市场调查报告书
商品编码
1229645
线上微交易的全球市场:市场规模 - 各类型,各设备,各模式,各地区展望,竞争策略,各市场区隔预测(~2032年)Online Microtransaction Market Size- By Type, By Device, By Model- Regional Outlook, Competitive Strategies and Segment Forecast to 2032 |
全球线上微交易的市场规模,预计至2032年达到2,473亿3,000万美元,以13.83%的年复合成长率成长。
全球市场,以线上游戏和行动应用程式的人气上升为背景,近几年急速成长。促进市场成长的主要原因,是手机游戏的崛起和数位付款的采用持续增加。
本报告提供全球线上微交易市场相关调查,市场动态,市场变数与展望,竞争情形,各类型、设备、模式、地区的市场分析,企业简介等相关资讯。
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.