線上微交易市場:現況分析與預測(2023-2030)
市場調查報告書
商品編碼
1380493

線上微交易市場:現況分析與預測(2023-2030)

Online Microtransaction Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 148 Pages | 商品交期: 最快1-2個工作天內

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簡介目錄

線上微交易市場預計將成長13%左右,其中游戲產業的擴張和年輕人對網路的使用是推動市場成長的主要因素。領先的公司透過主要利用線上微交易市場賺取大量現金流,從而擴大了客戶群。例如,2020 年 7 月,中國科技巨頭Tencent憑藉 PUBG Mobile 達到了新的裡程碑,微交易收入達到 30 億美元。

依類型劃分,市場分為遊戲內貨幣、隨機機會購買、遊戲內物品、過期物品等。預計遊戲內物品類別將在預測期內為線上微交易市場的成長和擴張提供有利的機會。遊戲內購買是有效混合貨幣化模型的一部分,提供消耗品和遊戲內廣告。此外,遊戲內物品包括虛擬貨幣、武器、皮膚和其他可以用真錢購買的物品。這些物品可以透過遊戲內商店或第三方市場購買。這種類型的遊戲模式在用戶中具有很高的參與度,並且具有創造收入和創新的長期機會。

線上微交易市場按設備分為 PC、遊戲機、手機等。其中,手機類別預計將在預測期內獲得較高的市場份額。手機已成為我們日常生活的重要組成部分,許多人願意花錢進行應用程式內購買和其他微交易。手機提供廣泛的功能和服務,包括遊戲、音樂和其他應用程序,其中許多可以透過應用程式內購買和其他微交易來購買。此外,手機遊戲使用量的增加和免費遊戲的興起也促進了線上微交易市場中手機類別的成長。

模式分為預付費、後付費等類型。預付費模式允許用戶提前購買一定數量的遊戲內貨幣或其他物品,而不是按需購買。這對於想要避免遊戲內貨幣或其他物品用完的風險,或者想要透過大量購買來省錢的用戶來說很有吸引力。此外,預付費模式對開發人員和發行商也很有吸引力,可以提供穩定的收入來源和更輕鬆的庫存管理。

為了更了解線上微交易產業的市場採用情況,我們將市場分為北美(美國、加拿大和北美其他地區)、歐洲(德國、英國、法國、西班牙、義大利和歐洲其他地區),亞太地區(中國,根據日本、印度、亞太其他地區的全球影響力進行分析)以及中東/非洲其他地區。預計北美地區在預測期內將以顯著的複合年增長率成長。這主要是由於行動遊戲在該地區日益流行。手機遊戲在北美是一個巨大的市場,雖然許多手機遊戲可以免費下載,但參與者可以使用遊戲內購買的真錢來獲得優勢並訪問額外的內容。這對遊戲開發商來說是一個巨大的勝利,使他們能夠進入一個龐大且不斷增長的休閒遊戲玩家市場,這些玩家無法購買完整的遊戲。此外,多人遊戲也越來越受歡迎。此類遊戲允許參與者相互互動和競爭,而微交易則允許參與者花錢購買能為他們帶來優勢或脫穎而出的物品。這是北美多參與者遊戲市場成長的關鍵驅動力。這是因為參與者可以把錢花在有價值的物品上,而不是被迫購買他們不感興趣的完整遊戲。

目錄

第一章 市場介紹

  • 市場定義
  • 主要目標
  • 利益相關者
  • 限制

第二章 研究方法或假設

  • 調查過程
  • 調查方法
  • 受訪者簡介

第三章主要市場洞察

第 4 章執行摘要

第五章 2020-2030 年線上微交易市場收入

第 6 章按類型劃分的市場洞察

  • 遊戲內貨幣
  • 隨機購買
  • 遊戲內物品
  • 到期日期
  • 其他

第 7 章按設備劃分的市場洞察

  • 電腦
  • 遊戲機
  • 手機
  • 其他

第 8 章按模型劃分的市場洞察

  • 預付款
  • 延期付款
  • 其他

第 9 章按地區劃分的市場洞察

  • 北美
    • 美國
    • 加拿大
    • 北美其他地區
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 西班牙
    • 意大利
    • 歐洲其他地區
  • 亞太地區
    • 中國
    • 印度
    • 日本
    • 亞太其他地區
  • 世界其他地區 中東/非洲

第10章在線微交易市場動態

  • 市場驅動力
  • 市場挑戰
  • 影響分析

第十一章在線微交易市場機會

第十二章 線上微交易市場趨勢

第十三章需求面與供給面分析

  • 需求面分析
  • 供給側分析

第14章戰略洞察

第15章 競爭場景

  • 競爭格局
    • 波特五力分析

第十六章公司簡介

  • Activision Blizzard, Inc
  • Tencent
  • Wargaming.net.
  • Riot Games, Inc.
  • Nexon Co., Ltd.
  • NCSOFT
  • Electronic Arts Inc.
  • Valve Corporation
  • Smilegate Holdings
  • NetEase, Inc.

第十七章 免責聲明

簡介目錄
Product Code: UMTI212385

Online microtransaction a small purchases that a user can make online, typically within a game or other digital product or service. These transactions are typically made using a credit or debit card, and they allow users to spend a small amount of money on items or features that they value, such as in-game currency, virtual goods, or exclusive content. Online microtransactions are becoming increasingly popular, as they allow users to spend money on items that they value, rather than being forced to deal with limitations or ads. They also allow game developers and other businesses to tap into a large and growing market of users who are looking for the best deals and the most convenient shopping experience.

