封面
市场调查报告书
商品编码
1484659

不可替代代币的全球市场:市场规模和占有率分析、产业成长预测(~ 2030 )

Non-Fungible Tokens Market Size and Share Analysis by Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), End User (Media and Entertainment, Gaming) - Global Industry Growth Forecast to 2030

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 190 Pages | 商品交期: 2-3个工作天内

价格
简介目录

市场概况

预计 2023 年全球不可替代代币产业规模将达到 40.685 亿美元,2024 年至 2030 年复合年增长率为 36.2%,2030 年将达到 343.956 亿美元。

这是由于人们对基于环境的区块链游戏的兴趣日益浓厚,数位资产和收藏品的兴起,元宇宙的蓬勃发展,数位货币(加密货币)的日益普及,以及追踪验证者和真正所有者的能力的增加。

如今,游戏产业拥有前沿的游戏趋势,例如策略游戏和角色扮演游戏,企业可以创建角色并透过成为数位世界中的角色所有者来赚取代币并在网路上出售。游戏产业从 NFT 中受益最大的利基领域是开发不可复製的游戏内物件的能力。

关于房地产,也可以将房地产或实体土地表示为区块链上的数位代币,代币象征着一块土地,与地点、面积、成本等所有特征挂钩。此外,全球对这些数位代币好处的认识不断增强也是直接影响市场成长的关键因素。

重要见解

在游戏企业、活动和开发公司成长的推动下,游戏类别的复合年增长率预计将达到 40%。

区块链游戏和 Play-to-Earn 的趋势正在推动这一发展。基于 NFT 的游戏管道正在透过玩赚钱功能和代币化来改变游戏。

未来几年,NFT 平台市场预计将实现 38% 的成长率。这一趋势是由于数位资产交易、买卖的扩大所致。

数位资产货币化为产业参与者提供了新的收入来源。新进者和数位资产的增加正在刺激数位经济和产业的发展。各国政府也透过 2020 年 1 月推出的印度区块链 CoE 等计画推广其技术,为政府部门提供 BaaS 服务。

到2023 年,由于数位艺术产量增加、主要参与者的存在、区块链的高接受度以及对数位货币的有利指导方针预计将继续存在,北美地区将占据最大的收入占有率,达到50% 并占据主导地位。

由于进入者的增加、IT 基础设施投资、NFT 交易平台、加密货币的使用、对数位艺术品的兴趣、开发元宇宙平台的新创公司以及预计将成长的国际资金,亚太地区的成长率将最高。

本报告分析了全球非同质代币市场,包括市场的基本结构、最新情况、主要促进和抑制因素以及全球、依地区和主要国家的市场规模前景(价值基础,2017 年) ~2030 年),依产品供应和最终用户划分的详细趋势、当前市场竞争状况以及主要公司简介。

目录

第一章 调查范围

第二章 研究方法

第三章执行摘要

第四章 市场指标

第五章 产业展望

  • 市场动态
    • 趋势
    • 促进因素
    • 抑制因素/课题
    • 促进/抑制因素影响分析
  • 新型冠状病毒感染(COVID-19)的影响
  • 波特五力分析

第六章 世界市场

  • 概述
  • 市场收入:依产品分类(2017-2030)
  • 市场收入:依最终用户分类(2017-2030)
  • 市场收入:依地区(2017-2030)

第七章 北美市场

  • 概述
  • 市场收入:依产品分类(2017-2030)
  • 市场收入:依最终用户分类(2017-2030)
  • 市场收入:依国家分类(2017-2030)

第八章欧洲市场

第九章亚太市场

第十章 拉丁美洲市场

第十一章 中东/非洲市场

第十二章 美国市场

  • 概述
  • 市场收入:依产品分类(2017-2030)
  • 市场收入:依最终用户分类(2017-2030)

第十三章 加拿大市场

第十四章 德国市场

第十五章 法国市场

第十六章 英国市场

第十七章 义大利市场

第十八章 西班牙市场

第十九章 日本市场

第20章 中国市场

第21章 印度市场

第22章澳洲市场

第23章 韩国市场

第24章 巴西市场

第25章 墨西哥市场

第26章 沙乌地阿拉伯市场

第27章南非市场

第28章 阿拉伯联合大公国(UAE)市场

第29章竞争格局

  • 市场参与者及其产品清单
  • 主要企业竞争基准
  • 主要公司的产品基准
  • 近期策略发展

第三十章 公司简介

  • Cloudflare Inc.
  • Gemini Trust Company LLC
  • Ozone Networks Inc. (OpenSea)
  • SemiDot Infotech
  • Dapper Labs Inc.
  • TSB Gaming Limited
  • Art Blocks Inc.
  • Rarible Inc.
  • Axie Infinity

第31章附录

简介目录
Product Code: 12871

Market Overview

The worldwide non-fungible tokens industry size stood at USD 4,068.5 million in 2023, and it is expected to reach USD 34,395.6 million by 2030, advancing at a CAGR of 36.2% during 2024-2030.

