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Virtual Goods Market Is Growing at 20.2 % CAGR to Hit USD 203.6 BN: Statistics Report By Credence Research

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Virtual Goods Market Is Growing at 20.2 % CAGR to Hit USD 203.6 BN: Statistics Report By Credence Research

November 14
21:20 2022
Virtual Goods Market Is Growing at 20.2 % CAGR to Hit USD 203.6 BN: Statistics Report By Credence Research
Some major players and virtual shopping companies in the virtual goods market are Facebook Inc., Gree Inc., Mixi Inc., Tencent Holdings Ltd., hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Zynga Inc., and Kabam Inc.

The Global Virtual Goods Market generated revenue of around USD 67.5 billion in 2021 and is anticipated to grow a CAGR of over 20.2% during the forecast period from 2022 to 2028 to reach around USD 203.6 billion in 2028.

This market’s expansion is partly related to young people’s increased interest in social gaming. The market is moving quickly forward due to the growing acceptance of free-to-play games among players and game creators. This has promoted the buying of virtual goods. The quick adoption of social networking sites that support peer-to-peer gaming has given the industry for virtual games a considerable boost and greatly impacted in-game purchases made by players. Most social games can be played for free. Games on cell phones and tablet PCs can be easily installed, making them usable by both young and old. The appeal of social gaming has grown due to gamers’ desire to compete against their friends, family, and coworkers. To play, no elaborate Xboxes or Playstations are required. Therefore, it is anticipated that these elements will propel the global virtual goods market forward in the upcoming years.

Browse Global Virtual Goods Market report- https://www.credenceresearch.com/report/virtual-goods-market

The global virtual goods market is bifurcated into Age, Gender and Geography. Based on gender, the market is categorized into male and female. The global market is segmented based on age: 13-25, 25-35, 35-45, and 45+. The market is segmented based on geography: North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa.

The Asia Pacific region will hold a large portion of the global virtual goods market in 2021 due to China and other Southeast Asian countries’ substantial demand for virtual goods. Due to factors including the sizeable user populations of social networks, widespread use of smartphones, and wireless technology, Asia Pacific has maintained a prominent position in the global virtual goods market. A rapidly growing virtual goods market has emerged due to rising sales of smartphones and tablets and the appearance of casual and friendly games on social networking sites and mobile devices.  

Why Buy This Report-

  • The report provides a qualitative and quantitative analysis of the global virtual goods market by segments, current trends, drivers, restraints, opportunities, challenges, and market dynamics with the historical period from 2016-2020, base year- 2021, and forecast period 2022-2028.
  • The report contains information related to the competitive landscape, like how the key players in the market are operating at a global, regional, and country level.
  • In-depth analysis of the global virtual goods market segmentation based on age and gender.
  • Major countries in each region with their import/export statistics
  • The global virtual goods market report also includes analyzing the global, regional, and country levels, key market trends, significant players analysis, market growth strategies, and key application areas.

