – Female division
  • DotA 2
  • eFootball
  • Mobile Legends, Bang Bang
  • Mobile Legends, Bang Bang – Female division
  • PUBGM

The high standard of play saw 37 Registered Players from six provinces being awarded Provincial Colours. Only Limpopo, Free State, and Northern Cape did not have Registered Players who did not earn provincial colours.

Title Name of player/team Club Provincial Colours awarded
Clash Royale – Premier Johan Coetzee Middies Mpumalanga
Clash Royale – High School Aryan Maharaj PR0NHS
Counter Strike: 2 ATK Oshun
Kaylee Ludick ATK Club Sport Gauteng
Jessica Eleez Greeff ATK Club Sport Gauteng
Christin Brazier ATK Club Sport Gauteng
Megan van der Westhuizen ATK Club Sport Gauteng
Kayhla Rose Calder ATK Club Sport Gauteng
DotA – Premier ZAG DOTA 1
Suhail Khan ZAG Academy Gauteng
Travis John Waters ZAG Academy Western Cape
Mark Kilian Lehle ZAG Academy Gauteng
Mohammad Dhooma ZAG Academy Eastern Cape
Nicholas Dammert ZAG Academy Gauteng
eFootball – Premier Aslam Parker PES Society Gauteng
FIFA 24 – High School Daiyaan Hendricks PES Society Western Cape
Mobile Legends – Premier
Mavericks
Matthew Tatalias Mavericks Gauteng
Damian Bransby Mavericks Western Cape
Preshan Pillay Mavericks Gauteng
Mohammad Azhar Ansari Mavericks KwaZulu Natal
Taygan Gabriel Mavericks KwaZulu Natal
Luke Green Mavericks Western Cape
Mobile Legends – Premier – Female
AHG
Je’nielle Cavanagh PES Society Western Cape
Inez Pringle PES Society Western Cape
Salma Parker PES Society Western Cape
Ra’isha Prout PES Society Western Cape
Fatimah Prout PES Society Western Cape
Mia Anthony PES Society Western Cape
PUBGM
Team uEnvy
Richard Henry ZAG Academy Eastern Cape
La-eeq Arendse ZAG Academy Western Cape
Kyle Dudley ZAG Academy Western Cape
Clayton Leak ZAG Academy Western Cape
Rocket League – Premier – 1 v 1 – Premier Nathan Strange Hoërskool Klerksdorp
Rocket League – Premier – 1 v 1 – High School Luther Peens Hoërskool Klerksdorp
Street Fightter V – Premier Marnus van der Merwe Hoërskool Klerksdorp North West
Tekken 8 Stasch Cloeta Team PlayBell Western Cape
Valorant – Premier
TuksValorant
Tapiwanashe Keith Matema TuksEsports Gauteng
Kyle Halvorsen TuksEsports Gauteng
Jaden Connor Swarts TuksEsports Gauteng
Ronald James Tyler Wheeldon TuksEsports Gauteng
Alejandro Luca Sartini-Kruger TuksEsports Gauteng
Armand Pierre van der Colf TuksEsports Gauteng
Sportsmanship Award Je’nielle Cavanagh PES Society
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PAGCor Welcomes Lawyer Wilma Eisma as New President and Chief Operating Officer

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The Philippine Amusement and Gaming Corporation (PAGCor) today welcomed its new President and Chief Operating Officer, lawyer Wilma Eisma, who took her oath of office before Executive Secretary Lucas Bersamin in Malacanang this morning.

“We are happy to welcome Atty. Wilma Eisma as PAGCor’s new President and Chief Operating Officer,” PAGCor Chairman Alejandro Tengco said. “We know she will be a great asset and her vast experience in both the government and private sectors will surely be put to good use here.”

Tengco said he witnessed Eisma’s oath-taking in Malacanang this morning. She then immediately joined her first PAGCor board meeting in the afternoon as the agency’s first ever woman President and Chief Operating Officer.

