Global Online Microtransaction Market Overview

Global Online Microtransaction Market Size Was Valued at USD 892 Million In 2021, And Is Projected to Reach USD 2,063.68 Million By 2028, Growing at A CAGR of 12.73% From 2022 To 2028.

A microtransaction is a business concept in which users can pay small amounts of money for virtual things. Microtransactions are common in free-to-play games, which means there is no charge to download the game, only to purchase virtual goods online. Microtransactions have had the most profound impact on the video game business, which is always changing. Game creators have figured out how to make the most of this new cash stream. Microtransactions are believed to be used by only 5 to 20% of gaming communities, and the quantities paid to vary.

According to figures from the Entertainment Software Association (ESA) and the NPD Group, the video game industry made a record-breaking $36 billion in revenue in 2017. Riot, the corporation that owns and operates the online game "League of Legends," (LOL) earns huge profits due to the microtransactions. LOL is a free game that is played by tens of millions of people around the world. In-game purchases account for almost all of its revenue. The growing popularity of online gaming is expected to propel the development of the online transaction market over the forecasted timeframe.

Market Dynamics And Key Factors For Online Microtransaction Market

Drivers:

Rise Of The Gaming Industry

The concept of online connectivity transformed the gaming industry. DLC (downloadable content) has proven to be effective in encouraging gamers to pay for things after the game has been released. DLC is a forerunner to what is now known as online microtransactions and is an aspect of gaming's secondary market. Online microtransactions have had the most significant impact on the video game industry, which is constantly changing. Game developers have figured out how to make the most of this new cash stream. Only 5 to 20% of game communities are thought to engage in online microtransactions, and the amounts they spend varies. However, the cash earned by free-to-play games is large, this is still a significant amount. These companies' executives want to monetize the non-participating player base in the online microtransaction community thus, driving further growth of the online microtransaction market over the projected timeframe.

Restraints:

Different Gaming Experiences For Players Not Partaking In Online Microtransaction

The microtransaction-based approach to generating money from video games is at the forefront of the gaming industry. This is where the trouble starts since most developers struggle to keep the balance in online Player versus Player games and end up creating pay-to-win games. Microtransactions are used in most games to provide a better experience and content, which provides an unfair experience for those who use the default game content. Despite having strong skills, this type of DLC (downloadable content) often outclasses players with default content thus, hampering the development of the online microtransaction market during the projected timeframe.

Opportunities:

With much of the world adopting social distancing for much of 2020 and into 2021, interest in the multibillion-dollar online gaming industry has continued to grow, with people who have never played before taking up the hobby. Players took use of their unprecedented free time to learn new skills and tactics that could one day be shown on television as part of an esports championship as popular as the Super Bowl or the World Cup final. As the number of people who play online games grows, so does the amount of money spent on in-app purchases. Users can spend real money for features or items while playing a mobile game using online microtransactions or in-app purchases. Players that spend money on in-app purchases get a premium gaming experience. At the same time, it is a very valuable and popular revenue source for game developers thus, creating a profitable opportunity for the market players.

Segmentation Analysis of Online Microtransaction Market

By Payment Model, prepay segment is anticipated to dominate the growth of the online microtransaction market. With the prepay model, a customer authorizes the game developer to charge their card for a certain amount, which is usually converted into a virtual currency. That currency can then be used to purchase game items. Prepay transactions avoid the undesired charges that may arise in the post-pay transaction method thus, strengthening the growth of the segment.

By Type, the in-game items segment is expected to lead the development of the online microtransaction market during the analysis period. One can buy in-game items and pay to unlock a variety of characters, each with their own set of skills and playstyle. The most popular in-game item skins. Skins merely alter a character's appearance but provide no additional functionality. Skins, on the other hand, give the character more personality, and given the psychological investment players have made in the game, it's almost as if they're buying clothes for themselves. Gun skins are also popular among users, and popular games such as PUBG and Fortnite offer several gun skins. The growing spending on in-game items is expected to increase over the analysis period.

