The Asia Pacific Blockchain Gaming Market should witness market growth of 69.1% CAGR during the forecast period (2022-2028).
Cryptocurrency play-to-earn (P2E) gaming is a trend that shouldn't be ignored. However, it's critical to comprehend how it works before getting too far into the details. In the first quarter of 2021, more games were played on blockchain.
The play-to-earn model is used in most blockchain games, enabling players to be paid for playing games and participating in game-based economies where they may trade in game-related goods. Blockchain-based games provide players complete ownership over their online assets, unlike conventional game concepts such as free-to-play games with in-app purchases or pay-to-play games. In addition, players get prizes such as weapons, skins, and game-related things as they progress through the system's positive circle.
The first item players must purchase generally an NFT, a pay-to-earn approach comparable to play-to-earn. Like the play-to-learn approach, the object will increase in value over time, and the prospect of profit will serve as a perk for sticking around.
Asia-Pacific has the most prominent mobile player base; thus, it is crucial for the gaming industry's growth and consumer consumption. Mobile game creators are drawn to the quick advancements in communications networks and the youthful population demographics. Because of the rise in smart devices, social media, and internet users, the Asian market is expanding at the quickest rate. People in the South Asian area are transforming their lives thanks to affordable tablets and cell phones.
The China market dominated the Asia Pacific Blockchain Gaming Market by Country in 2021; thereby, achieving a market value of $11.4 Billion by 2028. The Japan market is exhibiting a CAGR of 68% during (2022-2028). Additionally, The India market would register a CAGR of 70.1% during (2022-2028).
Based on Platform, the market is segmented into ETH, BNB Chain, Polygon and Others. Based on Game Type, the market is segmented into Role Playing, Open World and Collectible. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Australia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Sky Mavis Pte. Ltd., Splinterlands, Animoca Brands Corporation Ltd., Wemade Co., Ltd, Dacoco GmbH, Dapper Labs, Inc., Immutable Pty Ltd., Alwaysgeeky games, Mythical, Inc.
Cryptocurrency play-to-earn (P2E) gaming is a trend that shouldn't be ignored. However, it's critical to comprehend how it works before getting too far into the details. In the first quarter of 2021, more games were played on blockchain.
The play-to-earn model is used in most blockchain games, enabling players to be paid for playing games and participating in game-based economies where they may trade in game-related goods. Blockchain-based games provide players complete ownership over their online assets, unlike conventional game concepts such as free-to-play games with in-app purchases or pay-to-play games. In addition, players get prizes such as weapons, skins, and game-related things as they progress through the system's positive circle.
The first item players must purchase generally an NFT, a pay-to-earn approach comparable to play-to-earn. Like the play-to-learn approach, the object will increase in value over time, and the prospect of profit will serve as a perk for sticking around.
Asia-Pacific has the most prominent mobile player base; thus, it is crucial for the gaming industry's growth and consumer consumption. Mobile game creators are drawn to the quick advancements in communications networks and the youthful population demographics. Because of the rise in smart devices, social media, and internet users, the Asian market is expanding at the quickest rate. People in the South Asian area are transforming their lives thanks to affordable tablets and cell phones.
The China market dominated the Asia Pacific Blockchain Gaming Market by Country in 2021; thereby, achieving a market value of $11.4 Billion by 2028. The Japan market is exhibiting a CAGR of 68% during (2022-2028). Additionally, The India market would register a CAGR of 70.1% during (2022-2028).
Based on Platform, the market is segmented into ETH, BNB Chain, Polygon and Others. Based on Game Type, the market is segmented into Role Playing, Open World and Collectible. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Australia, and Rest of Asia Pacific.
The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Sky Mavis Pte. Ltd., Splinterlands, Animoca Brands Corporation Ltd., Wemade Co., Ltd, Dacoco GmbH, Dapper Labs, Inc., Immutable Pty Ltd., Alwaysgeeky games, Mythical, Inc.
Scope of the Study
By Platform
- ETH
- BNB Chain
- Polygon
- Others
By Game Type
- Role Playing
- Open World
- Collectible
By Country
- China
- Japan
- India
- South Korea
- Singapore
- Australia
- Rest of Asia Pacific
Key Market Players
List of Companies Profiled in the Report:
- Sky Mavis Pte. Ltd.
- Splinterlands
- Animoca Brands Corporation Ltd.
- Wemade Co., Ltd
- Dacoco GmbH
- Dapper Labs, Inc.
- Immutable Pty Ltd.
- Alwaysgeeky games
- Mythical, Inc.
