線上微交易的全球市場:市場規模 - 各類型,各設備,各模式,各地區展望,競爭策略,各市場區隔預測(~2032年)
市場調查報告書
商品編碼
1229645

線上微交易的全球市場:市場規模 - 各類型,各設備,各模式,各地區展望,競爭策略,各市場區隔預測(~2032年)

Online Microtransaction Market Size- By Type, By Device, By Model- Regional Outlook, Competitive Strategies and Segment Forecast to 2032

出版日期: | 出版商: SPER Market Research Pvt. Ltd. | 英文 256 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

全球線上微交易的市場規模,預計至2032年達到2,473億3,000萬美元,以13.83%的年複合成長率成長。

全球市場,以線上遊戲和行動應用程式的人氣上升為背景,近幾年急速成長。促進市場成長的主要原因,是手機遊戲的崛起和數位付款的採用持續增加。

本報告提供全球線上微交易市場相關調查,市場動態,市場變數與展望,競爭情形,各類型、設備、模式、地區的市場分析,企業簡介等相關資訊。

目錄

第1章 簡介

  • 調查範圍
  • 市場區隔分析

第2章 調查手法

  • 調查資料來源
  • 市場規模的估計
  • 資料的三角測量

第3章 摘要整理

第4章 市場動態

  • 促進因素,阻礙因素,機會,課題的分析
    • 促進因素
    • 阻礙因素
    • 機會
    • 課題
  • 全球線上微交易市場上COVID-19的影響

第5章 市場變數與展望

  • SWOT分析
    • 優勢
    • 弱點
    • 機會
    • 威脅
  • PESTEL分析
    • 政治形勢
    • 經濟形勢
    • 社會形勢
    • 技術形勢
    • 環境形勢
    • 法律上的形勢
  • 波特的五力分析
    • 供給企業談判力
    • 買方議價能力
    • 替代品的威脅
    • 新加入廠商的威脅
    • 競爭企業間的敵對關係
  • 熱圖分析

第6章 競爭情形

  • 全球線上微交易市場據點分佈,銷售區域,產品類型
  • 全球線上微交易市場的合併、收購,夥伴關係,產品銷售,合作

第7章 全球線上微交易市場:各類型(2019年~2032年(100萬美元))

  • 遊戲內貨幣
  • 隨機購買
  • 遊戲內條款
  • 有效期限
  • 其他

第8章 全球線上微交易市場:各設備(2019年~2032年(100萬美元))

  • 行動
  • 遊戲主機
  • PC

第9章 全球線上微交易市場:各模式(2019年~2032年(100萬美元))

  • 預付款模式
  • 後付款模式

第10章 全球線上微交易市場:各地區(2019年~2032年(100萬美元))

  • 全球線上微交易的市場規模、市場佔有率:各地區(2019年~2025年)
  • 全球線上微交易的市場規模、市場佔有率:各地區(2026年~2032年)
  • 亞太地區
    • 澳洲
    • 中國
    • 印度
    • 日本
    • 韓國
    • 其他的亞太地區
  • 歐洲
    • 法國
    • 德國
    • 義大利
    • 西班牙
    • 英國
    • 其他的歐洲
  • 中東、非洲
    • 沙烏地阿拉伯王國
    • 阿拉伯聯合大公國
    • 其他的中東、非洲
  • 北美
    • 加拿大
    • 墨西哥
    • 美國
  • 南美
    • 阿根廷
    • 巴西
    • 其他的南美

第11章 企業簡介

  • Activision Blizzard Inc.
    • 企業概要
    • 財務展望
    • 產品概要
    • 最近的開發
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NCSoft
  • Netease Inc.
  • Nexon Co Ltd.
  • Niantic Inc.
  • Riot Games Inc.
  • SmileGate
  • Valve Corporation
  • Wargamming.net

第12章 簡稱一覽

第13章 參照鏈接

第14章 結論

第15章 調查範圍

簡介目錄
Product Code: IACT2338

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

Global Online Microtransaction Machine Market Segmentation:

By Type: Based on the Type, Online Microtransaction Machine Market is segmented as; In-Game Currencies, Random Chance Purchases, In-Game Items, Expiration, Others.

By Model: Based on the Model, Online Microtransaction Machine Market is segmented as; Prepaid, Postpaid.

By Region: This report also provides the data for key regional segments of Asia-Pacific, Europe, Middle East and Africa, North America, Latin America. In terms of regional demand, the Asia-Pacific region is expected to be the largest market for online microtransactions, driven by the large and growing population of gamers and mobile app users in the region.

Table of Contents

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 Profiles

  • 11.1 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