Online Microtransaction

Online Microtransaction


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.


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

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