表紙:オンラインマイクロトランザクションの世界市場:市場規模 - タイプ別、デバイス別、モデル別、地域別展望、競合戦略、セグメント別予測(~2032年)
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オンラインマイクロトランザクションの世界市場:市場規模 - タイプ別、デバイス別、モデル別、地域別展望、競合戦略、セグメント別予測(~2032年)

Online Microtransaction Market Size- By Type, By Device, By Model- Regional Outlook, Competitive Strategies and Segment Forecast to 2032

出版日: | 発行: SPER Market Research Pvt. Ltd. | ページ情報: 英文 256 Pages | 納期: 即日から翌営業日

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オンラインマイクロトランザクションの世界市場:市場規模 - タイプ別、デバイス別、モデル別、地域別展望、競合戦略、セグメント別予測(~2032年)
出版日: 2023年02月16日
発行: SPER Market Research Pvt. Ltd.
ページ情報: 英文 256 Pages
納期: 即日から翌営業日
  • 全表示
  • 概要
  • 目次
概要

世界のオンラインマイクロトランザクションの市場規模は、2032年までに2,473億3,000万米ドルに達し、CAGRで13.83%の成長が予測されています。

世界市場は、オンラインゲームやモバイルアプリの人気上昇を背景に、近年急成長を遂げています。市場の成長を促進する主な要因として、モバイルゲームの台頭とデジタル決済の採用が増加していることが挙げられます。

当レポートでは、世界のオンラインマイクロトランザクション市場について調査し、市場力学、市場変数と展望、競合情勢、タイプ・デバイス・モデル・地域別の市場分析、企業プロファイル等に関する情報を提供しています。

目次

第1章 イントロダクション

  • 調査範囲
  • 市場セグメント分析

第2章 調査手法

  • 調査データソース
  • 市場規模の推定
  • データの三角測量

第3章 エグゼクティブサマリー

第4章 市場力学

  • 促進要因、抑制要因、機会、課題の分析
    • 促進要因
    • 抑制要因
    • 機会
    • 課題
  • 世界のオンラインマイクロトランザクション市場におけるCOVID-19の影響

第5章 市場変数と展望

  • SWOT分析
    • 強み
    • 弱み
    • 機会
    • 脅威
  • PESTEL分析
    • 政治情勢
    • 経済情勢
    • 社会情勢
    • 技術情勢
    • 環境情勢
    • 法的情勢
  • ポーターのファイブフォース分析
    • 供給企業の交渉力
    • 買い手の交渉力
    • 代替品の脅威
    • 新規参入者の脅威
    • 競合企業間の敵対関係
  • ヒートマップ分析

第6章 競合情勢

  • 世界のオンラインマイクロトランザクション市場の拠点分布、販売エリア、製品タイプ
  • 世界のオンラインマイクロトランザクション市場における合併・買収、パートナーシップ、製品発売、コラボレーション

第7章 世界のオンラインマイクロトランザクション市場:タイプ別(2019年~2032年(100万米ドル))

  • ゲーム内通貨
  • ランダムチャンス購入
  • ゲーム内アイテム
  • 有効期限
  • その他

第8章 世界のオンラインマイクロトランザクション市場:デバイス別(2019年~2032年(100万米ドル))

  • モバイル
  • コンソール
  • PC

第9章 世界のオンラインマイクロトランザクション市場:モデル別(2019年~2032年(100万米ドル))

  • 前払いモデル
  • 後払いモデル

第10章 世界のオンラインマイクロトランザクション市場:地域別(2019年~2032年(100万米ドル))

  • 世界のオンラインマイクロトランザクションの市場規模・市場シェア:地域別(2019年~2025年)
  • 世界のオンラインマイクロトランザクションの市場規模・市場シェア:地域別(2026年~2032年)
  • アジア太平洋
    • オーストラリア
    • 中国
    • インド
    • 日本
    • 韓国
    • その他のアジア太平洋
  • 欧州
    • フランス
    • ドイツ
    • イタリア
    • スペイン
    • 英国
    • その他の欧州
  • 中東・アフリカ
    • サウジアラビア王国
    • アラブ首長国連邦
    • その他の中東・アフリカ
  • 北米
    • カナダ
    • メキシコ
    • 米国
  • ラテンアメリカ
    • アルゼンチン
    • ブラジル
    • その他のラテンアメリカ

第11章 企業プロファイル

  • Activision Blizzard Inc.
    • 企業概要
    • 財務展望
    • 製品概要
    • 最近の開発
  • 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 略語一覧

第13章 参照リンク

第14章 結論

第15章 調査範囲

目次
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