封面
市场调查报告书
商品编码
1517454

全球免费游戏市场规模研究(按实体平台、作业系统、收入模式、游戏类型、年龄层、平台和区域预测)2022-2032 年

Global Free-to-Play Market Size study, by Physical Platform, by Operating System, by Revenue Model, by Game Type, by Age Group, by Platform and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3个工作天内

价格
简介目录

2023 年,全球免费游戏 (F2P) 市场估值为 469.9 亿美元,预计在 2024 年至 2032 年的预测期内将以 17.15% 的复合年增长率大幅增长。可以免费使用游戏或行动应用程式。 F2P 游戏不是透过购买游戏本身来产生收入,而是透过各种方式货币化,包括游戏内广告、虚拟商品或装饰增强的微交易以及可下载内容 (DLC) 的销售。这种方法允许玩家在没有经济障碍的情况下参与游戏,而开发人员和发行商仍然可以从愿意投资游戏内容的忠实玩家那里获得收入。免费游戏主要用于娱乐,但也应用于教育、培训和广告领域,以吸引从休閒游戏玩家到专业游戏爱好者的广泛最终用户群。随着网路连线的广泛普及,免费游戏市场正在快速成长,可以轻鬆存取线上游戏。

智慧型手机的普及也扩大了免费游戏的潜在受众。然而,管理货币化和用户体验之间的平衡,因为严厉的方法可能会导致用户的强烈反对,从而阻碍市场的成长。此外,对战利品箱等类似赌博机制的监管审查也为免费市场的企业带来了潜在的挑战。儘管面临挑战,但利用人工智慧和区块链技术来个人化用户体验并优化获利策略提供了一条提高参与度和收入的途径。此外,社交功能和电子竞技的整合可以提高玩家保留率并吸引赞助交易。

全球免费 (F2P) 市场研究考虑的主要区域包括北美、欧洲、亚太地区、拉丁美洲以及中东和非洲。亚太地区是全球免费游戏 (F2P) 市场的主导区域。这种主导地位是由几个关键因素所驱动的。首先,该地区拥有庞大且不断成长的网路和智慧型手机用户群,特别是在中国、日本、韩国和印度等手机游戏非常受欢迎的国家。这些国家对游戏的文化亲和力以及游戏玩家的高参与度为免费游戏创造了巨大的市场。此外,技术的快速进步以及高速互联网和 5G 网路的广泛采用增强了游戏体验,使其更容易获得併吸引更广泛的受众。强大的游戏基础设施,加上各国地方政府对游戏业的支持,进一步推动了市场的成长。此外,预计北美在 2024 年至 2032 年预测期内将出现最快的成长。

目录

第 1 章:全球免费 (F2P) 市场执行摘要

  • 全球免费游戏 (F2P) 市场规模及预测(2022-2032 年)
  • 区域概要
  • 分部摘要
    • 按实体平台
    • 按作业系统
    • 按收入模式
    • 按游戏类型
    • 按年龄段
    • 按平台
  • 主要趋势
  • 经济衰退的影响
  • 分析师推荐与结论

第 2 章:全球免费 (F2P) 市场定义与研究假设

  • 研究目的
  • 市场定义
  • 研究假设
    • 包容与排除
    • 限制
    • 供给侧分析
      • 可用性
      • 基础设施
      • 监管环境
      • 市场竞争
      • 经济可行性(消费者的角度)
    • 需求面分析
      • 监理框架
      • 技术进步
      • 环境考虑
      • 消费者意识和接受度
  • 估算方法
  • 研究考虑的年份
  • 货币兑换率

第 3 章:全球免费游戏 (F2P) 市场动态

  • 市场驱动因素
    • 智慧型手机和穿戴式装置在全球的渗透率不断提高
    • 消费者转向电动车的趋势不断增强
    • 对更高效、更紧凑的充电系统的要求不断提高
  • 市场挑战
    • 整合技术成本高且充电速度较慢
    • 消费性电子产品无线充电的相容性问题
  • 市场机会
    • 不断增加对先进高效充电基础设施的投资
    • 穿戴式电子设备的持续技术进步

第 4 章:全球免费游戏 (F2P) 市场产业分析

  • 波特的五力模型
    • 供应商的议价能力
    • 买家的议价能力
    • 新进入者的威胁
    • 替代品的威胁
    • 竞争竞争
    • 波特五力模型的未来方法
    • 波特的五力影响分析
  • PESTEL分析
    • 政治的
    • 经济
    • 社会的
    • 技术性
    • 环境的
    • 合法的
  • 顶级投资机会
  • 最佳制胜策略
  • 颠覆性趋势
  • 产业专家视角
  • 分析师推荐与结论