By Device, the smartphones segment is expected to have the highest share of the online microtransaction market. According to a Statista survey, 68.1 percent of respondents claimed they played games on their smartphones, making it the most popular gaming device on the globe. Mobile gaming gives players greater accessibility, gamers can play games anytime and anywhere. Moreover, mobile gaming has helped people living far apart to come together. Mobile gaming has become a trend to maintain family relations and this trend is expected to grow over the projected timeframe. Most individuals are getting exposed to games due to the growing smartphone penetration. Individuals playing the game on a smartphone are more liable to purchase in-game items and currencies thus, supporting the development of the segment. 

Regional Analysis of Online Microtransaction Market

The Asia-Pacific region is anticipated to lead the growth of the online microtransaction market over the forecast period. Gamers in South Asian countries are gaining access to an ever-changing ecosystem. Users in this region are maturing in their approach to numerous genres, casual, mid-core, and paid games, owing to the increasing smartphone and internet penetration and the world's lowest data tariff. According to a PwC report, the total revenue generated by the in-game microtransactions accounted for one-third of the total games and esports in Australia. Moreover, the growing popularity of PlayerUnknown's Battlegrounds (PUBG) Mobile, Among Us, and Pokémon GO is expected to propel the growth of the online microtransaction market over the forecasted timeframe.

The North American region is anticipated to have the second-highest share of the online microtransaction market during the projected timeframe. According to the latest Entertainment Software Association (ESA) report, the United States has a total of 226.6 million video game players of all ages, up nearly 6% from 214.4 million in 2020. The estimates vary depending on the source and demographics surveyed, but it is estimated that three out of every four Americans play video games on various consoles, with more than half of those playing on their mobile phones. As 4G speeds improve and core users migrate to 5G, more individuals are opting to play games on their smartphones, it is anticipated that mobile gaming will be an ongoing and major contributor to the development of the online microtransaction market projected timeframe.

The online microtransaction market in the European region is anticipated to develop at a significant growth rate attributed to the growing popularity of gaming consoles and PC gaming. Beyond the sale of game titles and gear, the rise of subscription gaming services and cloud gaming has opened up new revenue streams. Without the assistance of a game publishing company, independent game developers can create and launch their games. Gamers, on the other hand, can make money through tournaments and social media streams. The online microtransaction market in the European Union is powered by the vibrant gaming markets of Germany, the United Kingdom, France, Italy, and Spain. According to Statista, the UK, Germany, France, Italy, and Spain had 46.7, 39.1, 36.5, 30.6, and 24.6 million gamers in 2021. The study also stated that mobile phones were the most popular devices to game on among UK gaming audiences. The gaming population is expected to increase over the forecasted timeframe thus, boosting the growth of the online transaction market.

COVID-19 Impact Analysis on Online Microtransaction Market

During the initial outbreak of the global COVID-19 pandemic in spring 2020, gaming immediately became one of the most popular hobbies, with user involvement and spending soaring between February and April of that year. Gen Z and Millennials, in particular, spent more time gaming since it was an easy way to pass the time amid initial stay-at-home orders, lockdowns, and social distancing. Global online gaming spending on in-game content and paid downloads climbed by 12 percent and 21 percent, respectively, in 2020, reflecting the expansion of digital revenues. The number of viewers of gaming video content increased to 1.2 billion in 2020, up from 944 million in 2019. Among the popular live-streaming gaming networks, Twitch is ranked number one followed by YouTube Gaming and Facebook Gaming. Gaming live streams are inherently social since the ability to talk with streamers and other viewers increase the shared experience of playing a game. Video streamers saw this as an opportunity and began accepting funds via online microtransactions. To recapitulate, the COVID-19 pandemic boosted the number of gamers, as well as the number of people who watched live streams. As a result, in the forecasted timeframe, the online microtransaction market is expected to boom.