Unique Offerings
- Exhaustive coverage
- The highest number of Market tables and figures
- Subscription-based model available
- Guaranteed best price
- Assured post sales research support with 10% customization free
Table of Contents
Chapter 1. Market Scope & Methodology1.1 Market Definition
1.2 Objectives
1.3 Market Scope
1.4 Segmentation
1.4.1 Asia Pacific Blockchain Gaming Market, by Platform
1.4.2 Asia Pacific Blockchain Gaming Market, by Game Type
1.4.3 Asia Pacific Blockchain Gaming Market, by Country
1.5 Methodology for the research
Chapter 2. Market Overview
2.1 Introduction
2.1.1 Overview
2.1.1.1 Market Composition & Scenario
2.2 Key Factors Impacting the Market
2.2.1 Market Drivers
2.2.2 Market Restraints
Chapter 3. Competition Analysis - Global
3.1 Recent Industry Wide Strategic Developments
3.1.1 Partnerships, Collaborations and Agreements
3.1.2 Product Launches and Product Expansions
3.1.3 Acquisition and Mergers
3.2 Top Winning Strategies
3.2.1 Key Leading Strategies: Percentage Distribution (2018-2022)
3.2.2 Key Strategic Move: (Partnerships, Collaborations and Agreements : 2021, Nov - 2022, Dec) Leading Players
Chapter 4. Asia Pacific Blockchain Gaming Market by Platform
4.1 Asia Pacific ETH Market by Country
4.2 Asia Pacific BNB Chain Market by Country
4.3 Asia Pacific Polygon Market by Country
4.4 Asia Pacific Others Market by Country
Chapter 5. Asia Pacific Blockchain Gaming Market by Game Type
5.1 Asia Pacific Role Playing Market by Country
5.2 Asia Pacific Open World Market by Country
5.3 Asia Pacific Collectible Market by Country
Chapter 6. Asia Pacific Blockchain Gaming Market by Country
6.1 China Blockchain Gaming Market
6.1.1 China Blockchain Gaming Market by Platform
6.1.2 China Blockchain Gaming Market by Game Type
6.2 Japan Blockchain Gaming Market
6.2.1 Japan Blockchain Gaming Market by Platform
6.2.2 Japan Blockchain Gaming Market by Game Type
6.3 India Blockchain Gaming Market
6.3.1 India Blockchain Gaming Market by Platform
6.3.2 India Blockchain Gaming Market by Game Type
6.4 Australia Blockchain Gaming Market
6.4.1 Australia Blockchain Gaming Market by Platform
6.4.2 Australia Blockchain Gaming Market by Game Type
6.5 South Korea Blockchain Gaming Market
6.5.1 South Korea Blockchain Gaming Market by Platform
6.5.2 South Korea Blockchain Gaming Market by Game Type
6.6 Singapore Blockchain Gaming Market
6.6.1 Singapore Blockchain Gaming Market by Platform
6.6.2 Singapore Blockchain Gaming Market by Game Type
6.7 Rest of Asia Pacific Blockchain Gaming Market
6.7.1 Rest of Asia Pacific Blockchain Gaming Market by Platform
6.7.2 Rest of Asia Pacific Blockchain Gaming Market by Game Type
Chapter 7. Company Profiles
7.1 Wemade Co., Ltd
7.1.1 Company Overview
7.1.2 Financial Analysis
7.1.3 Recent strategies and developments:
7.1.3.1 Partnerships, Collaborations, and Agreements:
7.2 Sky Mavis Pte. Ltd.
7.2.1 Company Overview
7.2.2 Recent strategies and developments:
7.2.2.1 Partnerships, Collaborations, and Agreements:
7.2.2.2 Product Launches and Product Expansions:
7.3 Splinterlands
7.3.1 Company Overview
7.3.2 Recent strategies and developments:
7.3.2.1 Partnerships, Collaborations, and Agreements:
7.4 Animoca Brands Corporation Ltd.
7.4.1 Company Overview
7.4.2 Recent strategies and developments:
7.4.2.1 Product Launches and Product Expansions:
7.4.2.2 Acquisition and Mergers:
7.5 Dacoco GmbH
7.5.1 Company Overview
7.6 Dapper Labs, Inc.
7.6.1 Company Overview
7.6.2 Recent strategies and developments:
7.6.2.1 Partnerships, Collaborations, and Agreements:
7.7 Immutable Pty Ltd.
7.7.1 Company Overview
7.7.2 Recent strategies and developments:
7.7.2.1 Partnerships, Collaborations, and Agreements:
7.8 AlwaysGeeky Games
7.8.1 Company Overview
7.8.2 Recent strategies and developments:
7.8.2.1 Product Launches and Product Expansions:
7.9 Mythical, Inc.
7.9.1 Company Overview
7.9.2 Recent strategies and developments:
7.9.2.1 Partnerships, Collaborations, and Agreements:
7.9.2.2 Product Launches and Product Expansions:
7.9.2.3 Acquisition and Mergers:
Companies Mentioned
- Sky Mavis Pte. Ltd.
- Splinterlands
- Animoca Brands Corporation Ltd.
- Wemade Co., Ltd
- Dacoco GmbH
- Dapper Labs, Inc.
- Immutable Pty Ltd.
- Alwaysgeeky games
- Mythical, Inc.
Methodology
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