“Global Online Microtransaction Market to reach a market value of USD 180.1 Billion by 2031 growing at a CAGR of 12.9%”
The Global Online Microtransaction Market size is expected to reach $180.1 billion by 2031, rising at a market growth of 12.9% CAGR during the forecast period.
The gaming industry is dominated by countries such as China, Japan, and South Korea, which have a substantial user base for both mobile and PC gaming. China's mobile gaming leadership and South Korea’s prominent esports scene have contributed significantly to the region's growing adoption of microtransactions. Integrating in-game currencies and items into popular games, such as Honor of Kings and Genshin Impact, has boosted the revenue generated from microtransactions. Furthermore, the microtransaction economy in the Asia Pacific has experienced a further acceleration in growth due to the region's widespread smartphone utilization and rapid internet penetration. The Asia Pacific segment acquired 28% revenue share in the online microtransaction market in 2023.
Governments worldwide have supported the rollout of 5G networks, with countries like South Korea, China, and the United States leading in 5G adoption. This enhanced infrastructure is further driving the growth of mobile gaming and increasing the opportunity for microtransactions as more sophisticated mobile games enter the market. Hence, all these factors will aid in the growth of the market. Additionally, productivity and communication tools have integrated microtransactions to unlock premium features. For instance, apps like Slack or Trello offer free versions but provide additional functionality or tools through paid upgrades, many of which are offered as microtransactions. Thus, this rising interest in digital content has created a thriving ecosystem for microtransactions across various platforms and industries.
However, the lack of access to secure digital payment systems and underdeveloped online banking infrastructure in many emerging economies prevent potential consumers from participating in the microtransaction economy. Thus, these challenges reduce the growth potential for companies as they must navigate economic and infrastructural obstacles.
Based on payment model, the market is classified into prepay, post-pay, and pay-as-you-go. The post-pay segment procured 21% revenue share in the market in 2023. Post-pay models, often associated with digital services like streaming platforms or subscription-based apps, allow users to be billed after they've made microtransactions or used premium features.
On the basis of type, the market is divided into in-game currencies, random chance purchases, in-game items, expiration-based purchases, and others. The in-game currencies segment recorded 38% revenue share in the market in 2023. In-game currencies, such as V-Bucks in Fortnite or RP in League of Legends, allow players to purchase various goods or upgrades within the game environment.
By device, the market is segmented into PC, gaming consoles, mobile phones, and others. The PC segment witnessed 37% revenue share in the market in 2023. This can be attributed to the strong presence of popular free-to-play games, such as League of Legends and Dota 2, on the PC platform.
Free Valuable Insights: Global Online Microtransaction Market size to reach USD 180.1 Billion by 2031
Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment procured 35% revenue share in the market in 2023. This dominance is largely driven by the high adoption of gaming and mobile applications that rely on microtransactions as a key source of revenue.
Report Attribute | Details |
---|---|
Market size value in 2023 | USD 69.9 Billion |
Market size forecast in 2031 | USD 180.1 Billion |
Base Year | 2023 |
Historical Period | 2020 to 2022 |
Forecast Period | 2024 to 2031 |
Revenue Growth Rate | CAGR of 12.9% from 2024 to 2031 |
Number of Pages | 242 |
Number of Tables | 380 |
Report coverage | Market Trends, Revenue Estimation and Forecast, Segmentation Analysis, Regional and Country Breakdown, Porter’s 5 Forces Analysis, Company Profiling, Companies Strategic Developments, SWOT Analysis, Winning Imperatives |
Segments covered | Device, Payment Model, Type, Region |
Country scope |
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Companies Included | Epic Games, Inc., Fandom, Inc., Valve Corporation, Activision Blizzard, Inc. (Microsoft Corporation), NEXON Co., Ltd., NetEase, Inc., Niantic, Inc., Electronic Arts, Inc., Nintendo Co., Ltd. and Wargaming.net |
By Device
By Payment Model
By Type
By Geography
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