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市場調查報告書
商品編碼
996053

遊戲中的賭博和戰利品箱:法律,市場演變,未來預測(2021-2025)

In-game Gambling & Loot Boxes: Legislation, Market Evolution & Forecasts 2021-2025

出版日期: | 出版商: Juniper Research Ltd | 英文 | 商品交期: 最快1-2個工作天內

價格
  • 全貌
  • 簡介
  • 目錄
簡介

該報告分析了全球遊戲內賭博和贓物市場的最新情況和未來前景,概述了市場,最近的動向,消費者影響,主要的法律和監管趨勢以及主要的公司。發展,市場規模趨勢展望(未來5年的用戶數量,市場收入等),按類型和地區/主要國家(總共8個地區/25個國家/地區)劃分的詳細趨勢,我將其發送給您。

目錄

第1章遊戲內賭博市場

  • 簡介:遊戲中的獲利情況
    • 微交易模型中遊戲內獲利的演變
    • 對戰利品箱和賭博鏈接的批評
  • 分析的定義和範圍
    • 戰利品箱
    • 賭博
    • 社交賭場遊戲應用
    • 分析範圍
  • 戰利品箱和遊戲中賭博作為視頻遊戲貨幣化的一部分
    • 戰利品箱的演變
      • 亞太地區MMORPG(大型多人在線RPG)截止日期
      • 主流包裝遊戲的介紹情況(數量,使用次數)
      • GaaS(Games-as-a-Service)和戰利品箱的興起
      • 對 "Pay-to-Win" 的飽和和批評
      • 監管戰利品箱的運動,以及開發商和發行商試圖自我監管的運動
    • 虛擬抽獎:□□這會是賭博的一種形式嗎?
      • 戰利品盒設計:將玩家暴露於隨機機會獎勵系統
      • 與賭博成癮的贓物盒關聯
      • 對兒童的影響
      • 戰利品盒仍然完全不受管制
      • 分析團隊視圖
  • 遊戲內獲利趨勢
    • 箱子在遊戲內獲利的總體情況
      • 戰利品箱是更廣泛的混合貨幣化方法的一部分
    • 戰利品箱趨勢:虛擬抽獎使用情況的變化
      • 僅化妝品微交易
      • 更加註重透明度
      • 過渡到戰鬥通行證並移除戰利品盒
      • 戰利品箱對於通過視頻遊戲獲利仍然很重要
      • 分析團隊視圖
    • 社交賭場遊戲
      • 與真錢賭博的主要區別
      • 社交賭場遊戲:賭博的入口嗎?
      • 不受管制的行業
      • 分析團隊視圖

第2章戰利品盒的未來

  • 戰利品開發箱
    • 戰利品機制:獎勵措施及其介紹
      • 遊戲上的好處
        • 案例研究:EA Dynamic Difficulty
        • 限時優惠
        • 純化妝品
        • "近似差錯"
        • 戰利品盒作為免費獎勵
        • 可以 "拋出" 的項目
        • 用於購買戰利品盒的遊戲內貨幣
          • 案例研究:透明的戰利品盒子
        • 虛擬賭博機
        • 演示
        • 分析團隊視圖
  • 主要立法趨勢
    • 禁止戰利品箱
      • 比利時
      • 荷蘭
    • 戰利品箱受特定方式監管
      • 中國
      • 韓國
      • 日本
    • 對問題的進一步調查
      • 英國
      • 美國
      • 歐盟國家
      • 加拿大
      • 巴西
    • 當前和未來法律對戰利品箱發展的影響
    • 電子遊戲行業的自我監管
      • 分析團隊視圖