第 5 章:2022-2032 年全球免费游戏 (F2P) 市场规模及实体平台预测

  • 细分仪表板
  • 全球免费 (F2P) 市场:2022 年和 2032 年实体平台收入趋势分析
    • 电脑
    • 安慰
    • 智慧型手机
    • 药片

第 6 章:2022-2032 年全球免费 (F2P) 市场规模及作业系统预测

  • 细分仪表板
  • 全球免费 (F2P) 市场:2022 年和 2032 年作业系统收入趋势分析
    • 安卓
    • 自由BSD
    • iOS系统
    • 视窗

第 7 章:2022-2032 年全球免费游戏 (F2P) 市场规模与收入模式预测

  • 细分仪表板
  • 全球免费 (F2P) 市场:收入模式收入趋势分析,2022 年和 2032 年
    • 游戏内广告
    • 游戏内购买

第 8 章:2022-2032 年全球免费游戏 (F2P) 市场规模及依游戏类型预测

  • 细分仪表板
  • 全球免费 (F2P) 市场:2022 年和 2032 年游戏类型收入趋势分析
    • 行动
    • 冒险
    • 拱廊
    • 运动的
    • 策略

第 9 章:2022-2032 年全球免费游戏 (F2P) 市场规模及按年龄层分類的预测

  • 细分仪表板
  • 全球免费游戏 (F2P) 市场:2022 年和 2032 年年龄层收入趋势分析
    • 50以上
    • 10-20岁
    • 年龄21-35岁
    • 年龄36-50岁

第 10 章:2022-2032 年全球免费 (F2P) 市场规模及平台预测

  • 细分仪表板
  • 全球免费 (F2P) 市场:2022 年和 2032 年平台收入趋势分析
    • 离线
    • 在线的

第 11 章:2022-2032 年全球免费 (F2P) 市场规模及地区预测

  • 北美免费游戏 (F2P) 市场
    • 美国免费游戏 (F2P) 市场
      • 2022-2032 年实体平台细分规模与预测
      • 2022-2032 年作业系统细分规模与预测
      • 2022-2032 年收入模式细分规模与预测
    • 加拿大免费游戏 (F2P) 市场
  • 欧洲免费游戏 (F2P) 市场
    • 英国免费游戏 (F2P) 市场
    • 德国免费游戏 (F2P) 市场
    • 法国免费游戏 (F2P) 市场
    • 西班牙免费游戏 (F2P) 市场
    • 义大利免费游戏 (F2P) 市场
    • 欧洲其他地区免费游戏 (F2P) 市场
  • 亚太地区免费游戏 (F2P) 市场
    • 中国免费游戏(F2P)市场
    • 印度免费游戏 (F2P) 市场
    • 日本免费游戏 (F2P) 市场
    • 澳洲免费游戏 (F2P) 市场
    • 韩国免费游戏 (F2P) 市场
    • 亚太地区其他免费游戏 (F2P) 市场
  • 拉丁美洲免费游戏 (F2P) 市场
    • 巴西免费游戏 (F2P) 市场
    • 墨西哥免费游戏 (F2P) 市场
    • 拉丁美洲其他地区的免费游戏 (F2P) 市场
  • 中东和非洲免费游戏 (F2P) 市场
    • 沙乌地阿拉伯免费游戏 (F2P) 市场
    • 南非免费游戏 (F2P) 市场
    • 中东和非洲其他地区的免费游戏 (F2P) 市场

第 12 章:竞争情报

  • 重点企业SWOT分析
  • 顶级市场策略
  • 公司简介
    • Activision Blizzard, Inc.
      • 关键讯息
      • 概述
      • 财务(视数据可用性而定)
      • 产品概要
      • 市场策略
    • Animoca Brands Corporation Limited
    • Arkadium, Inc.
    • Bandai Namco Entertainment Inc.
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gamigo AG
    • Garena Online Private Limited
    • GungHo Online Entertainment, Inc.
    • Incentive Games Ltd
    • Jagex Ltd.
    • Jam City, Inc.
    • Microsoft Corporation
    • miHoYo Co., Ltd.
    • NCSOFT Corporation

第 13 章:研究过程

  • 研究过程
    • 资料探勘
    • 分析
    • 市场预测
    • 验证
    • 出版
  • 研究属性
简介目录

The Global Free-to-Play (F2P) Market was valued at USD 46.99 billion in 2023 and is projected to grow significantly with an impressive CAGR of 17.15% during the forecast period from 2024 to 2032. The F2P business model represents a system where video games or mobile applications are available to users at no upfront cost. Instead of generating revenue through purchases of the game itself, F2P games are monetized through various methods, including in-game advertisements, microtransactions for virtual goods or cosmetic enhancements, and the sale of downloadable content (DLC). This approach allows players to engage with the game without financial barriers, while developers and publishers can still generate revenue from dedicated players willing to invest in in-game content. Free-to-play games are primarily utilized for entertainment but have also found applications in education, training, and advertising to engage a broad end-user base ranging from casual gamers to dedicated enthusiasts. The F2P market is growing rapidly, with widespread availability of internet connectivity, allowing for easy access to online games.