Table of Content-

1. Preface

1.1. Report Description

1.1.1. Purpose of the Report

1.1.2. Target Audience

1.1.3. USP and Key Offerings

1.2. Research Scope

1.3. Research Methodology

1.3.1. Phase I – Secondary Research

1.3.2. Phase II – Primary Research

1.3.3. Phase III – Expert Panel Review

1.3.4. Approach Adopted

1.3.4.1. Top-Down Approach

1.3.4.2. Bottom-Up Approach

1.3.5. Assumptions

1.4. Market Segmentation

2. Executive Summary

2.1. Market Snapshot: Global Virtual Goods Market

2.2. Global Virtual Goods Market, By Gender

2.3. Global Virtual Goods Market, By Age

2.4. Global Virtual Goods Market, By Region

3. Market Dynamics & Factors Analysis

3.1. Introduction

3.1.1. Global Virtual Goods Market Value, 2016-2028, (US$ Bn)

3.2. Market Dynamics

3.2.1. Key Growth Trends

3.2.2. Market Drivers

3.2.3. Market Restraints

3.2.4. Market Opportunities

3.2.5. Major Industry Challenges

3.3. Attractive Investment Proposition,2021

3.3.1. Product

3.3.2. Application

3.3.3. Geography

4. Premium Insights

4.1. STAR (Situation, Task, Action, Results) Analysis

4.2. Porter’s Five Forces Analysis

4.2.1. Threat of New Entrants

4.2.2. Bargaining Power of Buyers/Consumers

4.2.3. Bargaining Power of Suppliers

4.2.4. Threat of Substitute Types

4.2.5. Intensity of Competitive Rivalry

4.3. Value Chain Analysis

4.4. Technology Analysis

4.5. Marketing Strategy Analysis

4.5.1. Direct Marketing

4.5.2. Indirect Marketing

4.5.3. Marketing Channel Development Trend

5. Market Positioning of Key Players, 2021

5.1. Company market share of key players, 2021

5.2. Competitive Benchmarking

5.3. Market Positioning of Key Vendors

5.4. Geographical Presence Analysis

5.5. Major Strategies Adopted by Key Players

5.5.1. Key Strategies Analysis

5.5.2. Mergers and Acquisitions

5.5.3. Partnerships

5.5.4. Product Launch

5.5.5. Geographical Expansion

5.5.6. Others

6. COVID 19 Impact Analysis

6.1. Global Virtual Goods Market Pre Vs Post COVID 19, 2019 – 2028

6.2. Impact on Import & Export

6.3. Impact on Demand & Supply

7. Global Virtual Goods Market

7.1. Global Virtual Goods Market, By Gender, 2016-2028(US$ Bn)

7.1.1. Overview

7.1.2. Global Virtual Goods Market, By Gender, 2021 vs 2028 (in%)

7.1.3. Global Virtual Goods Market, By Male, 2016-2028 (US$ Bn)

7.1.4. Global Virtual Goods Market, By Female, 2016-2028 (US$ Bn)

7.2. Global Virtual Goods Market, By Age, 2016-2028(US$ Bn)

7.2.1. Overview

7.2.2. Global Virtual Goods Market, By Age, 2021 vs 2028 (in%)

7.2.3. Global Virtual Goods Market, By 13-25, 2016-2028 (US$ Bn)

7.2.4. Global Virtual Goods Market, By 25-35, 2016-2028 (US$ Bn)

7.2.5. Global Virtual Goods Market, By 35-45, 2016-2028 (US$ Bn)

7.2.6. Global Virtual Goods Market, By 45+, 2016-2028 (US$ Bn)

8. North America Virtual Goods Market Analysis

8.1. North America Virtual Goods Market, By Gender, 2016-2028(US$ Bn)

8.1.1. Overview

8.1.2. SRC Analysis

8.2. North America Virtual Goods Market, By Age, 2016-2028(US$ Bn)

8.2.1. Overview

8.2.2. SRC Analysis

8.3. North America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)

8.3.1. U.S.

8.3.1.1. U.S. Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)

8.3.1.2. U.S. Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)

8.3.1.3. U.S. Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

8.3.2. Canada

8.3.2.1. Canada Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)

8.3.2.2. Canada Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

 

………………. ToC continued

Browse Global Virtual Goods Market report- https://www.credenceresearch.com/report/virtual-goods-market

About Us

Credence Research is a worldwide market research and counseling firm that serves driving organizations, governments, nonlegislative associations, and not-for-benefits. We offer our customers some assistance with making enduring enhancements to their execution and understand their most imperative objectives. Over almost a century, we’ve manufactured a firm extraordinarily prepared to this task.