Players Covered in Online Microtransaction Market are

  • Activision Blizzard Inc.
  • Alipay
  • Boku
  • Entercash
  • SecurionPay
  • Worldpay
  • Xsolla
  • NCSoft
  • Riot Games Inc.
  • Nexon Co. Ltd.
  • SmileGate (CrossFire)
  • Wargaming.net
  • NetEase Inc.
  • Valve Corporation
  • epay
  • famehype and others.

Recent Industry Developments In Online Microtransaction Market

In January 2022, Xsolla, announced its collaboration with Paytm Payment Gateway, India's leading payments solutions provider, to bring gaming payments solutions to India. Xsolla's Pay Station platform now includes Paytm's Digital Wallet, Unified Payment Interface (UPI), and online banking payment solutions.

In May 2021, epay, a division of Euronet Worldwide, and famehype have launched a collaboration to better connect consumers, major brands, and influencers in the multibillion-dollar gaming and esports markets.

Global Online Microtransaction Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 892 Mn.

Forecast Period 2022-28 CAGR:

12.73%

 

Market Size in 2028:

USD 2,063.68 Mn.

Segments Covered:

By Type

 

  • Random Chance Purchases
  • In-game Currencies
  • Expiration
  • In-game Items
  • Others

By Device

 

  • PC
  • Gaming Console
  • Mobile Phones
  • Others

By Model

 

  • Prepay
  • Post-pay
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Rise Of The Gaming Industry

Key Market Restraints:

  • Different Gaming Experiences For Players Not Partaking In Online Microtransaction

Key Opportunities:

  • Global Gaming Industry, Online Tournaments, and Live streaming

Companies Covered in the report:

  • Activision Blizzard Inc., Alipay, Boku, Entercash, SecurionPay, Worldpay, Xsolla, NCSoft, Riot Games Inc., Nexon Co. Ltd., SmileGate (CrossFire), Wargaming.net, NetEase Inc., Valve Corporation, epay, famehype,.and Other major players.

Chapter 1: Introduction
 1.1 Research Objectives
 1.2 Research Methodology
 1.3 Research Process
 1.4 Scope and Coverage
  1.4.1 Market Definition
  1.4.2 Key Questions Answered
 1.5 Market Segmentation

Chapter 2:Executive Summary

Chapter 3:Growth Opportunities By Segment
 3.1 By Type
 3.2 By Device Type

Chapter 4: Market Landscape
 4.1 Porter's Five Forces Analysis
  4.1.1 Bargaining Power of Supplier
  4.1.2 Threat of New Entrants
  4.1.3 Threat of Substitutes
  4.1.4 Competitive Rivalry
  4.1.5 Bargaining Power Among Buyers
 4.2 Industry Value Chain Analysis
 4.3 Market Dynamics
  3.5.1 Drivers
  3.5.2 Restraints
  3.5.3 Opportunities
  3.5.4 Challenges
 4.4 Pestle Analysis
 4.5 Technological Roadmap
 4.6 Regulatory Landscape
 4.7 SWOT Analysis
 4.8 Price Trend Analysis
 4.9 Patent Analysis
 4.10 Analysis of the Impact of Covid-19
  4.10.1 Impact on the Overall Market
  4.10.2 Impact on the Supply Chain
  4.10.3 Impact on the Key Manufacturers
  4.10.4 Impact on the Pricing

Chapter 4: Online Microtransaction Market by Type
 4.1 Online Microtransaction Market Overview Snapshot and Growth Engine
 4.2 Online Microtransaction Market Overview
 4.3 Random Purchases
  4.3.1 Introduction and Market Overview
  4.3.2 Historic and Forecasted Market Size (2016-2028F)
  4.3.3 Key Market Trends, Growth Factors and Opportunities
  4.3.4 Random Purchases: Grographic Segmentation
 4.4 In-game Items
  4.4.1 Introduction and Market Overview
  4.4.2 Historic and Forecasted Market Size (2016-2028F)
  4.4.3 Key Market Trends, Growth Factors and Opportunities
  4.4.4 In-game Items: Grographic Segmentation
 4.5 In-game Currencies
  4.5.1 Introduction and Market Overview
  4.5.2 Historic and Forecasted Market Size (2016-2028F)
  4.5.3 Key Market Trends, Growth Factors and Opportunities
  4.5.4 In-game Currencies: Grographic Segmentation
 4.6 Expiration
  4.6.1 Introduction and Market Overview
  4.6.2 Historic and Forecasted Market Size (2016-2028F)
  4.6.3 Key Market Trends, Growth Factors and Opportunities
  4.6.4 Expiration: Grographic Segmentation
 4.7 Others
  4.7.1 Introduction and Market Overview
  4.7.2 Historic and Forecasted Market Size (2016-2028F)
  4.7.3 Key Market Trends, Growth Factors and Opportunities
  4.7.4 Others: Grographic Segmentation

