封面
市场调查报告书
商品编码
1470704

游戏内赌博与战利品箱市场:依地区:全球产业分析、规模、占有率、成长、趋势、预测 2024-2031

In-game Gambling and Loot Boxes Market by Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

出版日期: | 出版商: Persistence Market Research | 英文 333 Pages | 商品交期: 2-5个工作天内

价格
简介目录

该研究报告对全球游戏内赌博和战利品箱市场进行了深入分析。这份综合报告提供了关键市场动态、成长动力、课题和新兴趋势的宝贵见解。它全面概述了游戏和娱乐行业的游戏内赌博和战利品盒行业,并提供了独家数据和统计数据来预测 2024 年至 2031 年的市场成长轨迹。

重要见解

  • 游戏内赌博与战利品箱市场规模(2024 年):192 亿美元
  • 预计市值(2031 年):300 亿美元
  • 全球市场成长率(2024-2031年复合年增长率):5.6%

游戏内赌博和战利品箱市场 - 报告范围:

游戏内赌博和战利品箱市场包括融入电玩游戏和线上游戏平台的各种货币化模型和微交易,允许玩家参与虚拟赌博活动或称为战利品箱的随机交易,您还可以购买虚拟化物品。该市场为游戏开发商、发行商、平台营运商和玩家提供服务,提供跨各种游戏类型和平台的游戏内赌博功能和战利品盒机制。游戏内赌博包括虚拟赌场、扑克室、体育博彩和电玩游戏中的老虎机等活动,战利品盒提供随机奖励、化妆品或以真实或虚拟货币提供的游戏内增强功能。娱乐数位化的不断发展、线上游戏的日益普及以及游戏内购买和微交易货币化的潜力推动了市场成长。

市场驱动因素:

全球游戏内赌博和战利品盒市场正受益于几个关键的成长动力。数位游戏平台、行动装置和线上社群的激增使得游戏内赌博和战利品箱功能变得更加普遍,并且可供世界各地的玩家使用。此外,虚拟经济和游戏内社交互动的游戏化正在增强玩家的参与度、保留度和游戏内购买支出。此外,区块链技术、加密货币和虚拟实境 (VR) 体验在游戏环境中的集成为沉浸式且安全的游戏内交易提供了新的机会。此外,监管框架、行业标准和玩家倡导举措也会影响游戏内赌博和战利品盒领域的市场动态和业务实践。

市场限制因素:

儘管成长迅速,游戏内赌博和战利品盒市场仍面临着道德问题、监管审查以及玩家对掠夺性货币化做法的强烈抵制等课题。在游戏中使用随机奖励机制和虚拟赌博功能可能会引发有关玩家行为、成瘾以及对未成年人赌博的影响的问题。此外,与战利品箱相关的赔率、机率和潜在成本缺乏透明度和揭露,可能会损害玩家的信任和消费者保护。此外,各个司法管辖区的监管干预、法律和法律课题可能会给游戏开发商和平台营运商带来合规负担和营运风险。解决这些问题需要产业合作、自我监管以及对负责任游戏的承诺,以确保玩家安全和道德游戏设计。

市场机会:

由于技术创新、市场多元化和玩家参与策略,游戏内赌博和战利品盒市场提供了巨大的成长机会。订阅服务、直播和云端游戏平台等新兴趋势为游戏生态系统中的货币化和玩家互动提供了新的途径。此外,人工智慧 (AI)、机器学习 (ML) 和扩增实境 (AR) 技术的整合可实现个人化的游戏体验、有针对性的促销以及基于玩家偏好和行为的动态定价模型。此外,与体育联盟、娱乐特许经营商和名人的策略合作伙伴关係创造了协同效应和交叉促销机会,以在竞争激烈的游戏市场中吸引和留住玩家。透过利用数据分析、玩家回馈和社群参与计划,我们可以在不断变化的游戏内赌博和战利品盒环境中改进游戏设计、货币化策略和玩家满意度。

本报告解决的关键问题

  • 推动全球游戏内赌博和战利品箱市场成长的因素有哪些?
  • 游戏技术和货币化模式的进步如何改变游戏内赌博和战利品箱的竞争格局?
  • 游戏开发商、平台营运商和玩家在游戏内赌博领域面临的主要课题和机会是什么?
  • 影响游戏内赌博和战利品箱领域的市场动态和商业实践的监管框架和行业标准有哪些?
  • 领先公司采取哪些策略来解决玩家关注的问题、监管合规性和道德游戏设计实践?