The proliferation of smartphones has also expanded the potential audience base for F2P. However, managing the balance between monetization and user experience, as heavy-handed approaches can lead to user backlash, hinders the market growth. Moreover, regulatory scrutiny over gambling-resembling mechanics, such as loot boxes, also poses potential challenges for businesses in the F2P market. Despite the challenges, leveraging artificial intelligence and blockchain technology to personalize user experiences and optimize monetization strategies offers a path to increased engagement and revenue. Additionally, the integration of social features and esports can boost player retention and attract sponsorship deals.

Key regions considered in the Global Free-to-Play (F2P) Market study include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. Asia-Pacific is the dominating region in the Global Free-to-Play (F2P) Market. This dominance is driven by several critical factors. Firstly, the region has an immense and growing base of internet and smartphone users, particularly in countries like China, Japan, South Korea, and India, where mobile gaming is immensely popular. The cultural affinity for gaming and the high engagement levels of gamers in these countries create a substantial market for F2P games. Moreover, the rapid technological advancements and widespread adoption of high-speed internet and 5G networks enhance the gaming experience, making it more accessible and appealing to a broader audience. The strong gaming infrastructure, coupled with local government support for the gaming industry in various countries, further propels the market growth. Moreover, North America is projected to registered fastest growth during the forecast period 2024-2032.

Major market players included in this report are:

  • Activision Blizzard, Inc.
  • Animoca Brands Corporation Limited
  • Arkadium, Inc.
  • Bandai Namco Entertainment Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Gamigo AG
  • Garena Online Private Limited
  • GungHo Online Entertainment, Inc.
  • Incentive Games Ltd
  • Jagex Ltd.
  • Jam City, Inc.
  • Microsoft Corporation
  • miHoYo Co., Ltd.
  • NCSOFT Corporation

The detailed segments and sub-segment of the market are explained below:

By Physical Platform

  • Computer
  • Console
  • Smartphone
  • Tablet

By Operating System:

  • Android
  • FreeBSD
  • iOS
  • Windows

By Revenue Model:

  • In-Game Advertising
  • In-Game Purchase

By Game Type:

  • Action
  • Adventure
  • Arcade
  • Sports
  • Strategy

By Age Group:

  • Above 50
  • Age 10-20
  • Age 21-35
  • Age 36-50

By Platform:

  • Offline
  • Online

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East and Africa

Years considered for the study are as follows:

  • Historical year - 2021-2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Free-to-Play (F2P) Market Executive Summary

  • 1.1. Global Free-to-Play (F2P) Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Physical Platform
    • 1.3.2. By Operating System
    • 1.3.3. By Revenue Model
    • 1.3.4. By Game Type
    • 1.3.5. By Age Group
    • 1.3.6. By Platform
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Free-to-Play (F2P) Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Free-to-Play (F2P) Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Growing Penetration of Smartphones and Wearable Devices Globally
    • 3.1.2. Rising Consumer Shift Toward Electric Vehicles
    • 3.1.3. Increasing Requirements for More Efficient and Compact Charging Systems
  • 3.2. Market Challenges
    • 3.2.1. High Cost of Technology for Its Integration and Slower Charging
    • 3.2.2. Compatibility Issues with Consumer Electronics Wireless Charging
  • 3.3. Market Opportunities
    • 3.3.1. Growing Investment in Advanced & Efficient Charging Infrastructure
    • 3.3.2. Ongoing Technological Advancements in Wearable Electronic Devices

Chapter 4. Global Free-to-Play (F2P) Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Free-to-Play (F2P) Market Size & Forecasts by Physical Platform 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Free-to-Play (F2P) Market: Physical Platform Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Computer
    • 5.2.2. Console
    • 5.2.3. Smartphone
    • 5.2.4. Tablet

Chapter 6. Global Free-to-Play (F2P) Market Size & Forecasts by Operating System 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Free-to-Play (F2P) Market: Operating System Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Android
    • 6.2.2. FreeBSD
    • 6.2.3. iOS
    • 6.2.4. Windows

Chapter 7. Global Free-to-Play (F2P) Market Size & Forecasts by Revenue Model 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Free-to-Play (F2P) Market: Revenue Model Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. In-Game Advertising
    • 7.2.2. In-Game Purchase