Chapter 5: Online Microtransaction Market by Device Type
 5.1 Online Microtransaction Market Overview Snapshot and Growth Engine
 5.2 Online Microtransaction Market Overview
 5.3 Gaming Console
  5.3.1 Introduction and Market Overview
  5.3.2 Historic and Forecasted Market Size (2016-2028F)
  5.3.3 Key Market Trends, Growth Factors and Opportunities
  5.3.4 Gaming Console: Grographic Segmentation
 5.4 Mobile Phones
  5.4.1 Introduction and Market Overview
  5.4.2 Historic and Forecasted Market Size (2016-2028F)
  5.4.3 Key Market Trends, Growth Factors and Opportunities
  5.4.4 Mobile Phones: Grographic Segmentation
 5.5 PC
  5.5.1 Introduction and Market Overview
  5.5.2 Historic and Forecasted Market Size (2016-2028F)
  5.5.3 Key Market Trends, Growth Factors and Opportunities
  5.5.4 PC: Grographic Segmentation
 5.6 Others
  5.6.1 Introduction and Market Overview
  5.6.2 Historic and Forecasted Market Size (2016-2028F)
  5.6.3 Key Market Trends, Growth Factors and Opportunities
  5.6.4 Others: Grographic Segmentation

Chapter 6: Company Profiles and Competitive Analysis
 6.1 Competitive Landscape
  6.1.1 Competitive Positioning
  6.1.2 Online Microtransaction Sales and Market Share By Players
  6.1.3 Industry BCG Matrix
  6.1.4 Ansoff Matrix
  6.1.5 Online Microtransaction Industry Concentration Ratio (CR5 and HHI)
  6.1.6 Top 5 Online Microtransaction Players Market Share
  6.1.7 Mergers and Acquisitions
  6.1.8 Business Strategies By Top Players
 6.2 NCSOFT CORPORATION
  6.2.1 Company Overview
  6.2.2 Key Executives
  6.2.3 Company Snapshot
  6.2.4 Operating Business Segments
  6.2.5 Product Portfolio
  6.2.6 Business Performance
  6.2.7 Key Strategic Moves and Recent Developments
  6.2.8 SWOT Analysis
 6.3 TENCENT HOLDINGS LTD.
 6.4 ACTIVISION BLIZZARD INC.
 6.5 VALVE CORPORATION
 6.6 SMILEGATE HOLDINGS
 6.7 WARGAMING GROUP LIMITED
 6.8 RIOT GAMES INC.
 6.9 NEXON CO. LTD.
 6.10 ELECTRONIC ARTS INC.
 6.11 ACTIVISION BLIZZARD INC

Chapter 7: Global Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 7.1 Market Overview
 7.2 Historic and Forecasted Market Size By Type
  7.2.1 Random Purchases
  7.2.2 In-game Items
  7.2.3 In-game Currencies
  7.2.4 Expiration
  7.2.5 Others
 7.3 Historic and Forecasted Market Size By Device Type
  7.3.1 Gaming Console
  7.3.2 Mobile Phones
  7.3.3 PC
  7.3.4 Others