目录

第一章执行摘要

第二章市场概况

  • 市场范围/分类
  • 市场定义/范围/限制

第三章 市场风险与趋势评估

  • 风险评估
    • COVID-19 危机及其对游戏内赌博和战利品箱需求的影响
    • 与过去的危机相比,对 COVID-19 的影响进行基准测试
    • 对市值的影响(金额)
    • 主要国家评价
    • 主要细分市场评价
    • 对供应商的行动要点和建议
  • 影响市场的主要趋势
  • 配方和产品开发趋势

第四章 市场背景及基本数据点

  • 游戏内赌博和战利品箱市场机会评估(价值)
    • 市场总规模
    • 可服务的目标市场
    • 可维修的可用市场
  • 市集情境预测
    • 乐观情况下的需求
    • 预期场景的需求
    • 保守情境的需求
  • 投资可行性分析
    • 投资成熟市场
      • 短期
      • 长期
    • 投资新兴市场
      • 短期
      • 长期
  • 预测变量 - 相关性和影响
    • 主要公司的历史成长
    • 依国家/地区划分的游戏内赌博和战利品箱采用率
  • 市场动态
    • 市场驱动因素与影响评估
    • 主要市场课题和影响评估
    • 游戏内赌博和战利品箱市场机会
    • 世界市场的显着趋势及其影响评估

第五章 关键成功因素

  • 製造商专注于渗透率低但成长率高的市场
  • 押注于您所在细分市场的高增量机会
  • 同行基准

第六章全球游戏内赌博与战利品箱市场需求分析与预测

  • 历史市场分析,2019-2023
  • 目前和未来的市场预测,2024-2031
  • 同比增长趋势分析

第七章 全球游戏内赌博与战利品箱市场分析与预测(金额)

  • 过去的市场价值(金额)分析,2019-2023
  • 当前和未来市场价值(金额)预测,2024-2031
    • 同比增长趋势分析
    • 绝对回报机会分析

第 8 章全球游戏内赌博与战利品箱市场分析与预测(依游戏类型)

  • 简介/主要发现
  • 2019-2023 年依游戏类型划分的市场规模(百万美元)历史分析
  • 2024-2031 年依游戏类型划分的当前和未来市场规模(价值)分析和预测
    • 体育博彩
    • 赌场
    • 抽籤
    • 宾果
  • 依游戏类型分析市场吸引力

第 9 章全球游戏内赌博与战利品箱市场分析与预测(依最终用户)

  • 简介/主要发现
  • 2019-2023 年最终用户市场规模(价值)的历史分析
  • 2024-2031 年最终用户当前和未来市场规模(价值)的分析和预测
    • 桌面
    • 智慧型手机
  • 最终用户的市场吸引力分析

第 10 章全球游戏内赌博与战利品箱市场分析与预测(依地区)

  • 介绍
  • 2019-2023 年依地区划分的市场规模历史分析(百万美元)
  • 依当前市场规模(金额)和地区分析和预测,2024-2031
    • 北美
    • 拉丁美洲
    • 欧洲
    • 亚太地区
    • 中东和非洲 (MEA)
  • 区域市场吸引力分析

