线上微交易市场:现况分析与预测(2023-2030)
市场调查报告书
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1380493

线上微交易市场:现况分析与预测(2023-2030)

Online Microtransaction Market: Current Analysis and Forecast (2023-2030)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 148 Pages | 商品交期: 最快1-2个工作天内

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简介目录

线上微交易市场预计将成长13%左右,其中游戏产业的扩张和年轻人对网路的使用是推动市场成长的主要因素。领先的公司透过主要利用线上微交易市场赚取大量现金流,从而扩大了客户群。例如,2020 年 7 月,中国科技巨头Tencent凭藉 PUBG Mobile 达到了新的里程碑,微交易收入达到 30 亿美元。

依类型划分,市场分为游戏内货币、随机机会购买、游戏内物品、过期物品等。预计游戏内物品类别将在预测期内为线上微交易市场的成长和扩张提供有利的机会。游戏内购买是有效混合货币化模型的一部分,提供消耗品和游戏内广告。此外,游戏内物品包括虚拟货币、武器、皮肤和其他可以用真钱购买的物品。这些物品可以透过游戏内商店或第三方市场购买。这种类型的游戏模式在用户中具有很高的参与度,并且具有创造收入和创新的长期机会。

线上微交易市场按设备分为 PC、游戏机、手机等。其中,手机类别预计将在预测期内获得较高的市场份额。手机已成为我们日常生活的重要组成部分,许多人愿意花钱进行应用程式内购买和其他微交易。手机提供广泛的功能和服务,包括游戏、音乐和其他应用程序,其中许多可以透过应用程式内购买和其他微交易来购买。此外,手机游戏使用量的增加和免费游戏的兴起也促进了线上微交易市场中手机类别的成长。

模式分为预付费、后付费等类型。预付费模式允许用户提前购买一定数量的游戏内货币或其他物品,而不是按需购买。这对于想要避免游戏内货币或其他物品用完的风险,或者想要透过大量购买来省钱的用户来说很有吸引力。此外,预付费模式对开发人员和发行商也很有吸引力,可以提供稳定的收入来源和更轻鬆的库存管理。

为了更了解线上微交易产业的市场采用情况,我们将市场分为北美(美国、加拿大和北美其他地区)、欧洲(德国、英国、法国、西班牙、义大利和欧洲其他地区),亚太地区(中国,根据日本、印度、亚太其他地区的全球影响力进行分析)以及中东/非洲其他地区。预计北美地区在预测期内将以显着的复合年增长率成长。这主要是由于行动游戏在该地区日益流行。手机游戏在北美是一个巨大的市场,虽然许多手机游戏可以免费下载,但参与者可以使用游戏内购买的真钱来获得优势并访问额外的内容。这对游戏开发商来说是一个巨大的胜利,使他们能够进入一个庞大且不断增长的休閒游戏玩家市场,这些玩家无法购买完整的游戏。此外,多人游戏也越来越受欢迎。此类游戏允许参与者相互互动和竞争,而微交易则允许参与者花钱购买能为他们带来优势或脱颖而出的物品。这是北美多参与者游戏市场成长的关键驱动力。这是因为参与者可以把钱花在有价值的物品上,而不是被迫购买他们不感兴趣的完整游戏。

目录

第一章 市场介绍

  • 市场定义
  • 主要目标
  • 利益相关者
  • 限制

第二章 研究方法或假设

  • 调查过程
  • 调查方法
  • 受访者简介

第三章主要市场洞察

第 4 章执行摘要

第五章 2020-2030 年线上微交易市场收入

第 6 章按类型划分的市场洞察

  • 游戏内货币
  • 随机购买
  • 游戏内物品
  • 到期日期
  • 其他

第 7 章按设备划分的市场洞察

  • 电脑
  • 游戏机
  • 手机
  • 其他

第 8 章按模型划分的市场洞察

  • 预付款
  • 延期付款
  • 其他

第 9 章按地区划分的市场洞察

  • 北美
    • 美国
    • 加拿大
    • 北美其他地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 西班牙
    • 意大利
    • 欧洲其他地区
  • 亚太地区
    • 中国
    • 印度
    • 日本
    • 亚太其他地区
  • 世界其他地区 中东/非洲

第10章在线微交易市场动态

  • 市场驱动力
  • 市场挑战
  • 影响分析

第十一章在线微交易市场机会

第十二章 线上微交易市场趋势

第十三章需求面与供给面分析

  • 需求面分析
  • 供给侧分析

第14章战略洞察

第15章 竞争场景

  • 竞争格局
    • 波特五力分析

第十六章公司简介

  • Activision Blizzard, Inc
  • Tencent
  • Wargaming.net.
  • Riot Games, Inc.
  • Nexon Co., Ltd.
  • NCSOFT
  • Electronic Arts Inc.
  • Valve Corporation
  • Smilegate Holdings
  • NetEase, Inc.

第十七章 免责声明

简介目录
Product Code: UMTI212385

Online microtransaction a small purchases that a user can make online, typically within a game or other digital product or service. These transactions are typically made using a credit or debit card, and they allow users to spend a small amount of money on items or features that they value, such as in-game currency, virtual goods, or exclusive content. Online microtransactions are becoming increasingly popular, as they allow users to spend money on items that they value, rather than being forced to deal with limitations or ads. They also allow game developers and other businesses to tap into a large and growing market of users who are looking for the best deals and the most convenient shopping experience.