Chapter 8: North America Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 8.1 Key Market Trends, Growth Factors and Opportunities
 8.2 Impact of Covid-19
 8.3 Key Players
 8.4 Key Market Trends, Growth Factors and Opportunities
 8.4 Historic and Forecasted Market Size By Type
  8.4.1 Random Purchases
  8.4.2 In-game Items
  8.4.3 In-game Currencies
  8.4.4 Expiration
  8.4.5 Others
 8.5 Historic and Forecasted Market Size By Device Type
  8.5.1 Gaming Console
  8.5.2 Mobile Phones
  8.5.3 PC
  8.5.4 Others
 8.6 Historic and Forecast Market Size by Country
  8.6.1 U.S.
  8.6.2 Canada
  8.6.3 Mexico

Chapter 9: Europe Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 9.1 Key Market Trends, Growth Factors and Opportunities
 9.2 Impact of Covid-19
 9.3 Key Players
 9.4 Key Market Trends, Growth Factors and Opportunities
 9.4 Historic and Forecasted Market Size By Type
  9.4.1 Random Purchases
  9.4.2 In-game Items
  9.4.3 In-game Currencies
  9.4.4 Expiration
  9.4.5 Others
 9.5 Historic and Forecasted Market Size By Device Type
  9.5.1 Gaming Console
  9.5.2 Mobile Phones
  9.5.3 PC
  9.5.4 Others
 9.6 Historic and Forecast Market Size by Country
  9.6.1 Germany
  9.6.2 U.K.
  9.6.3 France
  9.6.4 Italy
  9.6.5 Russia
  9.6.6 Spain

Chapter 10: Asia-Pacific Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 10.1 Key Market Trends, Growth Factors and Opportunities
 10.2 Impact of Covid-19
 10.3 Key Players
 10.4 Key Market Trends, Growth Factors and Opportunities
 10.4 Historic and Forecasted Market Size By Type
  10.4.1 Random Purchases
  10.4.2 In-game Items
  10.4.3 In-game Currencies
  10.4.4 Expiration
  10.4.5 Others
 10.5 Historic and Forecasted Market Size By Device Type
  10.5.1 Gaming Console
  10.5.2 Mobile Phones
  10.5.3 PC
  10.5.4 Others
 10.6 Historic and Forecast Market Size by Country
  10.6.1 China
  10.6.2 India
  10.6.3 Japan
  10.6.4 Southeast Asia

Chapter 11: South America Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 11.1 Key Market Trends, Growth Factors and Opportunities
 11.2 Impact of Covid-19
 11.3 Key Players
 11.4 Key Market Trends, Growth Factors and Opportunities
 11.4 Historic and Forecasted Market Size By Type
  11.4.1 Random Purchases
  11.4.2 In-game Items
  11.4.3 In-game Currencies
  11.4.4 Expiration
  11.4.5 Others
 11.5 Historic and Forecasted Market Size By Device Type
  11.5.1 Gaming Console
  11.5.2 Mobile Phones
  11.5.3 PC
  11.5.4 Others
 11.6 Historic and Forecast Market Size by Country
  11.6.1 Brazil
  11.6.2 Argentina

Chapter 12: Middle East & Africa Online Microtransaction Market Analysis, Insights and Forecast, 2016-2028
 12.1 Key Market Trends, Growth Factors and Opportunities
 12.2 Impact of Covid-19
 12.3 Key Players
 12.4 Key Market Trends, Growth Factors and Opportunities
 12.4 Historic and Forecasted Market Size By Type
  12.4.1 Random Purchases
  12.4.2 In-game Items
  12.4.3 In-game Currencies
  12.4.4 Expiration
  12.4.5 Others
 12.5 Historic and Forecasted Market Size By Device Type
  12.5.1 Gaming Console
  12.5.2 Mobile Phones
  12.5.3 PC
  12.5.4 Others
 12.6 Historic and Forecast Market Size by Country
  12.6.1 Saudi Arabia
  12.6.2 South Africa

Chapter 13 Investment Analysis

Chapter 14 Analyst Viewpoint and Conclusion

Global Online Microtransaction Market

Base Year:

2021

Forecast Period:

2022-2028

Historical Data:

2016 to 2020

Market Size in 2021:

USD 892 Mn.