第3章賭博和平台

  • 皮膚賭博發展
    • 皮膚賭博的概述和演變
    • 擴大皮膚賭博
      • 玩家間交易以提高玩家保留率
    • 批評與問題
    • 皮膚賭博提供商使用的貨幣化模型
      • 機會遊戲
      • 最近的獲利模型
      • 加密貨幣的開發和使用
      • 區塊鍊和更透明的皮膚賭博
      • 分析團隊視圖
  • 主要立法趨勢
    • 政府行動
      • 丹麥
      • 挪威
      • 比利時/荷蘭
    • 法律訴訟和Steam API
    • 皮膚賭博監管面臨的挑戰
    • 受管制的皮膚賭博市場
      • 分析團隊視圖

第4章戰利品遊戲內賭博市場的未來預測

  • 預測方法
  • 戰利品市場預測
    • 戰利品盒用戶數量
    • 戰利品箱的購買數量
    • 戰利品箱消費
  • 皮膚賭博市場預測
    • 從事在線皮膚交易的用戶數量
    • 列出要交易的皮膚總數
    • 列出要交易的皮膚的總價值
    • 賭博皮的總價值

要分析的公司

  • 案例研究目標公司: Blizzard Entertainment、CSGO Lounge、Electronic Arts、Epic Games、Rollbit
  • 提及的公司: 2K Games 、Apple、ARJEL (National Gaming Authority)、Belgian Gaming Commission、Bet365、Bethesda、Big Fish Games 、Bungie、CS:GO Diamonds 、CSGO Lotto、Danish Regulatory Authority 、DCMS (Department of Digital、Culture、Media and Sport) 、DGCCRF (General Directorate for Competition Policy、Consumer Affairs and Fraud Control) 、DMarket、Dota2wage.com、ESA (Entertainment Software Association)、eSportsPools、ESRB (Entertainment Software Ratings Board)、Ethereum、Facebook、FIFA、Google、House of Commons 、House of Lords Gambling Committee 、IGDA (International Game Developers Association) 、Isle of Man Gambling Supervision Commission、Kantan Games、King、Konami、Korea Association of Game Industry、MGM Grand、Microsoft、National Health Service 、Netherlands Gaming Authority 、Netmarble、Nexon、NextFloor、NFL、Nintendo、Norway's Gaming Authority 、Norwegian Tipping 、Perfect World、Psyonix、PUBG Corp、Reddit、Riot Games、Sony、South Korean Fair Trade Commission、South Korean Games Ratings Board 、Steam、SteamLoto、Take-Two、the TIGA (Independent Game Developers' Association)、Twitch、Ubisoft、UK Gambling Commission 、University of British Columbia、University of York 、Valve、Warner Bros Interactive Entertainment、Washington State Gambling Commission 、Wedbush Securities、YouTube、Zhengtu Network、Zynga
目錄

Juniper Research's “In-game Gambling & Loot Boxes” research is a thorough analysis of the ways in which these increasingly important aspects of in-game monetisation are changing in response to consumer behaviour and legislative trends. It provides an in-depth discussion on these products, as well as how the in-game monetisation market is changing around them.

The report provides extensive forecasts and analysis of the future outlook for this key market segment; examining the strategies that leading video games publishers and developers are using to respond to the changing landscape.

The research includes:

  • Market Trends & Opportunities (PDF)
  • 5-Year Market Sizing & Forecast Spreadsheet (Excel)
  • 12 months' Access to harvest Online Data Platform

KEY FEATURES

  • Market Dynamics: Extensive examination of different approaches to loot boxes and skins gambling; highlighting different features that are becoming part of popular games and how this fits into the overall in-game monetisation landscape.
  • Legislation Assessment: Analysis of existing and forthcoming legislation on loot boxes and skins gambling across several key markets, including:
    • Belgium
    • Brazil
    • Japan
    • Canada
    • China
    • The EU
    • The Netherlands
    • South Korea
    • UK
    • US
  • 5-Year Forecasts - Loot boxes & skins gambling market prospects analysis, together with 5-year forecasts for key metrics, including loot box revenue, adoption and purchase rates across mobile, PC and console games platforms.
  • harvest Digital Markets Intelligence Centre: Visualises all the data in easy to use and exportable graphs, tables, and charts, and features continuous data updates for 12 months.

