The North America Blockchain Gaming Market should witness market growth of 66.8% CAGR during the forecast period (2022-2028).
NFTs and Bitcoin are examples of blockchain technology that might be used to monetize video games. For instance, many live-service games include in-game customization options, such as character skins or other in-game items that players may buy and sell with other players using in-game cash.
Trading virtual goods for real money is possible in certain blockchain-based games; however, in some countries where video games are seen as gambling, this may be against the law. Because of this, there have been problems in the grey market, including skin-based gambling, and publishers have traditionally been hesitant to let players make money from games.
Players may often swap in-game objects for bitcoin in blockchain games. Due to the transparency of blockchain technology, this can then be converted into currency, which may address some of the problems related to the grey market.
Virtual competitions and events are essential to the broader gaming business. Virtual competitions have been held for decades, and handling teams, prize money, and event spaces demand many resources. However, this procedure has been fraught with difficulties, including exorbitant registration fees, expensive tickets, limited bandwidth, Cybersecurity issues, etc. It is also difficult to confirm the benefits that participants get.
The online gaming market has grown significantly in North America in the last ten years. The main factors driving the expansion of the subscription-based gaming sector are the increasing use of smartphones and cheap internet access. As a result, the gambling sector has significantly influenced the US economy. In the US, the gaming sector has produced several career possibilities. Millions of Americans now have steady employment options because of this industry, which has also made positive economic growth for the US.
The US market dominated the North America Blockchain Gaming Market by Country in 2021; thereby, achieving a market value of $21.1 Billion by 2028. The Canada market is anticipated to grow at a CAGR of 70.6% during (2022-2028). Additionally, The Mexico market would showcase a CAGR of 69.1% 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 U.S., Mexico, Canada, and Rest of North America.
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.
NFTs and Bitcoin are examples of blockchain technology that might be used to monetize video games. For instance, many live-service games include in-game customization options, such as character skins or other in-game items that players may buy and sell with other players using in-game cash.
Trading virtual goods for real money is possible in certain blockchain-based games; however, in some countries where video games are seen as gambling, this may be against the law. Because of this, there have been problems in the grey market, including skin-based gambling, and publishers have traditionally been hesitant to let players make money from games.
Players may often swap in-game objects for bitcoin in blockchain games. Due to the transparency of blockchain technology, this can then be converted into currency, which may address some of the problems related to the grey market.
Virtual competitions and events are essential to the broader gaming business. Virtual competitions have been held for decades, and handling teams, prize money, and event spaces demand many resources. However, this procedure has been fraught with difficulties, including exorbitant registration fees, expensive tickets, limited bandwidth, Cybersecurity issues, etc. It is also difficult to confirm the benefits that participants get.
The online gaming market has grown significantly in North America in the last ten years. The main factors driving the expansion of the subscription-based gaming sector are the increasing use of smartphones and cheap internet access. As a result, the gambling sector has significantly influenced the US economy. In the US, the gaming sector has produced several career possibilities. Millions of Americans now have steady employment options because of this industry, which has also made positive economic growth for the US.
The US market dominated the North America Blockchain Gaming Market by Country in 2021; thereby, achieving a market value of $21.1 Billion by 2028. The Canada market is anticipated to grow at a CAGR of 70.6% during (2022-2028). Additionally, The Mexico market would showcase a CAGR of 69.1% 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 U.S., Mexico, Canada, and Rest of North America.
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
- US
- Canada
- Mexico
- Rest of North America
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 North America Blockchain Gaming Market, by Platform
1.4.2 North America Blockchain Gaming Market, by Game Type
1.4.3 North America 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. North America Blockchain Gaming Market by Platform
4.1 North America ETH Market by Country
4.2 North America BNB Chain Market by Country
4.3 North America Polygon Market by Country
4.4 North America Others Market by Country
Chapter 5. North America Blockchain Gaming Market by Game Type
5.1 North America Role Playing Market by Country
5.2 North America Open World Market by Country
5.3 North America Collectible Market by Country
Chapter 6. North America Blockchain Gaming Market by Country
6.1 US Blockchain Gaming Market
6.1.1 US Blockchain Gaming Market by Platform
6.1.2 US Blockchain Gaming Market by Game Type
6.2 Canada Blockchain Gaming Market
6.2.1 Canada Blockchain Gaming Market by Platform
6.2.2 Canada Blockchain Gaming Market by Game Type
6.3 Mexico Blockchain Gaming Market
6.3.1 Mexico Blockchain Gaming Market by Platform
6.3.2 Mexico Blockchain Gaming Market by Game Type
6.4 Rest of North America Blockchain Gaming Market
6.4.1 Rest of North America Blockchain Gaming Market by Platform
6.4.2 Rest of North America 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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