A lawyer by profession, Eisma earned her law degree from the Ateneo de Manila University and was a member of the Board of Directors of the Development Bank of the Philippines before joining the state gaming firm.

Prior to that, she also served as the first woman Administrator and Chairman of the Subic Bay Metropolitan Authority (SBMA).

Her private sector stints include leadership roles in PMFTC Incorporated, the Philippine affiliate of Philip Morris International.

She also held key positions at the Department of Trade and Industry where she worked at the Office of the Secretary and in the Office of the Majority Leader in the House of Representatives, among others.

Eisma succeeded Atty Juanito Sanosa Jr who resigned as PAGCor President and Chief Operating Officer last January.

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Asia

Maharashtra Government rewards state’s Asian Games 2022 Esports athletes with INR 10 lakhs; marks historic moment for Indian Esports

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In a groundbreaking move, the Directorate of Sports and Youth Services of the Government of Maharashtra has rewarded a significant amount of INR 10 lakhs to each Esports athlete of the state who represented India in the Asian Games 2022, held in Hangzhou. This marks a historic moment for Indian Esports, as it is the first time any state has included Esports alongside mainstream sports in prize money rewards for its state players in a major tournament. The recipients of this monetary reward include Darshan Bata, captain of the DOTA 2 team, along with his teammates Krish Gupta, Ketan Goyal, and Shubham Goli, as well as League of Legends athlete Samarth Trivedi.

Expressing his gratitude, Darshan Bata, the captain of the DOTA 2 team who hails from Mumbai, said, “I would like to express my sincere thanks to ESFI and the Maharashtra government for honoring us and recognizing and supporting Esports.”

Esports made its debut as a full-fledged medal event at the Asian Games 2022, where a total of 476 athletes from 30 different countries competed for gold medals across seven titles. India participated in four of these titles, including DOTA 2, EA Sports FC Online, League of Legends, and Street Fighter V: Champion Edition.

“It has been a great experience at Asian games, I am grateful for the support I received from the Maharashtra government and I really appreciate the efforts ESFI has contributed to our journey,” stated Ketan Goyal of Pune who was a part of the DOTA 2 team at the Asian Games 2022.

The talented Indian contingent for the Asian Games was sent by Esports Federation of India (ESFI), who had organized open for all nationwide online qualifiers to select the best and most deserving athletes to compete for the nation at the tournament.

“Really happy to see that Esports is getting recognized and we are being aided by the government. Thank you for the support to Maharashtra Government and a big shoutout to ESFI for giving us this opportunity to represent India in the Asian games,” highlighted Krish Gupta of Pune, a member of the Indian DOTA 2 team.

The League of Legends team, in particular, achieved a historic fifth-place finish at the 19th Asian Games after competing against top-tier teams from around the continent.

“I am really grateful to the Maharashtra government for providing us with the financial support. It is amazing to see Esports being recognized by the Government. A huge shoutout to ESFI for giving us the opportunity and platform to compete at the Asian Games 2022 in Hangzhou,” commented Samarth Trivedi of Thane who played a pivotal part in the country’s performance in League of Legends at the tournament.

Prior to the 19th Asian Games, India had also secured a remarkable bronze medal at the Commonwealth Esports Championships in DOTA 2, showcasing the country’s prowess in video gaming on the international stage.

“Thank you ESFI and team for all you support throughout Asian games 2022. We are really blessed and honored by Maharashtra Government for supporting Esports players and considering Esports in events like Commonwealth and Asian Games,” noted Shubham Goli, a resident of Pune who represented India at both the Commonwealth Esports Championships as well as the Asian Games 2022 in DOTA 2. The latest FICCI-EY report titled ‘#Reinvent: India’s media & entertainment sector is innovating for the future, India is expected to have 20 international teams by 2024.

The Maharashtra government’s recognition and support of Esports signals a significant milestone in the journey towards mainstream acceptance of competitive gaming as a legitimate sport in the country.

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