KEY QUESTIONS

  • 1. What impact will forthcoming legislation have on the in-game gambling market?
  • 2. Where will the biggest market for this sector be?
  • 3. How can video games publishers make the most of loot boxes?
  • 4. What other market developments will affect the sector?
  • 5. What revenue will the loot boxes market generate over the next 5 years?

COMPANIES REFERENCED

  • Case Studied: Blizzard Entertainment, CSGO Lounge, Electronic Arts, Epic Games, Rollbit.
  • Mentioned: 2K Games , Apple, ARJEL (National Gaming Authority), Belgian Gaming Commission, Bet365, Bethesda, Big Fish Games , Bungie, CS:GO Diamonds , CSGO Lotto, Danish Regulatory Authority , DCMS (Department of Digital, Culture, Media and Sport) , DGCCRF (General Directorate for Competition Policy, Consumer Affairs and Fraud Control) , DMarket, Dota2wage.com, ESA (Entertainment Software Association), eSportsPools, ESRB (Entertainment Software Ratings Board), Ethereum, Facebook, FIFA, Google, House of Commons , House of Lords Gambling Committee , IGDA (International Game Developers Association) , Isle of Man Gambling Supervision Commission, Kantan Games, King, Konami, Korea Association of Game Industry, MGM Grand, Microsoft, National Health Service , Netherlands Gaming Authority , Netmarble, Nexon, NextFloor, NFL, Nintendo, Norway's Gaming Authority , Norwegian Tipping , Perfect World, Psyonix, PUBG Corp, Reddit, Riot Games, Sony, South Korean Fair Trade Commission, South Korean Games Ratings Board , Steam, SteamLoto, Take-Two, the TIGA (Independent Game Developers' Association), Twitch, Ubisoft, UK Gambling Commission , University of British Columbia, University of York , Valve, Warner Bros Interactive Entertainment, Washington State Gambling Commission , Wedbush Securities, YouTube, Zhengtu Network, Zynga.

DATA & INTERACTIVE FORECAST

Juniper Research's “In-Game Gambling & Loot Boxes” forecast suite includes:

  • Loot box data for:
    • Number of loot box purchasers
    • Average number of loot boxes purchased per user
    • Average revenue per loot box
    • Loot box revenue per annum
  • For each of the following platforms:
    • Console
    • Mobile
    • PC
  • Skins gambling data, including:
    • Number of people involved in skins trading
    • Number of skins listed for trade
    • Value of skins listed for trade
    • Number of skins listed for gambling
    • Value of skins gambled
  • Each forecast is split by 8 key regions, as well as 25 country-level data splits for:
    • Australia
    • Brazil
    • Canada
    • China
    • Croatia
    • Denmark
    • France
    • Germany
    • India
    • Italy
    • Japan
    • Mexico
    • Netherlands
    • New Zealand
    • Norway
    • Poland
    • Portugal
    • Russia
    • Singapore
    • South Africa
    • South Korea
    • Spain
    • Sweden
    • UK
    • US
  • Interactive Scenario Tool allowing users to manipulate Juniper Research's data for 14 different metrics.
  • Access to the full set of forecast data of 48 tables and more than 10,000 datapoints.

Juniper Research's highly granular Interactive Forecast Excels (IFxls) enable clients to manipulate Juniper Research's forecast data and charts to test their own assumptions by using the Interactive Scenario Tool, and compare select markets and sectors side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of Contents

