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)
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

出版日期: | 出版商: SPER Market Research Pvt. Ltd. | 英文 256 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

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。

目录

第1章 简介

  • 调查范围
  • 市场区隔分析

第2章 调查手法

  • 调查资料来源
  • 市场规模的估计
  • 资料的三角测量

第3章 摘要整理

第4章 市场动态

  • 促进因素,阻碍因素,机会,课题的分析
    • 促进因素
    • 阻碍因素
    • 机会
    • 课题
  • 全球线上微交易市场上COVID-19的影响

第5章 市场变数与展望

  • SWOT分析
    • 优势
    • 弱点
    • 机会
    • 威胁
  • PESTEL分析
    • 政治形势
    • 经济形势
    • 社会形势
    • 技术形势
    • 环境形势
    • 法律上的形势
  • 波特的五力分析
    • 供给企业谈判力
    • 买方议价能力
    • 替代品的威胁
    • 新加入厂商的威胁
    • 竞争企业间的敌对关係
  • 热图分析

第6章 竞争情形

  • 全球线上微交易市场据点分布,销售区域,产品类型
  • 全球线上微交易市场的合併、收购,伙伴关係,产品销售,合作

第7章 全球线上微交易市场:各类型(2019年~2032年(100万美元))

  • 游戏内货币
  • 随机购买
  • 游戏内条款
  • 有效期限
  • 其他

第8章 全球线上微交易市场:各设备(2019年~2032年(100万美元))

  • 行动
  • 游戏主机
  • PC

第9章 全球线上微交易市场:各模式(2019年~2032年(100万美元))

  • 预付款模式
  • 后付款模式

第10章 全球线上微交易市场:各地区(2019年~2032年(100万美元))

  • 全球线上微交易的市场规模、市场占有率:各地区(2019年~2025年)
  • 全球线上微交易的市场规模、市场占有率:各地区(2026年~2032年)
  • 亚太地区
    • 澳洲
    • 中国
    • 印度
    • 日本
    • 韩国
    • 其他的亚太地区
  • 欧洲
    • 法国
    • 德国
    • 义大利
    • 西班牙
    • 英国
    • 其他的欧洲
  • 中东、非洲
    • 沙乌地阿拉伯王国
    • 阿拉伯联合大公国
    • 其他的中东、非洲
  • 北美
    • 加拿大
    • 墨西哥
    • 美国
  • 南美
    • 阿根廷
    • 巴西
    • 其他的南美

第11章 企业简介

  • Activision Blizzard Inc.
    • 企业概要
    • 财务展望
    • 产品概要
    • 最近的开发
  • CyberAgent Inc.
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Microsoft Corp.
  • NCSoft
  • Netease Inc.
  • Nexon Co Ltd.
  • Niantic Inc.
  • Riot Games Inc.
  • SmileGate
  • Valve Corporation
  • Wargamming.net

第12章 简称一览

第13章 参照链接

第14章 结论

第15章 调查范围

简介目录
Product Code: IACT2338

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.

Table of Contents

1. Introduction

  • 1.1. Scope of the report
  • 1.2. Market segment analysis

2. Research Methodology

  • 2.1 Research data source
    • 2.1.1 Secondary data
    • 2.1.2 Primary data
    • 2.1.3 SPER's internal database
    • 2.1.4 Premium insight from KOL's
  • 2.2 Market size estimation
    • 2.2.1 Top-down and Bottom-up approach
  • 2.3 Data triangulation

3. Executive Summary

4. Market Dynamics

  • 4.1. Driver, Restraint, Opportunity and Challenges analysis
    • 4.1.1 Drivers
    • 4.1.2 Restraints
    • 4.1.3 Opportunities
    • 4.1.4 Challenges
  • 4.2. COVID-19 Impacts of the Global Online Microtransaction Market

5. Market variables and outlook

  • 5.1. SWOT analysis
    • 5.1.1 Strengths
    • 5.1.2 Weaknesses
    • 5.1.3 Opportunities
    • 5.1.4 Threats
  • 5.2. PESTEL analysis
    • 5.2.1 Political landscape
    • 5.2.2 Economic landscape
    • 5.2.3 Social landscape
    • 5.2.4 Technological landscape
    • 5.2.5 Environmental landscape
    • 5.2.6 Legal landscape
  • 5.3. PORTER'S five forces analysis
    • 5.3.1 Bargaining power of suppliers
    • 5.3.2 Bargaining power of Buyers
    • 5.3.3 Threat of Substitute
    • 5.3.4 Threat of new entrant
    • 5.3.5 Competitive rivalry
  • 5.4. Heat map analysis