Forecast Period 2022-28 CAGR:

12.73%

 

Market Size in 2028:

USD 2,063.68 Mn.

Segments Covered:

By Type

 

  • Random Chance Purchases
  • In-game Currencies
  • Expiration
  • In-game Items
  • Others

By Device

 

  • PC
  • Gaming Console
  • Mobile Phones
  • Others

By Model

 

  • Prepay
  • Post-pay
  • Others

By Region

  • North America (U.S., Canada, Mexico)
  • Europe (Germany, U.K., France, Italy, Russia, Spain, Rest of Europe)
  • Asia-Pacific (China, India, Japan, Singapore, Australia, New Zealand, Rest of APAC)
  • Middle East & Africa (Turkey, Saudi Arabia, Iran, UAE, Africa, Rest of MEA)
  • South America (Brazil, Argentina, Rest of SA)

Key Market Drivers:

  • Rise Of The Gaming Industry

Key Market Restraints:

  • Different Gaming Experiences For Players Not Partaking In Online Microtransaction

Key Opportunities:

  • Global Gaming Industry, Online Tournaments, and Live streaming

Companies Covered in the report:

  • Activision Blizzard Inc., Alipay, Boku, Entercash, SecurionPay, Worldpay, Xsolla, NCSoft, Riot Games Inc., Nexon Co. Ltd., SmileGate (CrossFire), Wargaming.net, NetEase Inc., Valve Corporation, epay, famehype,.and Other major players.

