Global Online Microtransaction Market Overview
According to SPER Market Research, the Global Online Microtransaction Market is estimated to reach USD 247.33 billion by 2032 with a CAGR of 13.83%.
The online microtransaction market refers to the buying and selling of virtual goods or digital content within online games or applications. These transactions are typically small in value, ranging from a few cents to a few dollars, and are often used to purchase in-game items, upgrades, or virtual currency. The global online microtransaction market has been growing rapidly in recent years, driven by the increasing popularity of online games and mobile applications. The market is expected to continue to grow in the coming years, as the number of gamers and app users continues to increase.
One of the key factors driving the growth of the online microtransaction market is the rise of mobile gaming. With the increasing availability of high-speed mobile networks and powerful smartphones, more and more people are playing games on their mobile devices. In-app purchases and microtransactions have become a popular way for developers to monetize their games, and for users to access additional content or features. Another key driver of the global online microtransaction market is the increasing adoption of digital payments. With the rise of digital wallets, mobile payments, and other electronic payment methods, it has become easier and more convenient for users to make small transactions within games and apps.
Impact of COVID-19 on the Global Online Microtransaction Market
The COVID-19 pandemic has had a significant impact on the global online microtransaction market, both in terms of demand and supply. On one hand, the pandemic has led to a surge in demand for online games and mobile applications as people spend more time at home and seek new forms of entertainment. This has led to an increase in the number of users and in-game transactions. However, the pandemic has also caused disruptions in the supply chain and the development of new games and applications. One of the major impacts of the pandemic on the global online microtransaction market has been the increase in demand for online games and mobile applications. With people spending more time at home, the demand for digital entertainment has increased significantly. This has led to a surge in the number of users and in-game transactions, as people look to access additional content or features within their favorite games and apps.
On the other hand, the pandemic has caused disruptions in the supply chain and the development of new games and applications. The closure of game development studios and delays in the release of new games and updates have had an impact on the availability of new content and features for users. In addition, the pandemic has caused delays in the production and shipment of hardware such as gaming consoles and mobile devices, which has also had an impact on the demand for online microtransactions. Overall, the impact of the COVID-19 pandemic on the global online microtransaction market has been mixed. While there has been a surge in demand for online games and mobile applications, the disruptions in the supply chain and game development have had an impact on the availability of new content and features. As the pandemic continues to evolve, it remains to be seen how the online microtransaction market will be affected in the long term.
Scope of the Report:
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
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Global Online Microtransaction Machine Market Segmentation:
1. By Type:
- In-game Currencies
- Random Chance Purchase
- In-game Items
- Expiration
- Others
2. By Device:
3. By Model:
- Prepaid Model
- Postpaid Model
4. By Region:
- Asia-Pacific
- Europe
- Middle East
- Africa
- North America
- Latin America
Key Topics Covered in the Report:
- 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. Introduction
1.1. Scope of the report
1.2. Market segment analysis
2. Research Methodology
2.1 Research data source
2.1.1 Secondary data
2.1.2 Primary data
2.1.3 SPER’s internal database
2.1.4 Premium insight from KOL’s
2.2 Market size estimation
2.2.1 Top-down and Bottom-up approach
2.3 Data triangulation
3. Executive Summary
4. Market Dynamics
4.1. Driver, Restraint, Opportunity and Challenges analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges
4.2. COVID-19 Impacts of the Global Online Microtransaction Market
5. Market variables and outlook
5.1. SWOT analysis
5.1.1 Strengths
5.1.2 Weaknesses
5.1.3 Opportunities
5.1.4 Threats
5.2. PESTEL analysis
5.2.1 Political landscape
5.2.2 Economic landscape
5.2.3 Social landscape
5.2.4 Technological landscape
5.2.5 Environmental landscape
5.2.6 Legal landscape
5.3. PORTER’S five forces analysis
5.3.1 Bargaining power of suppliers
5.3.2 Bargaining power of Buyers
5.3.3 Threat of Substitute
5.3.4 Threat of new entrant
5.3.5 Competitive rivalry
5.4. Heat map analysis
6. Competitive Landscape
6.1 Global Online Microtransaction Market Base Distribution, Sales Area, Product Type
6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Online Microtransaction Market
7. Global Online Microtransaction Market, By Type, 2019-2032 (USD Million)
7.1 In-game Currencies
7.2 Random Chance Purchase
7.3 In-game Items
7.4 Expiration
7.5 Others
8. Global Online Microtransaction Market, By Device 2019-2032 (USD Million)
8.1 Mobile
8.2 Console
8.3 PC
9. Global Online Microtransaction Market, By Model, 2019-2032 (USD Million)
9.1 Prepaid Model
9.2 Postpaid Model
10. Global Online Microtransaction Market, By Region, 2019-2032 (USD Million)
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 Australia
11.3.2 China
11.3.3 India
11.3.4 Japan
11.3.5 South Korea
11.3.6 Rest of Asia-Pacific
10.4 Europe
11.4.1 France
11.4.2 Germany
11.4.3 Italy
11.4.4 Spain
11.4.5 United Kingdom
11.4.6 Rest of Europe
10.5 Middle East and Africa
11.5.1 Kingdom of Saudi Arabia
11.5.2 United Arab Emirates
11.5.3 Rest of Middle East & Africa
10.6 North America
11.6.1 Canada
11.6.2 Mexico
11.6.3 United States
10.7 Latin America
11.7.1 Argentina
11.7.2 Brazil
11.7.3 Rest of Latin America
11. Company Profiles11.1 Activision Blizzard Inc.
11.1.1 Company details
11.1.2 Financial outlook
11.1.3 Product summary
11.1.4 Recent developments
11.2 CyberAgent Inc.
11.2.1 Company details
11.2.2 Financial outlook
11.2.3 Product summary
11.2.4 Recent developments
11.3 Electronic Arts Inc.
11.3.1 Company details
11.3.2 Financial outlook
11.3.3 Product summary
11.3.4 Recent developments
11.4 GungHo Online Entertainment Inc.
11.4.1 Company details
11.4.2 Financial outlook
11.4.3 Product summary
11.4.4 Recent developments
11.5 Microsoft Corp.
11.5.1 Company details
11.5.2 Financial outlook
11.5.3 Product summary
11.5.4 Recent developments
11.6 NCSoft
11.6.1 Company details
11.6.2 Financial outlook
11.6.3 Product summary
11.6.4 Recent developments
11.7 Netease Inc.
11.7.1 Company details
11.7.2 Financial outlook
11.7.3 Product summary
11.7.4 Recent developments
11.8 Nexon Co Ltd.
11.8.1 Company details
11.8.2 Financial outlook
11.8.3 Product summary
11.8.4 Recent developments
11.9 Niantic Inc.
11.9.1 Company details
11.9.2 Financial outlook
11.9.3 Product summary
11.9.4 Recent developments
11.10 Riot Games Inc.
11.10.1 Company details
11.10.2 Financial outlook
11.10.3 Product summary
11.10.4 Recent developments
11.11 SmileGate
11.11.1 Company details
11.11.2 Financial outlook
11.11.3 Product summary
11.11.4 Recent developments
11.12 Valve Corporation
11.12.1 Company details
11.12.2 Financial outlook
11.12.3 Product summary
11.12.4 Recent developments
11.13 Wargamming.net
11.13.1 Company details
11.13.2 Financial outlook
11.13.3 Product summary
11.13.4 Recent developments
12. List of Abbreviations
13. Reference Links
14. Conclusion
15. Research Scope
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.