6. Competitive Landscape

  • 6.1 Global Online Microtransaction Market Base Distribution, Sales Area, Product Type
  • 6.2 Mergers & Acquisitions, Partnerships, Product Launch, and Collaboration in Global Online Microtransaction Market

7. Global Online Microtransaction Market, By Type, 2019-2032 (USD Million)

  • 7.1 In-game Currencies
  • 7.2 Random Chance Purchase
  • 7.3 In-game Items
  • 7.4 Expiration
  • 7.5 Others

8. Global Online Microtransaction Market, By Device 2019-2032 (USD Million)

  • 8.1 Mobile
  • 8.2 Console
  • 8.3 PC

9. Global Online Microtransaction Market, By Model, 2019-2032 (USD Million)

  • 9.1 Prepaid Model
  • 9.2 Postpaid Model

10. Global Online Microtransaction Market, By Region, 2019-2032 (USD Million)

  • 10.1 Global Online Microtransaction Market Size and Market Share by Region (2019-2025)
  • 10.2 Global Online Microtransaction Market Size and Market Share by Region (2026-2032)
  • 10.3 Asia-Pacific
    • 11.3.1 Australia
    • 11.3.2 China
    • 11.3.3 India
    • 11.3.4 Japan
    • 11.3.5 South Korea
    • 11.3.6 Rest of Asia-Pacific
  • 10.4 Europe
    • 11.4.1 France
    • 11.4.2 Germany
    • 11.4.3 Italy
    • 11.4.4 Spain
    • 11.4.5 United Kingdom
    • 11.4.6 Rest of Europe
  • 10.5 Middle East and Africa
    • 11.5.1 Kingdom of Saudi Arabia
    • 11.5.2 United Arab Emirates
    • 11.5.3 Rest of Middle East & Africa
  • 10.6 North America
    • 11.6.1 Canada
    • 11.6.2 Mexico
    • 11.6.3 United States
  • 10.7 Latin America
    • 11.7.1 Argentina
    • 11.7.2 Brazil
    • 11.7.3 Rest of Latin America

11. Company Profiles

  • 11.1 Activision Blizzard Inc.
    • 11.1.1 Company details
    • 11.1.2 Financial outlook
    • 11.1.3 Product summary
    • 11.1.4 Recent developments
  • 11.2 CyberAgent Inc.
    • 11.2.1 Company details
    • 11.2.2 Financial outlook
    • 11.2.3 Product summary
    • 11.2.4 Recent developments
  • 11.3 Electronic Arts Inc.
    • 11.3.1 Company details
    • 11.3.2 Financial outlook
    • 11.3.3 Product summary
    • 11.3.4 Recent developments
  • 11.4 GungHo Online Entertainment Inc.
    • 11.4.1 Company details
    • 11.4.2 Financial outlook
    • 11.4.3 Product summary
    • 11.4.4 Recent developments
  • 11.5 Microsoft Corp.
    • 11.5.1 Company details
    • 11.5.2 Financial outlook
    • 11.5.3 Product summary
    • 11.5.4 Recent developments
  • 11.6 NCSoft
    • 11.6.1 Company details
    • 11.6.2 Financial outlook
    • 11.6.3 Product summary
    • 11.6.4 Recent developments
  • 11.7 Netease Inc.
    • 11.7.1 Company details
    • 11.7.2 Financial outlook
    • 11.7.3 Product summary
    • 11.7.4 Recent developments
  • 11.8 Nexon Co Ltd.
    • 11.8.1 Company details
    • 11.8.2 Financial outlook
    • 11.8.3 Product summary
    • 11.8.4 Recent developments
  • 11.9 Niantic Inc.
    • 11.9.1 Company details
    • 11.9.2 Financial outlook
    • 11.9.3 Product summary
    • 11.9.4 Recent developments
  • 11.10 Riot Games Inc.
    • 11.10.1 Company details
    • 11.10.2 Financial outlook
    • 11.10.3 Product summary
    • 11.10.4 Recent developments
  • 11.11 SmileGate
    • 11.11.1 Company details
    • 11.11.2 Financial outlook
    • 11.11.3 Product summary
    • 11.11.4 Recent developments
  • 11.12 Valve Corporation
    • 11.12.1 Company details
    • 11.12.2 Financial outlook
    • 11.12.3 Product summary
    • 11.12.4 Recent developments
  • 11.13 Wargamming.net
    • 11.13.1 Company details
    • 11.13.2 Financial outlook
    • 11.13.3 Product summary
    • 11.13.4 Recent developments

12. List of Abbreviations

13. Reference Links

14. Conclusion

15. Research Scope