Youth Consumption of Trading Card Games in China
Research Article
Open Access
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Youth Consumption of Trading Card Games in China

Zimo Cai 1*
1 Capital Normal University High School
*Corresponding author: caizimo2026@163.com
Published on 22 October 2025
Journal Cover
AEMPS Vol.231
ISSN (Print): 2754-1177
ISSN (Online): 2754-1169
ISBN (Print): 978-1-80590-463-2
ISBN (Online): 978-1-80590-464-9
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Abstract

In recent years, trading card games like “My Little Pony” have become increasingly popular among teenagers. This study investigates the factors driving teenagers’ obsessive purchasing behavior towards TCGs, such as My Little Pony cards and analyze irrational consumption behaviors through a questionnaire survey focusing on age, city type, spending patterns, acceptable prices, etc. Results show that the current low per-pack price (¥5-10), though seemingly affordable, actually encourages irrational purchasing behavior. Data analysis reveals that approximately 25% of respondents are willing to pay ¥50 for one pack, suggesting that a strategic price increase may foster greater spending awareness. The study also critiques the inadequacy of existing regulations, such as vague guideline for buying and selling blind-box. Consequently, The findings suggest that excessively low prices encourage irrational purchasing behavior. It is argued that raising card pack prices to more rational levels, combined with stricter purchasing restrictions and platform oversight, could help reduce addictive behaviors and promote healthier consumption.

Keywords:

Trading Card Games (TCGs), Youth Consumption, Irrational Purchasing Behavior

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Cai,Z. (2025). Youth Consumption of Trading Card Games in China. Advances in Economics, Management and Political Sciences,231,50-59.

References

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[2]. Guangzhao Fang, Peng Tian(2024). Collectible Card Games: Breaking Boundaries Continuously, Fierce Competition Among Players, and Winning the Game with IP/Channels. https: //mp.weixin.qq.com/s/UAQdzLqwbxQXx3GC1v-3aw

[3]. Pugong Yi.(2023) The Evolution of Collectible Card Games (6) – Chapter 6: Gen Z Economy · Envisioning a Bright Future for the Collectible Card Industry. https: //mp.weixin.qq.com/s/Um2jR5d_Zvrg2ZK2dsfsJw

[4]. Jason Fernando(2024) Compound Annual Growth Rate (CAGR) Formula and Calculation. https: //www.investopedia.com/terms/c/cagr.asp

[5]. Fenexj(2017). Online trading card games and addiction.https: //www.reddit.com/r/truegaming/comments/8bhrhm/online_trading_card_games_and_addiction/.

Cite this article

Cai,Z. (2025). Youth Consumption of Trading Card Games in China. Advances in Economics, Management and Political Sciences,231,50-59.

Data availability

The datasets used and/or analyzed during the current study will be available from the authors upon reasonable request.

About volume

Volume title: Proceedings of ICEMGD 2025 Symposium: Resilient Business Strategies in Global Markets

ISBN: 978-1-80590-463-2(Print) / 978-1-80590-464-9(Online)
Editor: Florian Marcel Nuţă, Li Chai
Conference website: https://2025.icemgd.org/CAU.html
Conference date: 20 September 2025
Series: Advances in Economics, Management and Political Sciences
Volume number: Vol.231
ISSN: 2754-1169(Print) / 2754-1177(Online)