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Pokémon Trading Card Game

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28 documents in the library are about Pokémon Trading Card Game, from writers such as DeNA Co., PocketGamer.biz and Esports Charts. Each has a summary and key insights with the page they come from.

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The documents about Pokémon Trading Card Game on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

Documents about Pokémon Trading Card Game

Cover of Google's €890m EU fine and why Netflix's gaming figures mean nothing | Week in Mobile Games podcast
39 min
PocketGamer.biz39 min

Google's €890m EU fine and why Netflix's gaming figures mean nothing | Week in Mobile Games podcast

The European Commission has imposed an €890 million fine on Google for violating the Digital Markets Act, specifically targeting anti-steering practices and self-preferencing within the Google Play Store.

  • The European Commission has fined Google €890 million for Digital Markets Act breaches, consisting of €460 million for self-preferencing its own services and €430 million for restricting developers from directing users to alternative, cheaper purchase channels.
  • Tencent is reportedly in talks to acquire the mobile game developer SuperPlay from Playtika in a deal valued at up to $1.5 billion.
  • Netflix’s claim of a 600% increase in mobile game engagement is considered a 'vanity metric' by industry analysts because the company fails to provide standard health metrics like Daily Active Users (DAU) or Monthly Active Users (MAU).
PocketGamer.bizJul 2026
Cover of Direct-to-consumer banks $17 billion and Google rolls out fee changes | Week in Mobile Games podcast
32 min
PocketGamer.biz32 min

Direct-to-consumer banks $17 billion and Google rolls out fee changes | Week in Mobile Games podcast

Direct-to-consumer (DTC) platforms have emerged as a critical pillar of the mobile gaming economy, currently generating $17 billion in annual revenue and capturing 15% of the global market.

  • Direct-to-consumer (DTC) platforms now generate $17 billion annually, accounting for 15% of the global mobile gaming market.
  • While 92% of publishers expect DTC growth, only 25% of organizations currently possess the mature infrastructure required to scale these operations.
  • The mobile gaming industry is experiencing a period of significant contraction, marked by recent layoffs at Electronic Arts, operational consolidation at Kabam, and anticipated restructuring at Xbox.
PocketGamer.bizJun 2026
Cover of EWC 2026 Last Chance Qualifiers: Dates, Games, and Slots
Article

EWC 2026 Last Chance Qualifiers: Dates, Games, and Slots

The EWC 2026 Last Chance Qualifiers (LCQs) constitute a tightly packed, month-long series of tournaments designed to grant teams and players a final pathway into the World Cup.

  • The EWC 2026 Last Chance Qualifiers (LCQs) will allocate 38 total slots—32 individual and 6 club berths—across eight titles, including Counter-Strike 2, Street Fighter 6, and EA Sports FC.
  • The final Paris-based LCQ phase is scheduled to run from July 5 to August 10, 2026, following a series of over fifteen high-profile qualifying events held between mid-April and late June.
  • Viewership for the 2026 IEM Cologne Major reached a peak of one million viewers, with Stage 3 opening times occurring 30% faster than the previous Major.
Esports ChartsJun 2026
Cover of PMGO 2026 Season 1: PUBG Mobile Viewership Analysis
Article

PMGO 2026 Season 1: PUBG Mobile Viewership Analysis

PMGO 2026 Season 1 achieved a landmark in PUBG Mobile esports, drawing a peak concurrent viewership of 1,077,552 during Round 9 of the Grand Finals.

  • PMGO 2026 Season 1 reached a record-breaking peak concurrent viewership of 1,077,552, marking the first time a PUBG Mobile event surpassed one million simultaneous viewers.
  • The tournament set a Guinness World Record for the most registered players, with 1,224,169 participants competing in the new two-split format.
  • Broadcast reach was driven by a strategy spanning over 300 channels, with Facebook promo streams alone contributing 500,000 concurrent viewers.
Esports ChartsJun 2026
Cover of Weekly Industry Briefing: Mobile on Top at Take-Two, Supercell's Mo.co Reboot, Ubisoft's "Low Point"
Article

Weekly Industry Briefing: Mobile on Top at Take-Two, Supercell's Mo.co Reboot, Ubisoft's "Low Point"

This industry briefing provides a mid-May 2026 overview of the global mobile gaming landscape, highlighting significant shifts in corporate performance and strategic product adjustments.

  • Mobile gaming is a dominant force, with Zynga (Take-Two's mobile arm) reaching an all-time high and mobile representing 52% of Take-Two’s net bookings in Q4 and 49% for the full fiscal year.
  • Ubisoft is experiencing a fiscal "low point," with slower-than-expected earnings from mobile titles like Rainbow Six Mobile and The Division Resurgence, despite growth in Invincible: Guarding the Globe.
  • Supercell is relaunching its game Mo.co with new features, including seasons and free gacha pulls, after the game earned an estimated $4.7 million since its initial launch over a year ago.
Mobilegamer.bizMay 2026
Cover of DeNA Consolidated Financial Results for the Fiscal Year Ended March 31, 2026
Financial report34 pages

DeNA Consolidated Financial Results for the Fiscal Year Ended March 31, 2026

DeNA experienced a challenging fiscal year ending March 31, 2026, characterized by a contraction in core financial metrics.

