Major game developers are increasingly shifting their focus from digital-only platforms to physical Trading Card Games (TCG) as a primary strategy for audience retention and IP expansion. Data from the resale platform Kream shows a 2,644% surge in TCG transaction volume in the first quarter of 2025 compared to the same period in 2024, signaling a rapid shift in consumer behavior toward tangible gaming collectibles.
The Strategic Pivot to Physical Collectibles
Game companies are no longer competing solely for screen time. To combat the dominance of short-form video content, developers are leveraging physical TCGs to secure a foothold among younger demographics. According to reports from the recent e-sports festival at the Daejeon Convention Center, major IP holders are integrating card games directly into their marketing ecosystems.

Riot Games has begun domestic pre-marketing for its physical card game Riftbound, while Nimble Neuron—the developer behind Eternal Return—has established dedicated spaces for the Nibel Arena TCG. This strategy allows developers to bridge the gap between digital competitive gaming and physical hobbyist culture, turning players into collectors.
Did you know?
The TCG market relies on a unique economic model where cards derive value from rarity, serial numbers, and historical scarcity, often functioning as an asset class rather than just a game component.
Local IP and the Rise of Nibel Arena
The domestic TCG market in Korea is expanding through collaborative efforts like Nibel Arena. Developed by board game specialist Gembllo Company in partnership with Daewon Media, the platform has successfully secured licensing agreements with top-tier Korean subculture IPs. Titles such as ShiftUp’s Goddess of Victory: Nikke and Stellar Blade, Smilegate’s Epic Seven, and Neowiz’s Brown Dust 2 are now part of the Nibel Arena ecosystem.

Unlike traditional digital-only updates, these physical card packs provide a tactile connection to the game world. This approach mirrors the success of the Pokémon Trading Card Game, which has seen a resurgence in Korea driven by both nostalgic 30-somethings and younger fans who engage with “unboxing” content on social media.
The Economics of Card Collecting
The financial stakes in the TCG market are significant. Earlier this year, a single rare Pokémon card sold for 43,055,000 KRW on the resale platform Kream. This environment has encouraged developers like Devsisters to move beyond simple licensing. Their proprietary card game, Cookie Run: Braverse, launched in late 2023 and expanded globally by 2024.
This highlights a clear trend: when game developers treat physical cards as a core business model (BM) rather than a peripheral marketing gimmick, they tap into a high-value customer base that is largely immune to the volatility of digital platform trends.
Frequently Asked Questions
- Why are game companies launching physical TCGs?
Companies are seeking new revenue streams and ways to engage users outside of mobile and PC screens, particularly to capture the interest of younger, Gen-Z consumers. - How does the TCG market differ from standard gaming?
TCGs involve a secondary market where cards hold financial value based on rarity and collectibility, rather than just utility within the game. - What is driving the growth of TCGs in Korea?
Growth is fueled by the sustained popularity of the Pokémon franchise and the viral nature of “unboxing” content on short-form video platforms.
Follow the secondary market trends on platforms like Kream to gauge which gaming IPs are gaining the most traction in the physical collectible space.

As the competition for consumer attention intensifies, the integration of physical card games into digital IP strategies appears to be a permanent shift rather than a temporary trend. Have you started collecting cards from your favorite game titles? Share your thoughts in the comments below or subscribe to our newsletter for more updates on the intersection of gaming and physical media.
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