第十一章北美游戏内赌博与战利品箱市场分析与预测

第十二章拉丁美洲游戏内赌博与战利品箱市场分析与预测

第十三章欧洲游戏内赌博与战利品箱市场分析与预测

第十四章亚太地区游戏内赌博与战利品箱市场分析与预测

第十五章中东与非洲游戏内赌博与战利品箱市场分析与预测

第十六章主要国家游戏内赌博与战利品箱市场分析与预测

  • 介绍
    • 主要国家市值占比分析
    • 全球和国家成长比较
  • 美国
  • 加拿大
  • 墨西哥
  • 巴西
  • 德国
  • 法国
  • 义大利
  • 比荷卢经济联盟
  • 英国
  • 北欧
  • 中国
  • 日本
  • 韩国
  • 海湾合作委员会国家
  • 南非
  • 土耳其

第17章市场结构分析

  • 依公司层级进行市场分析
  • 市场集中度
  • 主要参与者的市场占有率分析
  • 市场存在分析

第 18 章 竞争分析

  • 比赛仪表板
  • 竞争标桿
  • 衝突详情
    • 2K Games
    • ARJEL(National Gaming Authority)
    • Belgian Gaming Commission
    • Bet365
    • Bethesda
    • Big Fish Games
    • Bungie
    • CS:GO Diamonds
    • CSGO Lotto

第 19 章使用的假设和首字母缩略词

第20章研究方法论

简介目录
Product Code: PMRREP33025

Persistence Market Research, a prominent market research firm, has conducted a detailed analysis of the global In-game Gambling and Loot Boxes Market. This comprehensive report provides valuable insights into key market dynamics, growth drivers, challenges, and emerging trends. It offers a comprehensive overview of the in-game gambling and loot boxes segment within the gaming and entertainment industry, presenting exclusive data and statistics projecting the market's growth trajectory from 2024 to 2031.

Key Insights:

  • In-game Gambling and Loot Boxes Market Size (2024): USD 19.2 Bn
  • Projected Market Value (2031): USD 30.Bn
  • Global Market Growth Rate (CAGR 2024 to 2031): 5.6%

In-game Gambling and Loot Boxes Market - Report Scope:

The In-game Gambling and Loot Boxes Market encompass a range of monetization models and microtransactions embedded within video games and online gaming platforms, enabling players to engage in virtual gambling activities and purchase randomized virtual items known as loot boxes. This market serves game developers, publishers, platform operators, and players, offering in-game gambling features and loot box mechanics across various gaming genres and platforms. In-game gambling includes activities such as virtual casinos, poker rooms, sports betting, and slot machines within video games, while loot boxes offer randomized rewards, cosmetics, or in-game enhancements for a real or virtual currency. Market growth is driven by increasing digitalization of entertainment, growing popularity of online gaming, and the monetization potential of in-game purchases and microtransactions.

Market Growth Drivers:

The global In-game Gambling and Loot Boxes Market benefit from several key growth drivers. The proliferation of digital gaming platforms, mobile devices, and online communities has expanded the reach and accessibility of in-game gambling and loot box features to a global audience of players. Moreover, the gamification of virtual economies and social interactions within games enhances player engagement, retention, and spending on in-game purchases. Additionally, the integration of blockchain technology, cryptocurrencies, and virtual reality (VR) experiences in gaming environments offers new opportunities for immersive and secure in-game transactions. Furthermore, regulatory frameworks, industry standards, and player advocacy initiatives influence market dynamics and business practices in the in-game gambling and loot box segment.

Market Restraints:

Despite its rapid growth, the In-game Gambling and Loot Boxes Market face challenges related to ethical concerns, regulatory scrutiny, and player backlash against predatory monetization practices. The use of randomized reward mechanics and virtual gambling features in games may raise questions about their impact on player behavior, addiction, and underage gambling. Moreover, the lack of transparency and disclosure regarding odds, probabilities, and potential costs associated with loot boxes may undermine player trust and consumer protection. Additionally, regulatory interventions, legislative restrictions, and legal challenges in various jurisdictions may impose compliance burdens and operational risks for game developers and platform operators. Addressing these concerns requires industry collaboration, self-regulation, and responsible gaming initiatives to ensure player safety and ethical game design practices.