This is due to the rising attraction to blockchain gaming which is based on the environment; the increasing number of digital assets and collectibles; the booming trend of the metaverse; the growing popularity of digital currency (cryptocurrency); and the rising number of authenticators as well as tracking devices for the real owners.

Nowadays, the gaming industry is blessed with pioneering trends in games, for example, strategy and role-playing games, where gamers can create characters and get tokens by being the character owner in the digital world, which then can be sold on online marketplaces.

A niche where the gaming industry has gotten the most benefit from the NFTs is their capability to develop non-duplicable in-game objects, in which case gamers get to possess ownership that was not there before.

Also, about real estate, it would be possible to represent property or physical land as a digital token on a blockchain, where the token symbolizes a piece of land linked to all its features, including location, size, and cost. Furthermore, the increasing consciousness about the benefits of these digital tokens spread across the globe is a significant factor that can directly influence market growth.

Key Insights

The gaming category is projected to advance at the fastest pace, CAGR of 40%, propelled by growing gamers, events, and development firms.

Surge in blockchain-fortified games and play-to-earn trend contributing to development.

NFT-based gaming channels transforming gaming with play-to-earn features and tokenization.

Metaverse game producers use advanced blockchain and AI technologies to power more applicable experiences throughout.

NFT-based game development concentrating on metaverse development in virtual 3D gaming.

In the coming years, the NFT platform marketplace is projected to witness a 38% development rate.

This development can be credited to the growing trend of trading, buying, and selling digital assets.

Provides exclusive ownership rights, trading options, and an online marketplace for liquidity.

Monetization of digital assets offers an added revenue stream for industry players.

Increasing count of new entrants and digital assets fuel the digital economy and industry progress.

Governments are also promoting their countries' technology through programs such as India's blockchain CoE which was rolled out in January 2020, gifting BaaS services to government departments.

The surface level for online payment is based on card-based techniques, and the graduate level is based on blockchain tools for carrying out secure transactions.

Blockchain is the power behind fast transactions, which is the main reason for the markets to grow.

Hence, the reading of blockchain solutions together with existing systems creates room for enhanced control functionality besides boosting technology adoption within the organizations.

NFT-based game development is been upgraded to incorporate NFT features which facilitate the infusion of creativity into the game, thus attracting an increasing number of players.

In 2023, the North American region had the largest revenue share of 50% and is projected to uphold supremacy, propelled by reasons like augmented digital artwork creation, the existence of major players, high acceptance of blockchain, and favorable guidelines for digital currency.

The U.S. contributes significantly to North America's market share due to its home to many major players and the rapid integration of blockchain technology across industries.

The APAC region is projected to advance with the highest growth rate, thanks to growing industry players, IT infrastructure investments, NFT trading platforms, cryptocurrency use, interest in digital artwork, metaverse platform development by startups, and international funding.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by offering
    • 1.4.2. Market size breakdown, by end user
    • 1.4.3. Market size breakdown, by region
    • 1.4.4. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Offering (2017-2030)
  • 6.3. Market Revenue, by End User (2017-2030)
  • 6.4. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Offering (2017-2030)
  • 7.3. Market Revenue, by End User (2017-2030)
  • 7.4. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Offering (2017-2030)
  • 8.3. Market Revenue, by End User (2017-2030)
  • 8.4. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Offering (2017-2030)
  • 9.3. Market Revenue, by End User (2017-2030)
  • 9.4. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Offering (2017-2030)
  • 10.3. Market Revenue, by End User (2017-2030)
  • 10.4. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Offering (2017-2030)
  • 11.3. Market Revenue, by End User (2017-2030)
  • 11.4. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Offering (2017-2030)
  • 12.3. Market Revenue, by End User (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Offering (2017-2030)
  • 13.3. Market Revenue, by End User (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Offering (2017-2030)
  • 14.3. Market Revenue, by End User (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Offering (2017-2030)
  • 15.3. Market Revenue, by End User (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Offering (2017-2030)
  • 16.3. Market Revenue, by End User (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Offering (2017-2030)
  • 17.3. Market Revenue, by End User (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Offering (2017-2030)
  • 18.3. Market Revenue, by End User (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Offering (2017-2030)
  • 19.3. Market Revenue, by End User (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Offering (2017-2030)
  • 20.3. Market Revenue, by End User (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Offering (2017-2030)
  • 21.3. Market Revenue, by End User (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Offering (2017-2030)
  • 22.3. Market Revenue, by End User (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Offering (2017-2030)
  • 23.3. Market Revenue, by End User (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Offering (2017-2030)
  • 24.3. Market Revenue, by End User (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Offering (2017-2030)
  • 25.3. Market Revenue, by End User (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Offering (2017-2030)
  • 26.3. Market Revenue, by End User (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Offering (2017-2030)
  • 27.3. Market Revenue, by End User (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Offering (2017-2030)
  • 28.3. Market Revenue, by End User (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Cloudflare Inc.
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Gemini Trust Company LLC
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Ozone Networks Inc. (OpenSea)
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. SemiDot Infotech
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Dapper Labs Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. TSB Gaming Limited
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Art Blocks Inc.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. Rarible Inc.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. Axie Infinity
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports