Market Overview:
The global online microtransaction market is expected to grow at a CAGR of XX% during the forecast period from 2018 to 2030. The growth in this market can be attributed to the increasing demand for in-game currencies, random chance purchases, in-game items, and expiration among teenagers and adults. In addition, the growing adoption of online microtransactions by businesses for marketing purposes is also contributing to the growth of this market. Regionally, North America is expected to lead the global online microtransaction market during the forecast period followed by Europe and Asia Pacific. The high penetration of smartphones and tablets along with rising disposable incomes are some of the major factors contributing to the growth of this market in these regions.
Product Definition:
An online microtransaction is a digital purchase of a product or service for a very small amount of money. Online microtransactions are becoming more popular as they offer an easy and convenient way to buy products and services without having to go through the process of setting up an account or entering credit card information.
In-Game Curriencies:
In-game curriencies are virtual currencies that can be earned in online games using a gamepad or mouse and keyboards. The main purpose of these currencies is to enable players to gain an edge over their competitors by enabling them to buy game enhancing items such as character boosts, skins, etc. with real world money.
Random Chance Puchases:
Theory of Random chance purchases and it's usage in online microtransaction market: Microtransactions are transactions that involve a very small amount of virtual currency or real world currency. These can be used to buy game credits, extra characters, skins, boosts and other in-game items. The transaction is made easier due to the use of automated banking systems which make buying smaller quantities easier for customers.
Application Insights:
In 2017, the teenager application segment dominated the global market with a share of over 60.0%. The segment is expected to continue its dominance over the forecast period owing to rising usage of online payment systems such as PayPal and Google Wallet by teenagers for in-app purchases. Furthermore, many mobile game developers are also offering additional features such as extra lives and special power-ups in their games which require payments ranging from USD 0.50 to USD 5.00 respectively for unlocking them. This has led many parents who have teenage children to wonder whether it is appropriate for them to allow their children access certain apps without any restrictions or supervision.
The adult application segment is expected register significant growth during the forecast period owing to increasing adoption of online gambling services by adults across various regions including North America, Europe, Asia Pacific and Middle East & Africa countries especially those where there are no legal brick and mortar casinos operating yet or where they are restricted opening hours etc.
Regional Analysis:
North America dominated the global market in 2017. The region is expected to continue its dominance over the forecast period as well, owing to factors such as higher disposable income and a large number of players in countries, such as U.S., Canada, and Brazil. Asia Pacific is projected to be the fastest-growing regional market from 2018 to 2030 due to increasing internet penetration rates in emerging economies like India and China among others are anticipated boost growth opportunities for online microtransaction providers operating within this region.
The European regional market also contributed significantly towards revenue generation through microtransactions during peak gaming seasons like Christmas or preholiday weekends when gamers tend engage more frequently with digital entertainment products including video games than their average play sessions throughout other parts of year (i.e., nonpeak).
Growth Factors:
- Increasing penetration of internet and smartphones, which is aiding in the growth of online microtransactions.
- Rising trend of digital content consumption, which is driving the demand for online microtransactions.
- Proliferation of social media platforms, providing a strong platform for marketing and promoting products/services through online microtransactions.
- Growing e-commerce industry, providing a convenient platform for purchasing goods and services through online microtransactions.
Scope Of The Report
Report Attributes
Report Details
Report Title
Online Microtransaction Market Research Report
By Type
In-Game Curriencies, Random Chance Puchases, In-Game Items, Expiration, Othes
By Application
Teenager, Adult
By Companies
SmileGate (CrossFire), Riot Games, Inc, Nexon Co. Ltd, Wargaming.net, NCSoft, Activision Blizzard Inc, Electronic Arts Inc, Valve Corporation, Tencent Holdings Ltd, NetEase Inc, Microsoft Corp, GungHo Online Entertainment Inc, CyberAgent Inc, Ubisoft Entertainment, Niantic Inc, Take-Two Interactive
Regions Covered
North America, Europe, APAC, Latin America, MEA
Base Year
2021
Historical Year
2019 to 2020 (Data from 2010 can be provided as per availability)
Forecast Year
2030
Number of Pages
129
Number of Tables & Figures
91
Customization Available
Yes, the report can be customized as per your need.
Global Online Microtransaction Market Report Segments:
The global Online Microtransaction market is segmented on the basis of:
Types
In-Game Curriencies, Random Chance Puchases, In-Game Items, Expiration, Othes
The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.
Applications
Teenager, Adult
The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.
Some of the companies that are profiled in this report are:
- SmileGate (CrossFire)
- Riot Games, Inc
- Nexon Co. Ltd
- Wargaming.net
- NCSoft
- Activision Blizzard Inc
- Electronic Arts Inc
- Valve Corporation
- Tencent Holdings Ltd
- NetEase Inc
- Microsoft Corp
- GungHo Online Entertainment Inc
- CyberAgent Inc
- Ubisoft Entertainment
- Niantic Inc
- Take-Two Interactive
Highlights of The Online Microtransaction Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- In-Game Curriencies
- Random Chance Puchases
- In-Game Items
- Expiration
- Othes
- By Application:
- Teenager
- Adult
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the Online Microtransaction Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.
Regional Analysis
- North America
- Europe
- Asia Pacific
- Middle East & Africa
- Latin America
Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.
The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
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8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
Online microtransactions are small payments that can be made in games through in-game items, currency, or experience points. They allow players to purchase items without having to leave the game and can help keep players engaged with a game.
Some of the key players operating in the online microtransaction market are SmileGate (CrossFire), Riot Games, Inc, Nexon Co. Ltd, Wargaming.net, NCSoft, Activision Blizzard Inc, Electronic Arts Inc, Valve Corporation, Tencent Holdings Ltd, NetEase Inc, Microsoft Corp, GungHo Online Entertainment Inc, CyberAgent Inc, Ubisoft Entertainment, Niantic Inc, Take-Two Interactive.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Online Microtransaction Market Overview 4.1 Introduction 4.1.1 Market Taxonomy 4.1.2 Market Definition 4.1.3 Macro-Economic Factors Impacting the Market Growth 4.2 Online Microtransaction Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 Online Microtransaction Market - Supply Chain Analysis 4.3.1 List of Key Suppliers 4.3.2 List of Key Distributors 4.3.3 List of Key Consumers 4.4 Key Forces Shaping the Online Microtransaction Market 4.4.1 Bargaining Power of Suppliers 4.4.2 Bargaining Power of Buyers 4.4.3 Threat of Substitution 4.4.4 Threat of New Entrants 4.4.5 Competitive Rivalry 4.5 Global Online Microtransaction Market Size & Forecast, 2018-2028 4.5.1 Online Microtransaction Market Size and Y-o-Y Growth 4.5.2 Online Microtransaction Market Absolute $ Opportunity
Chapter 5 Global Online Microtransaction Market Analysis and Forecast by Type
5.1 Introduction
5.1.1 Key Market Trends & Growth Opportunities by Type
5.1.2 Basis Point Share (BPS) Analysis by Type
5.1.3 Absolute $ Opportunity Assessment by Type
5.2 Online Microtransaction Market Size Forecast by Type
5.2.1 In-Game Curriencies
5.2.2 Random Chance Puchases
5.2.3 In-Game Items
5.2.4 Expiration
5.2.5 Othes
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global Online Microtransaction Market Analysis and Forecast by Applications
6.1 Introduction
6.1.1 Key Market Trends & Growth Opportunities by Applications
6.1.2 Basis Point Share (BPS) Analysis by Applications
6.1.3 Absolute $ Opportunity Assessment by Applications
6.2 Online Microtransaction Market Size Forecast by Applications
6.2.1 Teenager
6.2.2 Adult
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global Online Microtransaction Market Analysis and Forecast by Region
