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LAMEA 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

  • 107 Pages
  • September 2024
  • Region: Africa, Middle East
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6010240
The Latin America, Middle East and Africa Online Microtransaction Market is expected to witness market growth of 14.8% CAGR during the forecast period (2024-2031).

The Brazil market dominated the LAMEA 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 USD3.02 billion by 2031. The Argentina market is showcasing a CAGR of 15.5% during 2024-2031. Additionally, the UAE market would register a CAGR of 13.8% during 2024-2031.



The online microtransaction market has become a major component of digital commerce, particularly within the gaming, mobile app, and online content industries. Originally, video games and other digital products were sold as one-time purchases, where users paid upfront for a complete experience.

Moreover, the monetization landscape has been substantially transformed by the emergence of digital distribution platforms, as well as the growing demand for personalized content and continuous updates. This shift has allowed businesses to offer their products for free or at a reduced initial cost while generating steady revenue through ongoing, optional purchases within their platforms.

The online microtransaction market in LAMEA is experiencing notable growth due to increasing digital penetration and a growing gaming culture. Brazil has one of the largest gaming communities in Latin America, with millions of players actively engaging in mobile and console gaming. Titles like Free Fire and League of Legends are particularly popular, with users frequently making in-game purchases. The Brazilian government has supported the gaming industry by fostering digital entrepreneurship and investing in the country's digital infrastructure.

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

  • Brazil
  • Argentina
  • UAE
  • Saudi Arabia
  • South Africa
  • Nigeria
  • Rest of LAMEA

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 LAMEA Online Microtransaction Market, by Device
1.4.2 LAMEA Online Microtransaction Market, by Payment Model
1.4.3 LAMEA Online Microtransaction Market, by Type
1.4.4 LAMEA 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. LAMEA Online Microtransaction Market by Device
4.1 LAMEA PC Market by Country
4.2 LAMEA Mobile Phones Market by Country
4.3 LAMEA Gaming Console Market by Country
4.4 LAMEA Other Device Market by Country
Chapter 5. LAMEA Online Microtransaction Market by Payment Model
5.1 LAMEA Prepay Market by Country
5.2 LAMEA Pay-as-you-Go Market by Country
5.3 LAMEA Post-Pay Market by Country
Chapter 6. LAMEA Online Microtransaction Market by Type
6.1 LAMEA In-game Currencies Market by Country
6.2 LAMEA In-game Items Market by Country
6.3 LAMEA Random Chance Purchases Market by Country
6.4 LAMEA Expiration-based Purchases Market by Country
6.5 LAMEA Other Type Market by Country
Chapter 7. LAMEA Online Microtransaction Market by Country
7.1 Brazil Online Microtransaction Market
7.1.1 Brazil Online Microtransaction Market by Device
7.1.2 Brazil Online Microtransaction Market by Payment Model
7.1.3 Brazil Online Microtransaction Market by Type
7.2 Argentina Online Microtransaction Market
7.2.1 Argentina Online Microtransaction Market by Device
7.2.2 Argentina Online Microtransaction Market by Payment Model
7.2.3 Argentina Online Microtransaction Market by Type
7.3 UAE Online Microtransaction Market
7.3.1 UAE Online Microtransaction Market by Device
7.3.2 UAE Online Microtransaction Market by Payment Model
7.3.3 UAE Online Microtransaction Market by Type
7.4 Saudi Arabia Online Microtransaction Market
7.4.1 Saudi Arabia Online Microtransaction Market by Device
7.4.2 Saudi Arabia Online Microtransaction Market by Payment Model
7.4.3 Saudi Arabia Online Microtransaction Market by Type
7.5 South Africa Online Microtransaction Market
7.5.1 South Africa Online Microtransaction Market by Device
7.5.2 South Africa Online Microtransaction Market by Payment Model
7.5.3 South Africa Online Microtransaction Market by Type
7.6 Nigeria Online Microtransaction Market
7.6.1 Nigeria Online Microtransaction Market by Device
7.6.2 Nigeria Online Microtransaction Market by Payment Model
7.6.3 Nigeria Online Microtransaction Market by Type
7.7 Rest of LAMEA Online Microtransaction Market
7.7.1 Rest of LAMEA Online Microtransaction Market by Device
7.7.2 Rest of LAMEA Online Microtransaction Market by Payment Model
7.7.3 Rest of LAMEA 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 LAMEA 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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