Market Opportunities:

The In-game Gambling and Loot Boxes Market present significant growth opportunities driven by technological innovations, market diversification, and player engagement strategies. Emerging trends such as subscription services, live streaming, and cloud gaming platforms offer new avenues for monetization and player interaction in the gaming ecosystem. Moreover, the integration of artificial intelligence (AI), machine learning (ML), and augmented reality (AR) technologies enables personalized gaming experiences, targeted promotions, and dynamic pricing models based on player preferences and behavior. Furthermore, strategic partnerships with sports leagues, entertainment franchises, and celebrity endorsements create synergies and cross-promotional opportunities to attract and retain players in competitive gaming markets. Leveraging data analytics, player feedback, and community engagement initiatives can enhance game design, monetization strategies, and player satisfaction in the evolving landscape of in-game gambling and loot boxes.

Key Questions Answered in the Report:

  • What factors are driving the growth of the In-game Gambling and Loot Boxes Market globally?
  • How are advancements in gaming technology and monetization models reshaping the competitive landscape of in-game gambling and loot boxes?
  • What are the key challenges and opportunities facing game developers, platform operators, and players in the in-game gambling segment?
  • Which regulatory frameworks and industry standards influence market dynamics and business practices in the in-game gambling and loot box segment?
  • What strategies are leading companies employing to address player concerns, regulatory compliance, and ethical game design practices?

Competitive Intelligence and Business Strategy:

Leading players in the global In-game Gambling and Loot Boxes Market, including game developers, publishers, platform operators, and regulatory authorities, focus on innovation, transparency, and player engagement to drive market growth and foster responsible gaming practices. These companies invest in research and development to develop immersive gaming experiences, rewarding gameplay mechanics, and value-added content that resonate with players and enhance their gaming experience. Moreover, strategic collaborations with industry associations, consumer advocacy groups, and academic researchers enable companies to address player concerns, promote transparency, and advocate for responsible gaming initiatives. Furthermore, emphasis on community moderation, parental controls, and age verification mechanisms enhances player safety and regulatory compliance in the competitive landscape of digital entertainment and interactive media.

Key Companies Profiled:

  • 2K Games
  • ARJEL (National Gaming Authority)
  • Belgian Gaming Commission
  • Bet365
  • Bethesda
  • Big Fish Games
  • Bungie
  • CS:GO Diamonds
  • CSGO Lotto

In-game Gambling and Loot Boxes Market Research Segmentation:

By Game Type

  • Sports Betting
  • Casino
  • Lottery
  • Bingo

By End User

  • Mobile
  • Desktop

Market by Region:

  • North America
  • Europe
  • APAC
  • ROW

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Summary of Statistics
  • 1.3. Key Market Characteristics & Attributes
  • 1.4. Fact.MR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations

3. Market Risks and Trends Assessment

  • 3.1. Risk Assessment
    • 3.1.1. COVID-19 Crisis and Impact on In-Game Gambling and Loot Boxes Demand
    • 3.1.2. COVID-19 Impact Benchmark with Previous Crisis
    • 3.1.3. Impact on Market Value (US$ Mn)
    • 3.1.4. Assessment by Key Countries
    • 3.1.5. Assessment by Key Market Segments
    • 3.1.6. Action Points and Recommendation for Suppliers
  • 3.2. Key Trends Impacting the Market
  • 3.3. Formulation and Product Development Trends

4. Market Background and Foundation Data Points

  • 4.1. Global Protective Coatings Market (US$ Mn)
  • 4.2. In-Game Gambling and Loot Boxes Market Opportunity Assessment (US$ Mn)
    • 4.2.1. Total Available Market
    • 4.2.2. Serviceable Addressable Market
    • 4.2.3. Serviceable Obtainable Market
  • 4.3. Market Scenario Forecast
    • 4.3.1. Demand in optimistic Scenario
    • 4.3.2. Demand in Likely Scenario
    • 4.3.3. Demand in Conservative Scenario
  • 4.4. Investment Feasibility Analysis
    • 4.4.1. Investment in Established Markets
      • 4.4.1.1. In Short Term
      • 4.4.1.2. In Long Term
    • 4.4.2. Investment in Emerging Markets
      • 4.4.2.1. In Short Term
      • 4.4.2.2. In Long Term
  • 4.5. Forecast Factors - Relevance & Impact
    • 4.5.1. Top Companies Historical Growth
    • 4.5.2. Global Protective Coatings Market Growth
    • 4.5.3. In-Game Gambling and Loot Boxes Adoption Rate, By Country
  • 4.6. Market Dynamics
    • 4.6.1. Market Driving Factors and Impact Assessment
    • 4.6.2. Prominent Market Challenges and Impact Assessment
    • 4.6.3. In-Game Gambling and Loot Boxes Market Opportunities
    • 4.6.4. Prominent Trends in the Global Market & Their Impact Assessment