The online microtransaction market is expected to grow at a rate of around 13% owing to the expansion of the gaming industry coupled with the extensive use of the internet among youngsters are the key factors that drive the growth of the market. Major companies are making extensive cashflow with the major use of online microtransaction market which is in turn enhancing their customer base. For instance, in July 2020, Chinese tech giant Tencent reached a new milestone with 'PUBG Mobile' that brought in USD 3 Billion in Revenue from Microtransactions.

Based on type, the market is segmented into in-game currencies, random chance purchases, In-game Items, Expiration, and others. The in-game items category is expected to offer lucrative opportunities for the growth and expansion of the online microtransaction market during the forecast period. In-game purchases work as part of an effective hybrid monetization model, offering both consumable products and in-game ads. Additionally, in-game items include things like virtual currency, weapons, skins, and other items that can be purchased with real money. These items can be purchased through in-game stores or through third-party marketplaces. This type of gaming model holds a significant engagement amongst users and has long-term opportunities for revenue generation and innovation.

Based on device, the online microtransaction market has been classified into the PC, gaming consoles, mobile phones, and others. Among them, the mobile phones category is to witness a higher market share during the forecast period. Mobile phones have become an integral part of our daily lives, and many people are willing to spend money on in-app purchases and other microtransactions. Mobile phones offer a wide range of features and services, including games, music, and other apps, and many of these features and services can be purchased through in-app purchases or other microtransactions. Additionally, the increasing use of mobile gaming and the rise of free-to-play games are also contributing to the growth of the mobile phone category in the online microtransaction market.

Based on the model, the market has been categorized into prepay, postpay, and others. The prepay model is anticipated to witness the highest CAGR during the forecast period. prepay model allows users to purchase a certain amount of in-game currency or other items upfront, rather than making purchases on an as-needed basis. This can be attractive to users who want to avoid the risk of running out of in-game currency or other items, or who want to save money by making larger purchases. Additionally, the prepay model can be attractive to developers and publishers, as it can provide a steady stream of revenue and can help them better manage their inventory.

For a better understanding of the market adoption of the online microtransaction Industry, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. North America is expected to grow with a considerable CAGR during the forecast period. This is mainly due to the growing popularity of mobile gaming in the region. Mobile gaming has become a huge market in North America, and many mobile games are free to download, but players can spend real money on in-game purchases to gain an advantage or access additional content. This has been a huge success for game developers, as it allows them to tap into a large and growing market of casual gamers who may not have the financial resources to purchase a full game. Additionally, the expanding popularity of multiplayer games. In these games, players can interact with each other and compete against each other, and microtransactions allow them to spend money on items that give them an advantage or make them stand out from the crowd. This has been a key driver of the growth of the multiplayer gaming market in North America, as it allows players to spend money on items that they value, rather than being forced to buy a full game that may not interest them.

Some of the major players operating in the market include: Activision Blizzard, Inc; Tencent; Wargaming.net.; Riot Games, Inc.; Nexon Co., Ltd.; NCSOFT; Electronic Arts Inc.; Valve Corporation; Smilegate Holdings; NetEase, Inc.

TABLE OF CONTENTS

1 MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2 RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Online Microtransaction Market
  • 2.2. Research Methodology of the Online Microtransaction Market
  • 2.3. Respondent Profile

3 MARKET KEY INSIGHTS

4 EXECUTIVE SUMMARY

5 ONLINE MICROTRANSACTION MARKET REVENUE, 2020-2030F

6 MARKET INSIGHTS BY TYPE

  • 6.1. In-game Currencies
  • 6.2. Random Chance Purchases
  • 6.3. In-game Items
  • 6.4. Expiration
  • 6.5. Others

7 MARKET INSIGHTS BY DEVICE

  • 7.1. PC
  • 7.2. Gaming Console
  • 7.3. Mobile Phones
  • 7.4. Others

8 MARKET INSIGHTS BY MODEL

  • 8.1. Prepay
  • 8.2. Postpay
  • 8.3. Others

9 MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Spain
    • 9.2.5. Italy
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. India
    • 9.3.3. Japan
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10 ONLINE MICROTRANSACTION MARKET DYNAMICS

  • 10.1. Market Drivers
  • 10.2. Market Challenges
  • 10.3. Impact Analysis

11 ONLINE MICROTRANSACTION MARKET OPPORTUNITIES

12 ONLINE MICROTRANSACTION MARKET TRENDS

13 DEMAND AND SUPPLY-SIDE ANALYSIS

  • 13.1. Demand Side Analysis
  • 13.2. Supply Side Analysis

14 STRATEGIC INSIGHTS

15 COMPETITIVE SCENARIO

  • 15.1. Competitive Landscape
    • 15.1.1. Porters Fiver Forces Analysis

16 COMPANY PROFILED

  • 16.1. Activision Blizzard, Inc
  • 16.2. Tencent
  • 16.3. Wargaming.net.
  • 16.4. Riot Games, Inc.
  • 16.5. Nexon Co., Ltd.
  • 16.6. NCSOFT
  • 16.7. Electronic Arts Inc.
  • 16.8. Valve Corporation
  • 16.9. Smilegate Holdings
  • 16.10. NetEase, Inc.

17 DISCLAIMER