7.1 Introduction
7.1.1 Key Market Trends & Growth Opportunities by Region
7.1.2 Basis Point Share (BPS) Analysis by Region
7.1.3 Absolute $ Opportunity Assessment by Region
7.2 Online Microtransaction Market Size Forecast by Region
7.2.1 North America
7.2.2 Europe
7.2.3 Asia Pacific
7.2.4 Latin America
7.2.5 Middle East & Africa (MEA)
7.3 Market Attractiveness Analysis by Region
Chapter 8 Coronavirus Disease (COVID-19) Impact
8.1 Introduction
8.2 Current & Future Impact Analysis
8.3 Economic Impact Analysis
8.4 Government Policies
8.5 Investment Scenario
Chapter 9 North America Online Microtransaction Analysis and Forecast
9.1 Introduction
9.2 North America Online Microtransaction Market Size Forecast by Country
9.2.1 U.S.
9.2.2 Canada
9.3 Basis Point Share (BPS) Analysis by Country
9.4 Absolute $ Opportunity Assessment by Country
9.5 Market Attractiveness Analysis by Country
9.6 North America Online Microtransaction Market Size Forecast by Type
9.6.1 In-Game Curriencies
9.6.2 Random Chance Puchases
9.6.3 In-Game Items
9.6.4 Expiration
9.6.5 Othes
9.7 Basis Point Share (BPS) Analysis by Type
9.8 Absolute $ Opportunity Assessment by Type
9.9 Market Attractiveness Analysis by Type
9.10 North America Online Microtransaction Market Size Forecast by Applications
9.10.1 Teenager
9.10.2 Adult
9.11 Basis Point Share (BPS) Analysis by Applications
9.12 Absolute $ Opportunity Assessment by Applications
9.13 Market Attractiveness Analysis by Applications
Chapter 10 Europe Online Microtransaction Analysis and Forecast
10.1 Introduction
10.2 Europe Online Microtransaction Market Size Forecast by Country
10.2.1 Germany
10.2.2 France
10.2.3 Italy
10.2.4 U.K.
10.2.5 Spain
10.2.6 Russia
10.2.7 Rest of Europe
10.3 Basis Point Share (BPS) Analysis by Country
10.4 Absolute $ Opportunity Assessment by Country
10.5 Market Attractiveness Analysis by Country
10.6 Europe Online Microtransaction Market Size Forecast by Type
10.6.1 In-Game Curriencies
10.6.2 Random Chance Puchases
10.6.3 In-Game Items
10.6.4 Expiration
10.6.5 Othes
10.7 Basis Point Share (BPS) Analysis by Type
10.8 Absolute $ Opportunity Assessment by Type
10.9 Market Attractiveness Analysis by Type
10.10 Europe Online Microtransaction Market Size Forecast by Applications
10.10.1 Teenager
10.10.2 Adult
10.11 Basis Point Share (BPS) Analysis by Applications
10.12 Absolute $ Opportunity Assessment by Applications
10.13 Market Attractiveness Analysis by Applications
Chapter 11 Asia Pacific Online Microtransaction Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific Online Microtransaction Market Size Forecast by Country
11.2.1 China
11.2.2 Japan
11.2.3 South Korea
11.2.4 India
11.2.5 Australia
11.2.6 South East Asia (SEA)
11.2.7 Rest of Asia Pacific (APAC)
11.3 Basis Point Share (BPS) Analysis by Country
11.4 Absolute $ Opportunity Assessment by Country
11.5 Market Attractiveness Analysis by Country
11.6 Asia Pacific Online Microtransaction Market Size Forecast by Type
11.6.1 In-Game Curriencies
11.6.2 Random Chance Puchases
11.6.3 In-Game Items
11.6.4 Expiration
11.6.5 Othes
11.7 Basis Point Share (BPS) Analysis by Type
11.8 Absolute $ Opportunity Assessment by Type
11.9 Market Attractiveness Analysis by Type
11.10 Asia Pacific Online Microtransaction Market Size Forecast by Applications
11.10.1 Teenager
11.10.2 Adult
11.11 Basis Point Share (BPS) Analysis by Applications
11.12 Absolute $ Opportunity Assessment by Applications
11.13 Market Attractiveness Analysis by Applications
Chapter 12 Latin America Online Microtransaction Analysis and Forecast
12.1 Introduction
12.2 Latin America Online Microtransaction Market Size Forecast by Country
12.2.1 Brazil
12.2.2 Mexico
12.2.3 Rest of Latin America (LATAM)
12.3 Basis Point Share (BPS) Analysis by Country
12.4 Absolute $ Opportunity Assessment by Country
12.5 Market Attractiveness Analysis by Country
12.6 Latin America Online Microtransaction Market Size Forecast by Type
12.6.1 In-Game Curriencies
12.6.2 Random Chance Puchases
12.6.3 In-Game Items
12.6.4 Expiration
12.6.5 Othes
12.7 Basis Point Share (BPS) Analysis by Type
12.8 Absolute $ Opportunity Assessment by Type
12.9 Market Attractiveness Analysis by Type
12.10 Latin America Online Microtransaction Market Size Forecast by Applications
12.10.1 Teenager
12.10.2 Adult
12.11 Basis Point Share (BPS) Analysis by Applications
12.12 Absolute $ Opportunity Assessment by Applications
12.13 Market Attractiveness Analysis by Applications
Chapter 13 Middle East & Africa (MEA) Online Microtransaction Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) Online Microtransaction Market Size Forecast by Country
13.2.1 Saudi Arabia
13.2.2 South Africa
13.2.3 UAE
13.2.4 Rest of Middle East & Africa (MEA)
13.3 Basis Point Share (BPS) Analysis by Country
13.4 Absolute $ Opportunity Assessment by Country
13.5 Market Attractiveness Analysis by Country
13.6 Middle East & Africa (MEA) Online Microtransaction Market Size Forecast by Type
13.6.1 In-Game Curriencies
13.6.2 Random Chance Puchases
13.6.3 In-Game Items
13.6.4 Expiration
13.6.5 Othes
13.7 Basis Point Share (BPS) Analysis by Type
13.8 Absolute $ Opportunity Assessment by Type
13.9 Market Attractiveness Analysis by Type
13.10 Middle East & Africa (MEA) Online Microtransaction Market Size Forecast by Applications
13.10.1 Teenager
13.10.2 Adult
13.11 Basis Point Share (BPS) Analysis by Applications
13.12 Absolute $ Opportunity Assessment by Applications
13.13 Market Attractiveness Analysis by Applications
Chapter 14 Competition Landscape
14.1 Online Microtransaction Market: Competitive Dashboard
14.2 Global Online Microtransaction Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 SmileGate (CrossFire)
14.3.2 Riot Games, Inc
14.3.3 Nexon Co. Ltd
14.3.4 Wargaming.net
14.3.5 NCSoft
14.3.6 Activision Blizzard Inc
14.3.7 Electronic Arts Inc
14.3.8 Valve Corporation
14.3.9 Tencent Holdings Ltd
14.3.10 NetEase Inc
14.3.11 Microsoft Corp
14.3.12 GungHo Online Entertainment Inc
14.3.13 CyberAgent Inc
14.3.14 Ubisoft Entertainment
14.3.15 Niantic Inc
14.3.16 Take-Two Interactive