
Online Microtransaction Market Growth, Size, Trends, Share, Revenue and Future Outlook
Online Microtransaction Market Size- By Type, By Device, By Model- Regional Outlook, Competitive Strategies and Segment Forecast to 2032
Published: Feb-2023 | Report ID: IACT2338 | Pages: 1 - 209 | Formats*: |
Category : Information & Communications Technology |


Report Metric | Details |
Market size available for years | 2019-2032 |
Base year considered | 2021 |
Forecast period | 2022-2032 |
Segments covered | By Type, By Device, By Model |
Regions covered | Asia-Pacific, Europe, Middle East and Africa, North America, Latin America |
Companies Covered | Activision Blizzard Inc., CyberAgent Inc., Electronic Arts Inc., GungHo Online Entertainment Inc., Microsoft Crop., NCSoft, Netease Inc., Niantic Inc., Riot Games, Valve Corporation, Wargamming.net |
- In-game Currencies
- Random Chance Purchase
- In-game Items
- Expiration
- Others
- Mobile
- Console
- PC
- Prepaid Model
- Postpaid Model
- Asia-Pacific
- Europe
- Middle East
- Africa
- North America
- Latin America
- Size of Global Online Microtransaction Market (FY’2019-FY’2032)
- Overview of Global Online Microtransaction Market
- Segmentation of Global Online Microtransaction Market By Type (In-Game Currencies, Random Chance Purchases, In-Game items, Expiration, Others)
- Segmentation of Global Online Microtransaction Market By Device (Mobile, Console, PC)
- Segmentation of Global Online Microtransaction Market By Model (Prepaid, Postpaid)
- Statistical Snap of Global Online Microtransaction Market
- Growth Analysis of Global Online Microtransaction Market
- Problems and Challenges in Global Online Microtransaction Market
- Competitive Landscape in the Global Online Microtransaction Market
- Impact of COVID-19 and Demonetization on Global Online Microtransaction Market
- Details on Recent Investment in Global Online Microtransaction Market
- Competitive Analysis of Global Online Microtransaction Market
- Major Players in the Global Online Microtransaction Market
- SWOT Analysis of Global Online Microtransaction Market
- Global Online Microtransaction Market Future Outlook and Projections (FY’2019-FY’2032)
- Recommendations from Analyst
1.1. Scope of the report1.2. Market segment analysis
2.1 Research data source
2.1.1 Secondary data2.1.2 Primary data2.1.3 SPER’s internal database2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation3. Executive Summary4. Market Dynamics4.1. Driver, Restraint, Opportunity and Challenges analysis4.1.1 Drivers4.1.2 Restraints4.1.3 Opportunities4.1.4 Challenges4.2. COVID-19 Impacts of the Global Online Microtransaction Market5. Market variables and outlook5.1. SWOT analysis5.1.1 Strengths5.1.2 Weaknesses5.1.3 Opportunities5.1.4 Threats5.2. PESTEL analysis5.2.1 Political landscape5.2.2 Economic landscape5.2.3 Social landscape5.2.4 Technological landscape5.2.5 Environmental landscape5.2.6 Legal landscape5.3. PORTER’S five forces analysis5.3.1 Bargaining power of suppliers5.3.2 Bargaining power of Buyers5.3.3 Threat of Substitute5.3.4 Threat of new entrant5.3.5 Competitive rivalry5.4. Heat map analysis
6.1 Global Online Microtransaction Market Base Distribution, Sales Area, Product Type6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Online Microtransaction Market
7.1 In-game Currencies7.2 Random Chance Purchase7.3 In-game Items7.4 Expiration7.5 Others
8.1 Mobile8.2 Console8.3 PC
9.1 Prepaid Model9.2 Postpaid Model
10.1 Global Online Microtransaction Market Size and Market Share by Region (2019-2025)10.2 Global Online Microtransaction Market Size and Market Share by Region (2026-2032)10.3 Asia-Pacific
11.3.1 Australia11.3.2 China11.3.3 India11.3.4 Japan11.3.5 South Korea11.3.6 Rest of Asia-Pacific
10.4 Europe
11.4.1 France11.4.2 Germany11.4.3 Italy11.4.4 Spain11.4.5 United Kingdom11.4.6 Rest of Europe
10.5 Middle East and Africa
11.5.1 Kingdom of Saudi Arabia11.5.2 United Arab Emirates11.5.3 Rest of Middle East & Africa
10.6 North America
11.6.1 Canada11.6.2 Mexico11.6.3 United States
10.7 Latin America
11.7.1 Argentina11.7.2 Brazil11.7.3 Rest of Latin America
11. Company Profiles
11.1 Activision Blizzard Inc.
11.1.1 Company details11.1.2 Financial outlook11.1.3 Product summary11.1.4 Recent developments
11.2 CyberAgent Inc.
11.2.1 Company details11.2.2 Financial outlook11.2.3 Product summary11.2.4 Recent developments
11.3 Electronic Arts Inc.
11.3.1 Company details11.3.2 Financial outlook11.3.3 Product summary11.3.4 Recent developments
11.4 GungHo Online Entertainment Inc.
11.4.1 Company details11.4.2 Financial outlook11.4.3 Product summary11.4.4 Recent developments
11.5 Microsoft Corp.
11.5.1 Company details11.5.2 Financial outlook11.5.3 Product summary11.5.4 Recent developments
11.6 NCSoft
11.6.1 Company details11.6.2 Financial outlook11.6.3 Product summary11.6.4 Recent developments
11.7 Netease Inc.
11.7.1 Company details11.7.2 Financial outlook11.7.3 Product summary11.7.4 Recent developments
11.8 Nexon Co Ltd.
11.8.1 Company details11.8.2 Financial outlook11.8.3 Product summary11.8.4 Recent developments
11.9 Niantic Inc.
11.9.1 Company details11.9.2 Financial outlook11.9.3 Product summary11.9.4 Recent developments
11.10 Riot Games Inc.
11.10.1 Company details11.10.2 Financial outlook11.10.3 Product summary11.10.4 Recent developments
11.11 SmileGate
11.11.1 Company details11.11.2 Financial outlook11.11.3 Product summary11.11.4 Recent developments
11.12 Valve Corporation
11.12.1 Company details11.12.2 Financial outlook11.12.3 Product summary11.12.4 Recent developments
11.13 Wargamming.net
11.13.1 Company details11.13.2 Financial outlook11.13.3 Product summary11.13.4 Recent developments
SPER Market Research’s methodology uses great emphasis on primary research to ensure that the market intelligence insights are up to date, reliable and accurate. Primary interviews are done with players involved in each phase of a supply chain to analyze the market forecasting. The secondary research method is used to help you fully understand how the future markets and the spending patterns look likes.
The report is based on in-depth qualitative and quantitative analysis of the Product Market. The quantitative analysis involves the application of various projection and sampling techniques. The qualitative analysis involves primary interviews, surveys, and vendor briefings. The data gathered as a result of these processes are validated through experts opinion. Our research methodology entails an ideal mixture of primary and secondary initiatives.
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