5. Key Success Factors

  • 5.1. Manufacturers' Focus on Low Penetration High Growth Markets
  • 5.2. Banking on with Segments High Incremental Opportunity
  • 5.3. Peer Benchmarking

6. Global In-Game Gambling and Loot Boxes Market Demand Analysis 2019-2023 and Forecast, 2024-2031

  • 6.1. Historical Market Analysis, 2019-2023
  • 6.2. Current and Future Market Projections, 2024-2031
  • 6.3. Y-o-Y Growth Trend Analysis

7. Global In-Game Gambling and Loot Boxes Market Value Analysis 2019-2023 and Forecast, 2024-2031

  • 7.1. Historical Market Value (US$ Mn) Analysis, 2019-2023
  • 7.2. Current and Future Market Value (US$ Mn) Projections, 2024-2031
    • 7.2.1. Y-o-Y Growth Trend Analysis
    • 7.2.2. Absolute $ Opportunity Analysis

8. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By Game Type

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Mn) Analysis By Game Type, 2019-2023
  • 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Game Type, 2024-2031
    • 8.3.1. Sports Betting
    • 8.3.2. Casino
    • 8.3.3. Lottery
    • 8.3.4. Bingo
  • 8.4. Market Attractiveness Analysis By Game Type

9. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By End User

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2023
  • 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2024-2031
    • 9.3.1. Desktop
    • 9.3.2. Mobile
  • 9.4. Market Attractiveness Analysis By End User

10. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By Region

  • 10.1. Introduction
  • 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2023
  • 10.3. Current Market Size (US$ Mn) & Analysis and Forecast By Region, 2024-2031
    • 10.3.1. North America
    • 10.3.2. Latin America
    • 10.3.3. Europe
    • 10.3.4. Asia Pacific
    • 10.3.5. Middle East and Africa (MEA)
  • 10.4. Market Attractiveness Analysis By Region

11. North America In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 11.1. Introduction
  • 11.2. Pricing Analysis
  • 11.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 11.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 11.4.1. By Country
      • 11.4.1.1. U.S.
      • 11.4.1.2. Canada
      • 11.4.1.3. Rest of North America
    • 11.4.2. By Game Type
    • 11.4.3. By End User
  • 11.5. Market Attractiveness Analysis
    • 11.5.1. By Country
    • 11.5.2. By Game Type
    • 11.5.3. By End User

12. Latin America In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 12.1. Introduction
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 12.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 12.4.1. By Country
      • 12.4.1.1. Brazil
      • 12.4.1.2. Mexico
      • 12.4.1.3. Rest of Latin America
    • 12.4.2. By Game Type
    • 12.4.3. By End User
  • 12.5. Market Attractiveness Analysis
    • 12.5.1. By Country
    • 12.5.2. By Game Type
    • 12.5.3. By End User

13. Europe In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 13.1. Introduction
  • 13.2. Pricing Analysis
  • 13.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 13.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 13.4.1. By Country
      • 13.4.1.1. Germany
      • 13.4.1.2. France
      • 13.4.1.3. U.K.
      • 13.4.1.4. Italy
      • 13.4.1.5. Benelux
      • 13.4.1.6. Nordic Countries
      • 13.4.1.7. Rest of Europe
    • 13.4.2. By Game Type
    • 13.4.3. By End User
  • 13.5. Market Attractiveness Analysis
    • 13.5.1. By Country
    • 13.5.2. By Game Type
    • 13.5.3. By End User

