A four-panelled flat card that folds upon itself to form a pyramid with the help of adhesive strips. One of the panels will have adhesive that will permit it to be joined to 19 other pyramids to form a sphere. Individual images are printed on each panel which allows spheres to be formed with different images on the top side. Furthermore, partial images on each pyramid could be joined with other partial images on other pyramids to create a larger complete image.
TCG (TRADING CARD GAMES) MARKET OVERVIEW:
Taken as a whole, local event organizers and retailers estimate that the European retail market similar in size as the United States: ~$600 - $800 million. Historically the top 5 European Union markets are (alphabetically): Germany, France, Italy, Spain and the United Kingdom. This overlaps neatly with the market distribution of its electronic cousins.
TCG’s enjoy the most prevalence in Japan. There both adults and kids wholly embrace TCGs, playing a wide range of trading card games. The industry agrees with an estimated $350 to $500 million at Japanese retail.
Combined, the worldwide market for TCG currently stands north of $3.4 billion, making it equal to the market for secondary market for MMOs ($3.1 billion) and larger than the casual game market ($2.1 billion). In terms of revenue the slow and steady low-tech approach of TCGs, combined with much bigger focus on loyalty, the phenomenon exists at the same level as game industries at the bleeding edge of technology.
Sports Trading Cards:
Sports trading cards averaged close to $1Billion in annual sales from the late 80’s to the late 90’s. The number has dropped between to 650M - $850M in recent years due to the growth in popularity of player and gaming trading cards such as Pokémon.
Player & Game Trading Cards:
The player & gaming card market has overtaken the sports trading card market in recent years with sales averaging $750M - $1B per/year.
Movie, Music & Television Cards:
Although this was never a strong category in the card market, it has grown over the last years and now averages sales of $300M - $400M per/year.
Comic, Superhero & Others:
In the 80’s comic strips and superhero trading cards were very popular. This category died down in the 90’s but is now making a comeback and in 2009 had sales of $200M. All other cards sales accumulate to approximately $100M per/year.
***Over $600M in cards are resold over the internet or card shops each year.
Puzzle & Gaming
Aside from the collectible aspect of the cards, 3D cards could be made into a game. Once complete, the spheres can become a multiple faceted dice for games such as Dungeons and Dragons. 3D Cards could also be traded like Pokémon and Yu-Gi-Oh trading cards. 3D Cards could also be designed as a puzzle with multiple ways of completion dependent upon the user.
3D Cards could be used as a teaching tool in schools. For example, the information and partial image of a state or province could be printed on an individual 3D Card. When joined together, the cards would form a complete country. 3D Cards could also be used to form the earth with each card being a country.
3D Cards could be used as a marketing and advertising tool. They could be used in the fast food industry as well as the kids candy and cereal markets. 3D cards could be used for contests or for the launch of a new product or company.
Three-dimensional display form and blank
United States Patent # 7,389,908