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1. Preface
1.1. Report Description
1.1.1. Purpose of the Report
1.1.2. Target Audience
1.1.3. USP and Key Offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Phase I – Secondary Research
1.3.2. Phase II – Primary Research
1.3.3. Phase III – Expert Panel Review
1.3.4. Approach Adopted
1.3.4.1. Top-Down Approach
1.3.4.2. Bottom-Up Approach
1.3.5. Assumptions
1.4. Market Segmentation

2. Executive Summary
2.1. Market Snapshot: Global Virtual Goods Market
2.2. Global Virtual Goods Market, By Gender
2.3. Global Virtual Goods Market, By Age
2.4. Global Virtual Goods Market, By Region

3. Market Dynamics & Factors Analysis
3.1. Introduction
3.1.1. Global Virtual Goods Market Value, 2016-2028, (US$ Bn)
3.2. Market Dynamics
3.2.1. Key Growth Trends
3.2.2. Market Drivers
3.2.3. Market Restraints
3.2.4. Market Opportunities
3.2.5. Major Industry Challenges
3.3. Attractive Investment Proposition,2021
3.3.1. Product
3.3.2. Application
3.3.3. Geography

4. Premium Insights
4.1. STAR (Situation, Task, Action, Results) Analysis
4.2. Porter’s Five Forces Analysis
4.2.1. Threat of New Entrants
4.2.2. Bargaining Power of Buyers/Consumers
4.2.3. Bargaining Power of Suppliers
4.2.4. Threat of Substitute Types
4.2.5. Intensity of Competitive Rivalry
4.3. Value Chain Analysis
4.4. Technology Analysis
4.5. Marketing Strategy Analysis
4.5.1. Direct Marketing
4.5.2. Indirect Marketing
4.5.3. Marketing Channel Development Trend

5. Market Positioning of Key Players, 2021
5.1. Company market share of key players, 2021
5.2. Competitive Benchmarking
5.3. Market Positioning of Key Vendors
5.4. Geographical Presence Analysis
5.5. Major Strategies Adopted by Key Players
5.5.1. Key Strategies Analysis
5.5.2. Mergers and Acquisitions
5.5.3. Partnerships
5.5.4. Product Launch
5.5.5. Geographical Expansion
5.5.6. Others

6. COVID 19 Impact Analysis
6.1. Global Virtual Goods Market Pre Vs Post COVID 19, 2019 – 2028
6.2. Impact on Import & Export
6.3. Impact on Demand & Supply

7. Global Virtual Goods Market
7.1. Global Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
7.1.1. Overview
7.1.2. Global Virtual Goods Market, By Gender, 2021 vs 2028 (in%)
7.1.3. Global Virtual Goods Market, By Male, 2016-2028 (US$ Bn)
7.1.4. Global Virtual Goods Market, By Female, 2016-2028 (US$ Bn)
7.2. Global Virtual Goods Market, By Age, 2016-2028(US$ Bn)
7.2.1. Overview
7.2.2. Global Virtual Goods Market, By Age, 2021 vs 2028 (in%)
7.2.3. Global Virtual Goods Market, By 13-25, 2016-2028 (US$ Bn)
7.2.4. Global Virtual Goods Market, By 25-35, 2016-2028 (US$ Bn)
7.2.5. Global Virtual Goods Market, By 35-45, 2016-2028 (US$ Bn)
7.2.6. Global Virtual Goods Market, By 45+, 2016-2028 (US$ Bn)

8. North America Virtual Goods Market Analysis
8.1. North America Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
8.1.1. Overview
8.1.2. SRC Analysis
8.2. North America Virtual Goods Market, By Age, 2016-2028(US$ Bn)
8.2.1. Overview
8.2.2. SRC Analysis
8.3. North America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
8.3.1. U.S.
8.3.1.1. U.S. Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
8.3.1.2. U.S. Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
8.3.1.3. U.S. Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
8.3.2. Canada
8.3.2.1. Canada Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
8.3.2.2. Canada Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

Media Contact
Company Name: Credence Research
Contact Person: Gunakesh Parmar
Email: Send Email
Phone: +91-8668442535
City: Gwalior
State: MP
Country: India
Website: https://www.credenceresearch.com/report/virtual-goods-market