1. The In-game Gambling Market

  • 1.1 Introduction - The In-game Monetisation Landscape
    • i. The Evolution of In-game Monetisation in the Microtransactions Model
      • Figure 1.1: Call of Duty: Warzone - Call of Duty's F2P version
      • Figure 1.2: FIFA 21 Ultimate Team Packs
    • ii. Criticism of Loot Boxes and Links to Gambling
  • 1.2 Definitions & Scope
    • i. Loot Boxes
      • Figure 1.3: Overwatch Golden Loot Box via Twitch Prime
    • ii. Skins Gambling
      • Figure 1.4: CS:GO Nuke Collection Skins
    • iii. Social Casino Games & Apps
      • Figure 1.5: Big Fish Casino
    • iv. Scope of the Research
  • 1.3 Loot Boxes and In-game Gambling as a Component of Video Game Monetisation
    • 1.3.1 Evolution of Loot Boxes
      • i. Origins in Asian Massively Multiplayer Online Role-playing Games
        • Figure 1.6: Figure 1.7: Zhengtu Online
      • ii. Adoption by Valve and Use in Packaged Mainstream Games
        • Figure 1.8: Mass Effect 3 Recruit Pack
      • iii. GaaS (Games-as-a-Service) and the Rise of Loot Boxes
        • Figure 1.9: Overwatch Loot Box
      • iv. Oversaturation and Criticism of 'Pay-to-Win'
      • v. Moves to Regulate Loot Boxes and Attempts to Self-regulate by Developers and Publishers
    • 1.3.2 Loot Boxes as a Form of Gambling?
      • i. Loot Box Design Expose Gamers to Random Chance Reward Systems
        • Figure 1.10: Overwatch Loot Box Percentages
      • ii. Loot Box Association with Problem Gambling
      • iii. Impact on Children
      • iv. Loot Boxes Remain Broadly Unregulated
      • v. Juniper Research's View
  • 1.4 In-game Monetisation Trends
    • 1.4.1 Loot Boxes Within the Overall Landscape of In-game Monetisation
      • i. Loot Boxes Part of a Wider Hybrid Monetisation Approach
        • Figure 1.11: Overwatch League Tokens
        • Figure 1.12: League of Legends Champions
        • Figure 1.13: Fortnite Battle Royale Cosmetic Microtransactions
        • Figure 1.14: PUBG Mobile Season 10 Royale Pass
    • 1.4.2 Loot Box Trends - Changing Use of Loot Boxes
      • i. Cosmetic-only Microtransactions
        • Figure 1.15: Valorant Glitchpop Skins
      • ii. A Greater Focus on Transparency
        • Figure 1.16: Overwatch Loot Box Drop Rates
      • iii. Shift to Battle Pass and Removal of Loot Boxes
        • Figure 1.17: Fortnite Battle Pass
      • iv. Loot Boxes Still Important to Video Game Monetisation
      • v. Juniper Research's View
    • 1.4.3 Social Casino Games
      • Figure 1.19: Big Fish Casino 'Lobby'
      • i. Key Differences to Real-money Gambling
        • Figure 1.20: Slotomania Initial Credit Offer to New Players
      • ii. Social Casino Games - A Gateway to Gambling?
      • iii. An Unregulated Industry
      • iv. Juniper Research's View

2. The Future of Loot Boxes

  • 2.1 Loot Boxes Development
    • Figure 2.1: Apex Legends Cosmetics
    • 2.1.1 Incentivisation and Presentation Loot Box Mechanisms
      • i. Gameplay Advantages
        • Case Study: EA Dynamic Difficulty
        • ii. Time-limited
          • Figure 2.2: Overwatch Lunar New Year Loot Box
          • Figure 2.3: World of Tanks Seasonal Loot Boxes
        • iii. Purely Cosmetic Items
        • iv. 'Near misses'
          • Figure 2.4: DOTA 2 Loot Box
        • v. Loot Boxes as Free Rewards
        • vi. Items can be 'Cashed Out'
        • vii. In-game Currency used to Purchase Loot Boxes
          • Figure 2.5: Fortnite: Save the World Loot Llamas
          • Case Study: Transparent Loot Boxes
        • viii. Virtual Gambling Machines
          • Figure 2.6: NBA2K20 Slot Machine
        • ix. Presentation
          • Figure 2.7: Hearthstone Loot Pack Opening
        • x. Juniper Research's View
  • 2.2 Key Legislative Trends
    • 2.2.1 Banning of Loot Boxes
      • i. Belgium
      • ii. The Netherlands
    • 2.2.2 Regulated Loot Boxes in Certain Ways
      • i. China
      • ii. South Korea
      • iii. Japan
    • 2.2.3 Investigating Further into the Issue
      • i. UK
      • ii. US
      • iii. EU
      • iv. Canada
      • v. Brazil
    • 2.2.4 Impact of Current and Potential Future Legislation on Loot Box Development
    • 2.2.5 Self-regulation by the Video Game Industry
      • i. Juniper Research's View