14. Asia Pacific In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 14.1. Introduction
  • 14.2. Pricing Analysis
  • 14.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 14.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 14.4.1. By Country
      • 14.4.1.1. China
      • 14.4.1.2. Japan
      • 14.4.1.3. South Korea
      • 14.4.1.4. Rest of Asia Pacific
    • 14.4.2. By Game Type
    • 14.4.3. By End User
  • 14.5. Market Attractiveness Analysis
    • 14.5.1. By Country
    • 14.5.2. By Game Type
    • 14.5.3. By End User

15. Middle East and Africa In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 15.1. Introduction
  • 15.2. Pricing Analysis
  • 15.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 15.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 15.4.1. By Country
      • 15.4.1.1. GCC Countries
      • 15.4.1.2. South Africa
      • 15.4.1.3. Turkey
      • 15.4.1.4. Rest of Middle East and Africa
    • 15.4.2. By Game Type
    • 15.4.3. By End User
  • 15.5. Market Attractiveness Analysis
    • 15.5.1. By Country
    • 15.5.2. By Game Type
    • 15.5.3. By End User

16. Key Countries In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 16.1. Introduction
    • 16.1.1. Market Value Proportion Analysis, By Key Countries
    • 16.1.2. Global Vs. Country Growth Comparison
  • 16.2. US In-Game Gambling and Loot Boxes Market Analysis
    • 16.2.1. Value Proportion Analysis by Market Taxonomy
    • 16.2.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.2.2.1. By Game Type
      • 16.2.2.2. By End User
  • 16.3. Canada In-Game Gambling and Loot Boxes Market Analysis
    • 16.3.1. Value Proportion Analysis by Market Taxonomy
    • 16.3.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.3.2.1. By Game Type
      • 16.3.2.2. By End User
  • 16.4. Mexico In-Game Gambling and Loot Boxes Market Analysis
    • 16.4.1. Value Proportion Analysis by Market Taxonomy
    • 16.4.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.4.2.1. By Game Type
      • 16.4.2.2. By End User
  • 16.5. Brazil In-Game Gambling and Loot Boxes Market Analysis
    • 16.5.1. Value Proportion Analysis by Market Taxonomy
    • 16.5.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.5.2.1. By Game Type
      • 16.5.2.2. By End User
  • 16.6. Germany In-Game Gambling and Loot Boxes Market Analysis
    • 16.6.1. Value Proportion Analysis by Market Taxonomy
    • 16.6.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.6.2.1. By Game Type
      • 16.6.2.2. By End User
  • 16.7. France In-Game Gambling and Loot Boxes Market Analysis
    • 16.7.1. Value Proportion Analysis by Market Taxonomy
    • 16.7.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.7.2.1. By Game Type
      • 16.7.2.2. By End User
  • 16.8. Italy In-Game Gambling and Loot Boxes Market Analysis
    • 16.8.1. Value Proportion Analysis by Market Taxonomy
    • 16.8.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.8.2.1. By Game Type
      • 16.8.2.2. By End User
  • 16.9. BENELUX In-Game Gambling and Loot Boxes Market Analysis
    • 16.9.1. Value Proportion Analysis by Market Taxonomy
    • 16.9.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.9.2.1. By Game Type
      • 16.9.2.2. By End User
  • 16.10. UK In-Game Gambling and Loot Boxes Market Analysis
    • 16.10.1. Value Proportion Analysis by Market Taxonomy
    • 16.10.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.10.2.1. By Game Type
      • 16.10.2.2. By End User
  • 16.11. Nordic Countries In-Game Gambling and Loot Boxes Market Analysis
    • 16.11.1. Value Proportion Analysis by Market Taxonomy
    • 16.11.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.11.2.1. By Game Type
      • 16.11.2.2. By End User
  • 16.12. China In-Game Gambling and Loot Boxes Market Analysis
    • 16.12.1. Value Proportion Analysis by Market Taxonomy
    • 16.12.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.12.2.1. By Game Type
      • 16.12.2.2. By End User
  • 16.13. Japan In-Game Gambling and Loot Boxes Market Analysis
    • 16.13.1. Value Proportion Analysis by Market Taxonomy
    • 16.13.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.13.2.1. By Game Type
      • 16.13.2.2. By End User
  • 16.14. South Korea In-Game Gambling and Loot Boxes Market Analysis
    • 16.14.1. Value Proportion Analysis by Market Taxonomy
    • 16.14.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.14.2.1. By Game Type
      • 16.14.2.2. By End User
  • 16.15. GCC Countries In-Game Gambling and Loot Boxes Market Analysis
    • 16.15.1. Value Proportion Analysis by Market Taxonomy
    • 16.15.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.15.2.1. By Game Type
      • 16.15.2.2. By End User
  • 16.16. South Africa In-Game Gambling and Loot Boxes Market Analysis
    • 16.16.1. Value Proportion Analysis by Market Taxonomy
    • 16.16.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.16.2.1. By Game Type
      • 16.16.2.2. By End User
  • 16.17. Turkey In-Game Gambling and Loot Boxes Market Analysis
    • 16.17.1. Value Proportion Analysis by Market Taxonomy
    • 16.17.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.17.2.1. By Game Type
      • 16.17.2.2. By End User
    • 16.17.3. Competition Landscape and Player Concentration in the Country