Chapter 8. Global Free-to-Play (F2P) Market Size & Forecasts by Game Type 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Free-to-Play (F2P) Market: Game Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Action
    • 8.2.2. Adventure
    • 8.2.3. Arcade
    • 8.2.4. Sports
    • 8.2.5. Strategy

Chapter 9. Global Free-to-Play (F2P) Market Size & Forecasts by Age Group 2022-2032

  • 9.1. Segment Dashboard
  • 9.2. Global Free-to-Play (F2P) Market: Age Group Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 9.2.1. Above 50
    • 9.2.2. Age 10-20
    • 9.2.3. Age 21-35
    • 9.2.4. Age 36-50

Chapter 10. Global Free-to-Play (F2P) Market Size & Forecasts by Platform 2022-2032

  • 10.1. Segment Dashboard
  • 10.2. Global Free-to-Play (F2P) Market: Platform Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 10.2.1. Offline
    • 10.2.2. Online

Chapter 11. Global Free-to-Play (F2P) Market Size & Forecasts by Region 2022-2032

  • 11.1. North America Free-to-Play (F2P) Market
    • 11.1.1. U.S. Free-to-Play (F2P) Market
      • 11.1.1.1. Physical Platform breakdown size & forecasts, 2022-2032
      • 11.1.1.2. Operating System breakdown size & forecasts, 2022-2032
      • 11.1.1.3. Revenue Model breakdown size & forecasts, 2022-2032
    • 11.1.2. Canada Free-to-Play (F2P) Market
  • 11.2. Europe Free-to-Play (F2P) Market
    • 11.2.1. U.K. Free-to-Play (F2P) Market
    • 11.2.2. Germany Free-to-Play (F2P) Market
    • 11.2.3. France Free-to-Play (F2P) Market
    • 11.2.4. Spain Free-to-Play (F2P) Market
    • 11.2.5. Italy Free-to-Play (F2P) Market
    • 11.2.6. Rest of Europe Free-to-Play (F2P) Market
  • 11.3. Asia-Pacific Free-to-Play (F2P) Market
    • 11.3.1. China Free-to-Play (F2P) Market
    • 11.3.2. India Free-to-Play (F2P) Market
    • 11.3.3. Japan Free-to-Play (F2P) Market
    • 11.3.4. Australia Free-to-Play (F2P) Market
    • 11.3.5. South Korea Free-to-Play (F2P) Market
    • 11.3.6. Rest of Asia-Pacific Free-to-Play (F2P) Market
  • 11.4. Latin America Free-to-Play (F2P) Market
    • 11.4.1. Brazil Free-to-Play (F2P) Market
    • 11.4.2. Mexico Free-to-Play (F2P) Market
    • 11.4.4. Rest of Latin America Free-to-Play (F2P) Market
  • 11.5. Middle East & Africa Free-to-Play (F2P) Market
    • 11.5.1. Saudi Arabia Free-to-Play (F2P) Market
    • 11.5.2. South Africa Free-to-Play (F2P) Market
    • 11.5.4. Rest of Middle East & Africa Free-to-Play (F2P) Market

Chapter 12. Competitive Intelligence

  • 12.1. Key Company SWOT Analysis
  • 12.2. Top Market Strategies
  • 12.3. Company Profiles
    • 12.3.1. Activision Blizzard, Inc.
      • 12.3.1.1. Key Information
      • 12.3.1.2. Overview
      • 12.3.1.3. Financial (Subject to Data Availability)
      • 12.3.1.4. Product Summary
      • 12.3.1.5. Market Strategies
    • 12.3.2. Animoca Brands Corporation Limited
    • 12.3.3. Arkadium, Inc.
    • 12.3.4. Bandai Namco Entertainment Inc.
    • 12.3.5. Electronic Arts Inc.
    • 12.3.6. Epic Games, Inc.
    • 12.3.7. Gamigo AG
    • 12.3.8. Garena Online Private Limited
    • 12.3.9. GungHo Online Entertainment, Inc.
    • 12.3.10. Incentive Games Ltd
    • 12.3.11. Jagex Ltd.
    • 12.3.12. Jam City, Inc.
    • 12.3.13. Microsoft Corporation
    • 12.3.14. miHoYo Co., Ltd.
    • 12.3.15. NCSOFT Corporation

Chapter 13. Research Process

  • 13.1. Research Process
    • 13.1.1. Data Mining
    • 13.1.2. Analysis
    • 13.1.3. Market Estimation
    • 13.1.4. Validation
    • 13.1.5. Publishing
  • 13.2. Research Attributes