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