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Asia-Pacific Online Microtransaction Market Size, Share & Trends Analysis Report By Device, By Payment Model, By Type, By Country and Growth Forecast, 2024 - 2031

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    Report

  • 112 Pages
  • September 2024
  • Region: Asia Pacific
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6010241
The Asia Pacific Online Microtransaction Market is expected to witness market growth of 13.5% CAGR during the forecast period (2024-2031).

The China market dominated the Asia Pacific Online Microtransaction Market by Country in 2023, and is expected to continue to be a dominant market till 2031; thereby, achieving a market value of USD14.62 billion by 2031. The Japan market is registering a CAGR of 12.8% during 2024-2031. Additionally, the India market would showcase a CAGR of 14.2% during 2024-2031.



An online microtransaction is a small, digital payment made within a platform, typically used to purchase virtual goods, services, or enhancements. These transactions are common in online ecosystems, especially video games, mobile apps, and digital services. Microtransactions typically involve purchasing in-game items, such as cosmetic upgrades, additional content, or currency that can be used within the platform.

Additionally, a player might buy a special character skin, weapons, or in-game currency in a video game with real money. While each purchase is relatively low in cost, these microtransactions can accumulate and generate significant revenue for the platform or game developer. They are designed to be quick and easy to complete, encouraging users to spend small amounts frequently.

Japan is another major contributor to the online microtransaction market, particularly in mobile gaming. The country’s online gaming industry was valued at approximately ¥1.3 trillion in 2022, according to the Ministry of Economy, Trade, and Industry (METI). With an internet penetration rate of 84%, as reported by Statistics Japan, the demand for efficient and reliable mobile content has become critical to support the smooth delivery of mobile games and in-game microtransactions. The microtransactions of popular mobile games like Monster Strike and Genshin Impact have generated billions of dollars in revenue, making mobile gaming one of the most profitable segments in Japan's digital economy.

List of Key Companies Profiled

  • 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.
  • Wargaming. net

Market Report Segmentation

By Device

  • PC
  • Mobile Phones
  • Gaming Console
  • Other Device

By Payment Model

  • Prepay
  • Pay-as-you-Go
  • Post-Pay

By Type

  • In-game Currencies
  • In-game Items
  • Random Chance Purchases
  • Expiration-based Purchases
  • Other Type

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific

Table of Contents

Chapter 1. Market Scope & Methodology
1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Online Microtransaction Market, by Device
1.4.2 Asia Pacific Online Microtransaction Market, by Payment Model
1.4.3 Asia Pacific Online Microtransaction Market, by Type
1.4.4 Asia Pacific Online Microtransaction Market, by Country
1.5 Methodology for the research
Chapter 2. Market at a Glance
2.1 Key Highlights
Chapter 3. Market Overview
3.1 Introduction
3.1.1 Overview
3.1.1.1 Market Composition and Scenario
3.2 Key Factors Impacting the Market
3.2.1 Market Drivers
3.2.2 Market Restraints
3.2.3 Market Opportunities
3.2.4 Market Challenges
3.3 Porter Five Forces Analysis
Chapter 4. Asia Pacific Online Microtransaction Market by Device
4.1 Asia Pacific PC Market by Country
4.2 Asia Pacific Mobile Phones Market by Country
4.3 Asia Pacific Gaming Console Market by Country
4.4 Asia Pacific Other Device Market by Country
Chapter 5. Asia Pacific Online Microtransaction Market by Payment Model
5.1 Asia Pacific Prepay Market by Country
5.2 Asia Pacific Pay-as-you-Go Market by Country
5.3 Asia Pacific Post-Pay Market by Country
Chapter 6. Asia Pacific Online Microtransaction Market by Type
6.1 Asia Pacific In-game Currencies Market by Country
6.2 Asia Pacific In-game Items Market by Country
6.3 Asia Pacific Random Chance Purchases Market by Country
6.4 Asia Pacific Expiration-based Purchases Market by Country
6.5 Asia Pacific Other Type Market by Country
Chapter 7. Asia Pacific Online Microtransaction Market by Country
7.1 China Online Microtransaction Market
7.1.1 China Online Microtransaction Market by Device
7.1.2 China Online Microtransaction Market by Payment Model
7.1.3 China Online Microtransaction Market by Type
7.2 Japan Online Microtransaction Market
7.2.1 Japan Online Microtransaction Market by Device
7.2.2 Japan Online Microtransaction Market by Payment Model
7.2.3 Japan Online Microtransaction Market by Type
7.3 India Online Microtransaction Market
7.3.1 India Online Microtransaction Market by Device
7.3.2 India Online Microtransaction Market by Payment Model
7.3.3 India Online Microtransaction Market by Type
7.4 South Korea Online Microtransaction Market
7.4.1 South Korea Online Microtransaction Market by Device
7.4.2 South Korea Online Microtransaction Market by Payment Model
7.4.3 South Korea Online Microtransaction Market by Type
7.5 Singapore Online Microtransaction Market
7.5.1 Singapore Online Microtransaction Market by Device
7.5.2 Singapore Online Microtransaction Market by Payment Model
7.5.3 Singapore Online Microtransaction Market by Type
7.6 Malaysia Online Microtransaction Market
7.6.1 Malaysia Online Microtransaction Market by Device
7.6.2 Malaysia Online Microtransaction Market by Payment Model
7.6.3 Malaysia Online Microtransaction Market by Type
7.7 Rest of Asia Pacific Online Microtransaction Market
7.7.1 Rest of Asia Pacific Online Microtransaction Market by Device
7.7.2 Rest of Asia Pacific Online Microtransaction Market by Payment Model
7.7.3 Rest of Asia Pacific Online Microtransaction Market by Type
Chapter 8. Company Profiles
8.1 Epic Games, Inc.
8.1.1 Company Overview
8.1.2 Recent strategies and developments
8.1.2.1 Product Launches and Product Expansions
8.1.2.2 Acquisition and Mergers
8.1.3 SWOT Analysis
8.2 Fandom, Inc.
8.2.1 Company Overview
8.3 Valve Corporation
8.3.1 Company Overview
8.4 Activision Blizzard, Inc. (Microsoft Corporation)
8.4.1 Company Overview
8.4.2 Financial Analysis
8.4.3 Segmental and Regional Analysis
8.4.4 Research & Development Expenses
8.4.5 Recent strategies and developments
8.4.5.1 Product Launches and Product Expansions
8.4.6 SWOT Analysis
8.5 NEXON Co., Ltd.
8.5.1 Company Overview
8.5.2 Financial Analysis
8.5.3 Regional Analysis
8.5.4 Research & Development Expenses
8.6 NetEase, Inc.
8.6.1 Company Overview
8.6.2 Financial Analysis
8.6.3 Segmental Analysis
8.6.4 Research & Development Expenses
8.7 Niantic, Inc.
8.7.1 Company Overview
8.8 Electronic Arts, Inc.
8.8.1 Company Overview
8.8.2 Financial Analysis
8.8.3 Research & Development Expenses
8.8.4 SWOT Analysis
8.9 Nintendo Co., Ltd.
8.9.1 Company Overview
8.9.2 Financial Analysis
8.9.3 Regional Analysis
8.9.4 Research & Development Expenses
8.9.5 SWOT Analysis
8.10. Wargaming.net
8.10.1 Company Overview

Companies Mentioned

Some of the key companies in the Asia-Pacific Online Microtransaction Market include:
  • 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.
  • Wargaming.net

Methodology

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