Online Microtransaction Market 2021 Strategic Assessment - Riot Games, Inc.; Nexon Co., Ltd.; Wargaming.net; NCSoft; Activision Blizzard Inc
Global Online Microtransaction Market Size and Forecast to 2021 – 2030 is a valuable source of insightful data for business strategists. It provides the industry overview with growth analysis and historical & futuristic cost, revenue, demand, and supply data. The research analysts provide a detailed description of the value chain and its distributor analysis. This Market study provides comprehend Online Microtransaction data that enhances the understanding, scope, and application of this report.The study includes market share analysis and profiles of players such as 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.; Th.
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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%.
Market Overview:
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 is a major trend in the online microtransaction market. 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.
Stringent regulations imposed on the microtransactions are projected to limit the market growth during the period. According to NPR’s news published in November 2019, China introduced restrictions on video games and online microtransactions for minors. Chinese officials limited the online microtransactions value at $ 28 or $ 57 depending on the age of the minor. These restrictions imposed is likely to reduce the number of transactions done by a minor, thus, reducing the revenues for microtransactions market from the minor group. Therefore, stringent regulations imposed by the government on setting the limit of transactions is to have an adverse effect on the growth of online microtransactions market over the forecast period.
Industry News and Update:
In April 2020, Riot Games, an American video game developer, publisher, and esports tournament organizer acquired Hypixel Studios Inc. for an undisclosed amount. This acquisition represents the expansion of a long-standing relationship, with Hypixel Studios gaining access to Riot Games experience in developing and publishing acclaimed, player-focused games. Hypixel Studios Inc., a Canada based Computer game developer.
Market Scope:
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
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Evaluate the supply-demand gaps, import-export statistics and regulatory landscape for more than top 20 countries globally for the Organic Soft Drinks market.
Region Coverage: Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa
Countries Coverage: USA, France, Germany, UK, China, Australia, India, Indonesia, Japan, South Korea, Russia, Brazil
The study objectives of this report are:
To study and analyze the global Online Microtransaction size (value and volume) by the company, key regions/countries, products and application, history data from 2020 to 2025, and forecast to 2030.
To understand the structure of Online Microtransaction by identifying its various sub-segments.
To share detailed information about the key factors influencing the growth of the market (growth potential, opportunities, drivers, industry-specific challenges and risks).
Focuses on the key global Online Microtransaction manufacturers, to define, describe and analyze the sales volume, value, market share, market competition landscape, SWOT analysis, and development plans in the next few years.
To analyze the Online Microtransaction with respect to individual growth trends, future prospects, and their contribution to the total market.
To project the value and volume of Online Microtransaction submarkets, with respect to key regions (along with their respective key countries).
To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.
To strategically profile the key players and comprehensively analyze their growth strategies.
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