The online microtransaction market is expected to grow at a rate of around 13% owing to the expansion of the gaming industry coupled with the extensive use of the internet among youngsters are the key factors that drive the growth of the market. Major companies are making extensive cashflow with the major use of online microtransaction market which is in turn enhancing their customer base. For instance, in July 2020, Chinese tech giant Tencent reached a new milestone with 'PUBG Mobile' that brought in USD 3 Billion in Revenue from Microtransactions.

Based on type, the market is segmented into in-game currencies, random chance purchases, In-game Items, Expiration, and others. The in-game items category is expected to offer lucrative opportunities for the growth and expansion of the online microtransaction market during the forecast period. In-game purchases work as part of an effective hybrid monetization model, offering both consumable products and in-game ads. Additionally, in-game items include things like virtual currency, weapons, skins, and other items that can be purchased with real money. These items can be purchased through in-game stores or through third-party marketplaces. This type of gaming model holds a significant engagement amongst users and has long-term opportunities for revenue generation and innovation.

Based on device, the online microtransaction market has been classified into the PC, gaming consoles, mobile phones, and others. Among them, the mobile phones category is to witness a higher market share during the forecast period. Mobile phones have become an integral part of our daily lives, and many people are willing to spend money on in-app purchases and other microtransactions. Mobile phones offer a wide range of features and services, including games, music, and other apps, and many of these features and services can be purchased through in-app purchases or other microtransactions. Additionally, the increasing use of mobile gaming and the rise of free-to-play games are also contributing to the growth of the mobile phone category in the online microtransaction market.

Based on the model, the market has been categorized into prepay, postpay, and others. The prepay model is anticipated to witness the highest CAGR during the forecast period. prepay model allows users to purchase a certain amount of in-game currency or other items upfront, rather than making purchases on an as-needed basis. This can be attractive to users who want to avoid the risk of running out of in-game currency or other items, or who want to save money by making larger purchases. Additionally, the prepay model can be attractive to developers and publishers, as it can provide a steady stream of revenue and can help them better manage their inventory.

For a better understanding of the market adoption of the online microtransaction Industry, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to grow with a considerable CAGR during the forecast period. This is mainly due to the growing popularity of mobile gaming in the region. Mobile gaming has become a huge market in North America, and many mobile games are free to download, but players can spend real money on in-game purchases to gain an advantage or access additional content. This has been a huge success for game developers, as it allows them to tap into a large and growing market of casual gamers who may not have the financial resources to purchase a full game. Additionally, the expanding popularity of multiplayer games. In these games, players can interact with each other and compete against each other, and microtransactions allow them to spend money on items that give them an advantage or make them stand out from the crowd. This has been a key driver of the growth of the multiplayer gaming market in North America, as it allows players to spend money on items that they value, rather than being forced to buy a full game that may not interest them.

Some of the major players operating in the market include: Activision Blizzard, Inc; Tencent; Wargaming.net.; Riot Games, Inc.; Nexon Co., Ltd.; NCSOFT; Electronic Arts Inc.; Valve Corporation; Smilegate Holdings; NetEase, Inc.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Online Microtransaction Market
  • 2.2. Research Methodology of the Online Microtransaction Market
  • 2.3. Respondent Profile

3 MARKET KEY INSIGHTS

4 EXECUTIVE SUMMARY

5 ONLINE MICROTRANSACTION MARKET REVENUE, 2020-2030F

6 MARKET INSIGHTS BY TYPE

  • 6.1. In-game Currencies
  • 6.2. Random Chance Purchases
  • 6.3. In-game Items
  • 6.4. Expiration
  • 6.5. Others

7 MARKET INSIGHTS BY DEVICE

  • 7.1. PC
  • 7.2. Gaming Console
  • 7.3. Mobile Phones
  • 7.4. Others

8 MARKET INSIGHTS BY MODEL

  • 8.1. Prepay
  • 8.2. Postpay
  • 8.3. Others

9 MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Spain
    • 9.2.5. Italy
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. India
    • 9.3.3. Japan
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10 ONLINE MICROTRANSACTION MARKET DYNAMICS

  • 10.1. Market Drivers
  • 10.2. Market Challenges
  • 10.3. Impact Analysis

11 ONLINE MICROTRANSACTION MARKET OPPORTUNITIES

12 ONLINE MICROTRANSACTION MARKET TRENDS

13 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 13.1. Demand Side Analysis
  • 13.2. Supply Side Analysis

14 STRATEGIC INSIGHTS

15 COMPETITIVE SCENARIO

  • 15.1. Competitive Landscape
    • 15.1.1. Porters Fiver Forces Analysis

16 COMPANY PROFILED

  • 16.1. Activision Blizzard, Inc
  • 16.2. Tencent
  • 16.3. Wargaming.net.
  • 16.4. Riot Games, Inc.
  • 16.5. Nexon Co., Ltd.
  • 16.6. NCSOFT
  • 16.7. Electronic Arts Inc.
  • 16.8. Valve Corporation
  • 16.9. Smilegate Holdings
  • 16.10. NetEase, Inc.

17 DISCLAIMER