LIST OF TABLES

TABLE 001. EXECUTIVE SUMMARY
TABLE 002. ONLINE MICROTRANSACTION MARKET BARGAINING POWER OF SUPPLIERS
TABLE 003. ONLINE MICROTRANSACTION MARKET BARGAINING POWER OF CUSTOMERS
TABLE 004. ONLINE MICROTRANSACTION MARKET COMPETITIVE RIVALRY
TABLE 005. ONLINE MICROTRANSACTION MARKET THREAT OF NEW ENTRANTS
TABLE 006. ONLINE MICROTRANSACTION MARKET THREAT OF SUBSTITUTES
TABLE 007. ONLINE MICROTRANSACTION MARKET BY TYPE
TABLE 008. RANDOM PURCHASES MARKET OVERVIEW (2016-2028)
TABLE 009. IN-GAME ITEMS MARKET OVERVIEW (2016-2028)
TABLE 010. IN-GAME CURRENCIES MARKET OVERVIEW (2016-2028)
TABLE 011. EXPIRATION MARKET OVERVIEW (2016-2028)
TABLE 012. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 013. ONLINE MICROTRANSACTION MARKET BY DEVICE TYPE
TABLE 014. GAMING CONSOLE MARKET OVERVIEW (2016-2028)
TABLE 015. MOBILE PHONES MARKET OVERVIEW (2016-2028)
TABLE 016. PC MARKET OVERVIEW (2016-2028)
TABLE 017. OTHERS MARKET OVERVIEW (2016-2028)
TABLE 018. NORTH AMERICA ONLINE MICROTRANSACTION MARKET, BY TYPE (2016-2028)
TABLE 019. NORTH AMERICA ONLINE MICROTRANSACTION MARKET, BY DEVICE TYPE (2016-2028)
TABLE 020. N ONLINE MICROTRANSACTION MARKET, BY COUNTRY (2016-2028)
TABLE 021. EUROPE ONLINE MICROTRANSACTION MARKET, BY TYPE (2016-2028)
TABLE 022. EUROPE ONLINE MICROTRANSACTION MARKET, BY DEVICE TYPE (2016-2028)
TABLE 023. ONLINE MICROTRANSACTION MARKET, BY COUNTRY (2016-2028)
TABLE 024. ASIA PACIFIC ONLINE MICROTRANSACTION MARKET, BY TYPE (2016-2028)
TABLE 025. ASIA PACIFIC ONLINE MICROTRANSACTION MARKET, BY DEVICE TYPE (2016-2028)
TABLE 026. ONLINE MICROTRANSACTION MARKET, BY COUNTRY (2016-2028)
TABLE 027. MIDDLE EAST & AFRICA ONLINE MICROTRANSACTION MARKET, BY TYPE (2016-2028)
TABLE 028. MIDDLE EAST & AFRICA ONLINE MICROTRANSACTION MARKET, BY DEVICE TYPE (2016-2028)
TABLE 029. ONLINE MICROTRANSACTION MARKET, BY COUNTRY (2016-2028)
TABLE 030. SOUTH AMERICA ONLINE MICROTRANSACTION MARKET, BY TYPE (2016-2028)
TABLE 031. SOUTH AMERICA ONLINE MICROTRANSACTION MARKET, BY DEVICE TYPE (2016-2028)
TABLE 032. ONLINE MICROTRANSACTION MARKET, BY COUNTRY (2016-2028)
TABLE 033. NCSOFT CORPORATION: SNAPSHOT
TABLE 034. NCSOFT CORPORATION: BUSINESS PERFORMANCE
TABLE 035. NCSOFT CORPORATION: PRODUCT PORTFOLIO
TABLE 036. NCSOFT CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 036. TENCENT HOLDINGS LTD.: SNAPSHOT
TABLE 037. TENCENT HOLDINGS LTD.: BUSINESS PERFORMANCE
TABLE 038. TENCENT HOLDINGS LTD.: PRODUCT PORTFOLIO
TABLE 039. TENCENT HOLDINGS LTD.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 039. ACTIVISION BLIZZARD INC.: SNAPSHOT
TABLE 040. ACTIVISION BLIZZARD INC.: BUSINESS PERFORMANCE
TABLE 041. ACTIVISION BLIZZARD INC.: PRODUCT PORTFOLIO
TABLE 042. ACTIVISION BLIZZARD INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 042. VALVE CORPORATION: SNAPSHOT
TABLE 043. VALVE CORPORATION: BUSINESS PERFORMANCE
TABLE 044. VALVE CORPORATION: PRODUCT PORTFOLIO
TABLE 045. VALVE CORPORATION: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 045. SMILEGATE HOLDINGS: SNAPSHOT
TABLE 046. SMILEGATE HOLDINGS: BUSINESS PERFORMANCE
TABLE 047. SMILEGATE HOLDINGS: PRODUCT PORTFOLIO
TABLE 048. SMILEGATE HOLDINGS: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 048. WARGAMING GROUP LIMITED: SNAPSHOT
TABLE 049. WARGAMING GROUP LIMITED: BUSINESS PERFORMANCE
TABLE 050. WARGAMING GROUP LIMITED: PRODUCT PORTFOLIO
TABLE 051. WARGAMING GROUP LIMITED: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 051. RIOT GAMES INC.: SNAPSHOT
TABLE 052. RIOT GAMES INC.: BUSINESS PERFORMANCE
TABLE 053. RIOT GAMES INC.: PRODUCT PORTFOLIO
TABLE 054. RIOT GAMES INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 054. NEXON CO. LTD.: SNAPSHOT
TABLE 055. NEXON CO. LTD.: BUSINESS PERFORMANCE
TABLE 056. NEXON CO. LTD.: PRODUCT PORTFOLIO
TABLE 057. NEXON CO. LTD.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 057. ELECTRONIC ARTS INC.: SNAPSHOT
TABLE 058. ELECTRONIC ARTS INC.: BUSINESS PERFORMANCE
TABLE 059. ELECTRONIC ARTS INC.: PRODUCT PORTFOLIO
TABLE 060. ELECTRONIC ARTS INC.: KEY STRATEGIC MOVES AND DEVELOPMENTS
TABLE 060. ACTIVISION BLIZZARD INC: SNAPSHOT
TABLE 061. ACTIVISION BLIZZARD INC: BUSINESS PERFORMANCE
TABLE 062. ACTIVISION BLIZZARD INC: PRODUCT PORTFOLIO
TABLE 063. ACTIVISION BLIZZARD INC: KEY STRATEGIC MOVES AND DEVELOPMENTS

