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Global Online Microtransaction Market Report 2021 – Opportunities And Strategies, Market Forecast And Trends

The Global Online Microtransaction Market Report by The Business Research Company covers online microtransaction market drivers and restraints, online microtransaction market size, major players, and the impact of COVID-19 on the online microtransaction market.

The online microtransaction market consists of sales of in-game virtual goods and its related services. Microtransactions are in-game purchases of virtual items for small amounts of money. These often appear in free-to-play games that do not have any cost for downloading the game and only includes the online cost for virtual goods. Microtransactions are done to unlock specific features or enhance the special abilities, content or character in a game.

The expansion of the gaming industry is to act as a major driver for the development of the online microtransaction market. Online microtransaction uses real money to gain access to currency in-game or virtual items, which improves the gaming experience of the player.

The global online microtransaction market is expected to grow from $33.4 billion in 2020 to $34.59 billion in 2021 at a compound annual growth rate (CAGR) of 3.6%. The growth is mainly due to the companies rearranging their operations and recovering from the COVID-19 impact, which had earlier led to restrictive containment measures involving social distancing, remote working, and the closure of commercial activities that resulted in operational challenges. The market is expected to reach $51.09 billion in 2025 at a CAGR of 10%.

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Some online microtransaction market trends include the companies adopting new loot box policies in order to adhere to the guidelines of the U.S. game industry trade group, the Entertainment Software Association. In August 2019, the organization announced that multiple game developers and publishers will adopt disclosure of information policies for the loot boxes. Companies such as Microsoft, Nintendo, and Sony are planning to have new policies by the end of 2020. Consequently, the players aiming to adopt new disclosure policies of a loot box is the latest trend shaping the growth of the online microtransactions market.

Global online microtransaction market segments include:

1) By Type: In-Game Curriencies, Random Chance Puchases, In-Game Items, Expiration.

2) By Device: Mobile, Console, PC.

3) By Model: Prepay Model, Postpay Model, Others.

By Geography: The market is segmented into North America, South America, Asia-Pacific, Eastern Europe, Western Europe, Middle East and Africa.

Read More On The Online Microtransaction Global Market Report 2021: COVID 19 Impact and Recovery to 2030 At:
https://www.thebusinessresearchcompany.com/report/online-microtransaction-global-market-report-2020-30-covid-19-implications-and-growth

The Online Microtransaction Global Market Report 2021: COVID 19 Impact and Recovery to 2030 is one of a series of new reports from The Business Research Company that provides online microtransaction market overviews, analyzes and forecasts market size, share, online microtransaction market players, online microtransaction market segments and geographies, market’s leading competitors’ revenues, profiles and market shares.

The online microtransaction market report identifies top countries and segments for opportunities and strategies based on market trends and leading competitors’ approaches.

Where To Learn More:

Read
Online Microtransaction Global Market Report 2021: COVID 19 Impact and Recovery to 2030 from The Business Research Company for information on the following:

Data Segmentations: Market Size, Global, By Region And By Country, Historic And Forecast Size, And Growth Rates For The World, 7 Regions And 12 Countries.

Market Players Covered: 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., The Walt Disney Co., Ubisoft Entertainment., Niantic Inc., Take-Two Interactive.

Regions: Asia-Pacific, China, Western Europe, Eastern Europe, North America, USA, South America, Middle East and Africa.

Countries: Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Russia, South Korea, UK, USA.

Time Series: Five years historic (2015-20) and ten years forecast (2021-2025-2030)

Other Information And Analyses: SWOT analysis, customer information, market product/service analysis – product examples, trends and opportunities, drivers and restraints, key mergers and acquisitions, suggested trend based strategies, impact of COVID-19 on the market, future outlook and potential analysis, key metrics covered: number of enterprises, number of employees, global market in 2021 – countries offering most new opportunities, conclusions and recommendations by expert analysts.

Sourcing And Referencing: Data and analysis throughout the report are sourced using end notes.

Strategies For Participants In The Online Microtransaction Industry: The report explains a number of strategies for companies in the market, based on industry trends and company analysis.

Opportunities For Companies In The Online Microtransaction Sector: The report reveals where the global industry will put on most $ sales up to 2023.

Interested to know more about The Business Research Company?

The Business Research Company has published over 1000 industry reports, covering over 2500 market segments and 60 geographies. The reports draw on 150,000 datasets, extensive secondary research, and exclusive insights from interviews with industry leaders. The reports are updated with a detailed analysis of the impact of COVID-19 on various markets.

Read more about us at https://www.thebusinessresearchcompany.com/about-the-business-research-company.aspx

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