3. Skins Gambling & Platforms

  • 3.1 Skins Gambling Development
    • 3.1.1 Overview & Evolution of Skins Gambling
      • Figure 3.1: Steam Community Market
      • Figure 3.2: DOTA 2
    • 3.1.2 Expansion of Skins Gambling
      • i. Player-to-Player Trading to Improve Player Retention
    • 3.1.3 Criticism and Issues
      • Figure 3.3: CSGO Lotto
    • 3.1.4 Monetisation Models Used by Skins Gambling Providers
      • i. Games of Chance
        • Figure 3.4: Skins Gambling Roulette
        • Figure 3.5: Dota2Hunt Coinflip
      • ii. More Recent Monetisation Models
        • Figure 3.6: Rollbit's X-Roulette crash roulette game
        • Figure 3.7: CS:GO Live
      • iii. Development and Usage of Cryptocurrencies
      • iv. Blockchain & More Transparent Skins Gambling
      • v. Juniper Research's View
  • 3.2 Key Legislative Trends
    • 3.2.1 Governmental Action
      • i. Denmark
      • ii. Norway
      • iii. Belgium and the Netherlands
    • 3.2.2 Legal Action and Steam's API
    • 3.2.3 Challenges in Regulating Skins Gambling
    • 3.2.4 A Regulated Skins Gambling Market
      • i. Juniper Research's View

4. Lootboxes & In-Game Gambling Forecasts

  • 4.1 Forecast Methodologies
    • 4.1.1 Lootboxes
      • i. Forecast Assumptions
        • Figure 4.1: Loot Boxes Forecast Methodology
    • 4.1.2 Skins Gambling
      • i. Forecast Assumptions
        • Figure 4.2: Skins Gambling Forecast Methodology
  • 4.2 Loot Box Forecasts
    • 4.2.1 Number of Loot Box Users
      • Figure & Table 4.3: Number of Loot Box Users per annum (m), Split by 8 Key Regions, 2020-2025
    • 4.2.2 Number of Loot Boxes Purchased
      • Figure & Table 4.4: Number of Loot Boxes Purchased Across All Devices per annum (m), Split by 8 Key Regions, 2020-2025
    • 4.2.3 Loot Boxes Spend
      • Figure & Table 4.5: Total Spend on Loot Boxes Across all Devices ($m), Split by Key Regions, 2020-2025
  • 4.3 Skins Gambling Forecasts
    • 4.3.1 Users Engaging in Online Skins Trading
      • Figure & Table 4.6: Total Users Engaging in Skins Trading (m), Split by 8 Key Regions, 2020-2025
    • 4.3.2 Total Number of Skins Listed for Trade
      • Figure & Table 4.7: Total Skins Listed for Trade (m), Split by 8 Key Regions, 2020-2025
    • 4.3.3 Total Value of Skins Listed for Trading
      • Figure 4.8: Total Value of Skins Listed for Trade (m), Split by 8 Key Regions, 2020-2025
    • 4.3.4 Total Value of Skins Gambled
      • Figure & Table 4.9: Total Value of Skins Gambled ($m) Split by 8 Key Regions, 2020-2025