LIST OF FIGURES

FIGURE 001. YEARS CONSIDERED FOR ANALYSIS
FIGURE 002. SCOPE OF THE STUDY
FIGURE 003. ONLINE MICROTRANSACTION MARKET OVERVIEW BY REGIONS
FIGURE 004. PORTER'S FIVE FORCES ANALYSIS
FIGURE 005. BARGAINING POWER OF SUPPLIERS
FIGURE 006. COMPETITIVE RIVALRYFIGURE 007. THREAT OF NEW ENTRANTS
FIGURE 008. THREAT OF SUBSTITUTES
FIGURE 009. VALUE CHAIN ANALYSIS
FIGURE 010. PESTLE ANALYSIS
FIGURE 011. ONLINE MICROTRANSACTION MARKET OVERVIEW BY TYPE
FIGURE 012. RANDOM PURCHASES MARKET OVERVIEW (2016-2028)
FIGURE 013. IN-GAME ITEMS MARKET OVERVIEW (2016-2028)
FIGURE 014. IN-GAME CURRENCIES MARKET OVERVIEW (2016-2028)
FIGURE 015. EXPIRATION MARKET OVERVIEW (2016-2028)
FIGURE 016. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 017. ONLINE MICROTRANSACTION MARKET OVERVIEW BY DEVICE TYPE
FIGURE 018. GAMING CONSOLE MARKET OVERVIEW (2016-2028)
FIGURE 019. MOBILE PHONES MARKET OVERVIEW (2016-2028)
FIGURE 020. PC MARKET OVERVIEW (2016-2028)
FIGURE 021. OTHERS MARKET OVERVIEW (2016-2028)
FIGURE 022. NORTH AMERICA ONLINE MICROTRANSACTION MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 023. EUROPE ONLINE MICROTRANSACTION MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 024. ASIA PACIFIC ONLINE MICROTRANSACTION MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 025. MIDDLE EAST & AFRICA ONLINE MICROTRANSACTION MARKET OVERVIEW BY COUNTRY (2016-2028)
FIGURE 026. SOUTH AMERICA ONLINE MICROTRANSACTION MARKET OVERVIEW BY COUNTRY (2016-2028)

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Frequently Asked Questions :

What would be forecast period in the market research report?

The forecast period in the Online Microtransaction Market research report is 2022-2028.

Who are the key players in Online Microtransaction market?

Activision Blizzard Inc., Alipay, Boku, Entercash, SecurionPay, Worldpay, Xsolla, NCSoft, Riot Games Inc., Nexon Co. Ltd., SmileGate (CrossFire), Wargaming.net, NetEase Inc., Valve Corporation, epay, famehype, and other major players.

What are the segments of Online Microtransaction market?

The Online Microtransaction market is segmented into Type, Device, Model, Region. Online Microtransaction Market is segmented, By Payment Model (Prepay, Post-Pay, Pay-As-You-Go), Type (Random Chance Purchases, In-Game Currencies, Expiration, In-Game Items, Others), Device (PC, Gaming Console, Smart Phones, Others), By region, it is analysed across North America (U.S.; Canada; Mexico), Europe (Germany; U.K.; France; Italy; Russia; Spain etc.), Asia-Pacific (China; India; Japan; Southeast Asia etc.), South America (Brazil; Argentina etc.), Middle East & Africa (Saudi Arabia; South Africa etc.).

What is the Online Microtransaction market?

A microtransaction is a business concept in which users can pay small amounts of money for virtual things. Microtransactions are common in free-to-play games, which means there is no charge to download the game, only to purchase virtual goods online

How big is the Online Microtransaction market?

Global Online Microtransaction Market Size Was Valued at USD 892 Million In 2021, And Is Projected to Reach USD 2,063.68 Million By 2028, Growing at A CAGR of 12.73% From 2022 To 2028.