  • DeNA reported a fiscal year 2026 revenue decline of 9.9% to 147.7 billion yen and a 35.5% drop in operating profit to 18.7 billion yen.
  • Financial performance was negatively impacted by a 9.9 billion yen impairment loss, primarily due to a goodwill write-down in the Healthcare and Medical segment.
  • The Game Business experienced a performance normalization following the initial launch phase of Pokémon Trading Card Game Pocket.
DeNA Co.May 2026
Cover of DeNA FY2025 Operating Results Briefing: Summary of Key Questions and Answers
Financial report4 pages

DeNA FY2025 Operating Results Briefing: Summary of Key Questions and Answers

DeNA’s FY2025 operating results briefing outlines a strategic transition toward a more resilient, autonomous organizational structure while balancing immediate financial performance with long-term growth.

  • DeNA projects a year-on-year decline in FY2026 operating profit as revenue from the Pokémon Trading Card Game Pocket normalizes following its initial launch success.
  • The company is implementing an 'AI-ALL-IN' strategy to drive long-term earnings through increased operational productivity and reduced human involvement in specific tasks.
  • The Sports and Smart City segment is forecasted to contribute approximately 3.0 billion yen in annual segment profit.
DeNA Co.May 2026
Cover of DeNA FY2025 Operating Results
Financial report37 pages

DeNA FY2025 Operating Results

DeNA’s fiscal year 2025 performance reflects a period of strategic transition characterized by a year-over-year decline in revenue to 147.7 billion yen and operating profit to 18.7 billion yen.

  • DeNA reported FY2025 revenue of 147.7 billion yen and operating profit of 18.7 billion yen, both reflecting a year-over-year decline.
  • The company forecasts FY2026 revenue to reach 154 billion yen with an operating profit of 15 billion yen.
  • Pokémon Trading Card Game Pocket is identified as a cornerstone product for global market expansion and the company's new AI-integrated development strategy.
DeNA Co.May 2026
Cover of DeNA Investor Update: Q&A Summary
Financial report3 pages

DeNA Investor Update: Q&A Summary

DeNA’s March 2026 investor update clarifies the company’s strategic shift toward enhanced capital efficiency and sustainable long-term growth.

  • DeNA has set a target to achieve a consistent return on equity (ROE) of 8% or higher throughout the fiscal years 2024–2026.
  • The company is launching a share repurchase program of up to 50 billion yen to improve capital efficiency and reduce surplus cash.
  • Growth strategy focuses on four core divisions: Games, Sports, Smart City, and Live Streaming, with the Game segment currently bolstered by the performance of Pokémon Trading Card Game Pocket.
DeNA Co.Mar 2026
Cover of Summary of Key Questions and Answers: Q3 FY2025 Operating Results Briefing
Financial report2 pages

Summary of Key Questions and Answers: Q3 FY2025 Operating Results Briefing

The Q3 FY2025 operating results briefing outlines the company’s current financial standing, strategic pivots, and future outlook across its diversified business segments.

  • The company is implementing a new dividend policy targeting a 3% dividend on equity (DOE) and is actively managing capital allocation to reach an 8% return on equity (ROE) goal.
  • Q4 FY2025 revenue and profit in the game segment are projected to decline due to the normalization of virtual currency spending following high-engagement anniversary events.
  • The company holds 20.7 billion yen in remaining goodwill tied to Allm Inc., its professional baseball business, and DATA HORIZON CO., LTD., with current efforts focused on reducing fixed costs for these units.
DeNA Co.Feb 2026
Cover of DeNA Co. Q3 FY2025 Operating Results
Financial report34 pages

DeNA Co. Q3 FY2025 Operating Results

DeNA Co. is currently navigating a strategic transition characterized by robust growth in its core gaming and sports segments, balanced against structural adjustments in its healthcare division.

  • DeNA reported Q3 FY2025 revenue of 31.3 billion yen and a non-GAAP operating profit of 2.1 billion yen, supported by a strong liquidity position of 97.5 billion yen in cash.
  • The successful launch of Pokémon Trading Card Game Pocket and record-breaking attendance for the Yokohama DeNA BayStars have led to an upward revision of the company's non-GAAP operating profit guidance for the remainder of the fiscal year.
  • IFRS operating profit was negatively impacted by a 9.6 billion yen impairment loss related to the consolidation of Allm.
DeNA Co.Feb 2026
Cover of DeNA Co. Q2 FY2025 Operating Results
Financial report33 pages

DeNA Co. Q2 FY2025 Operating Results

DeNA Co. achieved a solid financial performance in the second quarter of fiscal year 2025, recording 41.4 billion yen in revenue and an operating profit of 11.1 billion yen.

  • DeNA reported Q2 FY2025 revenue of 41.4 billion yen and an operating profit of 11.1 billion yen, supported by 96.4 billion yen in cash and cash equivalents.
  • Management has set a target of 15.0 billion yen in non-GAAP operating profit by fiscal year 2026, supported by a commitment to a minimum 8 percent return on equity.
  • The company is shifting toward a diversified business model, prioritizing growth in sports, healthcare, and medical technology to mitigate the cyclical volatility of the gaming sector.
DeNA Co.Nov 2025