17. Market Structure Analysis

  • 17.1. Market Analysis by Tier of Companies
  • 17.2. Market Concentration
  • 17.3. Market Share Analysis of Top Players
  • 17.4. Market Presence Analysis
    • 17.4.1. By Regional footprint of Players
    • 17.4.2. Product footprint by Players

18. Competition Analysis

  • 18.1. Competition Dashboard
  • 18.2. Competition Benchmarking
  • 18.3. Competition Deep Dive
    • 18.3.1. 2K Games
      • 18.3.1.1. Overview
      • 18.3.1.2. Product Portfolio
      • 18.3.1.3. Sales Footprint
      • 18.3.1.4. Strategy Overview
    • 18.3.2. ARJEL (National Gaming Authority)
      • 18.3.2.1. Overview
      • 18.3.2.2. Product Portfolio
      • 18.3.2.3. Sales Footprint
      • 18.3.2.4. Strategy Overview
    • 18.3.3. Belgian Gaming Commission
      • 18.3.3.1. Overview
      • 18.3.3.2. Product Portfolio
      • 18.3.3.3. Sales Footprint
      • 18.3.3.4. Strategy Overview
    • 18.3.4. Bet365
      • 18.3.4.1. Overview
      • 18.3.4.2. Product Portfolio
      • 18.3.4.3. Sales Footprint
      • 18.3.4.4. Strategy Overview
    • 18.3.5. Bethesda
      • 18.3.5.1. Overview
      • 18.3.5.2. Product Portfolio
      • 18.3.5.3. Sales Footprint
      • 18.3.5.4. Strategy Overview
    • 18.3.6. Big Fish Games
      • 18.3.6.1. Overview
      • 18.3.6.2. Product Portfolio
      • 18.3.6.3. Sales Footprint
      • 18.3.6.4. Strategy Overview
    • 18.3.7. Bungie
      • 18.3.7.1. Overview
      • 18.3.7.2. Product Portfolio
      • 18.3.7.3. Sales Footprint
      • 18.3.7.4. Strategy Overview
    • 18.3.8. CS:GO Diamonds
      • 18.3.8.1. Overview
      • 18.3.8.2. Product Portfolio
      • 18.3.8.3. Sales Footprint
      • 18.3.8.4. Strategy Overview
    • 18.3.9. CSGO Lotto
      • 18.3.9.1. Overview
      • 18.3.9.2. Product Portfolio
      • 18.3.9.3. Sales Footprint
      • 18.3.9.4. Strategy Overview

19. Assumptions and Acronyms Used

20. Research Methodology