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In-Game Gambling & Loot Boxes: Market Forecasts, Legislation & Evolution 2021-2025

  • Report

  • March 2021
  • Region: Global
  • Juniper Research
  • ID: 5732217
The In-game Gambling & Loot Boxes research is a thorough analysis of the ways in which these increasingly important aspects of in-game monetisation are changing in response to consumer behaviour and legislative trends. It provides an in-depth discussion on these products, as well as how the in-game monetisation market is changing around them.

The report provides extensive forecasts and analysis of the future outlook for this key market segment; examining the strategies that leading video games publishers and developers are using to respond to the changing landscape.

The research includes:

  • Market Trends & Opportunities (PDF)
  • 5-Year Market Sizing & Forecast Spreadsheet (Excel)
  • 12 months' Access to harvest Online Data Platform

Key Market Statistics

Market size in 2021:

  • $17.8bn

Market size in 2025:

  • $20.3bn

2021 to 2025 CAGR:

  • 5.90%

Key Features

Market Dynamics: Extensive examination of different approaches to loot boxes and skins gambling; highlighting different features that are becoming part of popular games and how this fits into the overall in-game monetisation landscape.

Legislation Assessment: Analysis of existing and forthcoming legislation on loot boxes and skins gambling across several key markets, including:

  • Belgium
  • Brazil
  • Japan
  • Canada
  • China
  • The EU
  • The Netherlands
  • South Korea
  • UK
  • US
  • 5-Year Forecasts - Loot boxes & skins gambling market prospects analysis, together with 5-year forecasts for key metrics, including loot box revenue, adoption and purchase rates across mobile, PC and console games platforms.
  • harvest Digital Markets Intelligence Centre: Visualises all the data in easy to use and exportable graphs, tables, and charts, and features continuous data updates for 12 months.

Key Questions Answered

  • What impact will forthcoming legislation have on the in-game gambling market?
  • Where will the biggest market for this sector be?
  • How can video games publishers make the most of loot boxes?
  • What other market developments will affect the sector?
  • What revenue will the loot boxes market generate over the next 5 years?

The Loot Box and In-Game Gambling forecast suite includes:

Loot box data for:

  • Number of loot box purchasers
  • Average number of loot boxes purchased per user
  • Average revenue per loot box
  • Loot box revenue per annum

For each of the following platforms:

  • Console
  • Mobile
  • PC

Skins gambling data, including:

  • Number of people involved in skins trading
  • Number of skins listed for trade
  • Value of skins listed for trade
  • Number of skins listed for gambling
  • Value of skins gambled
Geographical splits: 25 countries

Harvest: Our online data platform, harvest, contains the very latest market data and is updated throughout the year. This is a fully featured platform enabling clients to better understand key data trends and manipulate charts and tables, overlaying different forecasts within the one chart - using the comparison tool. Empower your business with our market intelligence centre, and get alerted whenever your data is updated.

Interactive Excels (IFxl): Our IFxl tool enables clients to manipulate both forecast data and charts, within an Excel environment, to test their own assumptions using the Interactive Scenario Tool and compare selected markets side by side in customised charts and tables. IFxls greatly increase a clients’ ability to both understand a particular market and to integrate their own views into the model.

Companies Mentioned

  • Blizzard Entertainment
  • CSGO Lounge
  • Electronic Arts
  • Epic Games
  • Rollbit
  • 2K Games
  • Apple
  • ARJEL (National Gaming Authority)
  • Belgian Gaming Commission
  • Bet365
  • Bethesda
  • Big Fish Games
  • Bungie
  • CS:GO Diamonds
  • CSGO Lotto
  • Danish Regulatory Authority
  • DCMS (Department of Digital
  • Culture
  • Media and Sport)
  • DGCCRF (General Directorate for Competition Policy
  • Consumer Affairs and Fraud Control)
  • DMarket
  • Dota2wage.com
  • ESA (Entertainment Software Association)
  • eSportsPools
  • ESRB (Entertainment Software Ratings Board)
  • Ethereum
  • Facebook
  • FIFA
  • Google
  • House of Commons
  • House of Lords Gambling Committee
  • IGDA (International Game Developers Association)
  • Isle of Man Gambling Supervision Commission
  • Kantan Games
  • King
  • Konami
  • Korea Association of Game Industry
  • MGM Grand
  • Microsoft
  • National Health Service
  • Netherlands Gaming Authority
  • Netmarble
  • Nexon
  • NextFloor
  • NFL
  • Nintendo
  • Norway’s Gaming Authority
  • Norwegian Tipping
  • Perfect World
  • Psyonix
  • PUBG Corp
  • Reddit
  • Riot Games
  • Sony
  • South Korean Fair Trade Commission
  • South Korean Games Ratings Board
  • Steam
  • SteamLoto
  • Take-Two
  • the TIGA (Independent Game Developers' Association)
  • Twitch
  • Ubisoft
  • UK Gambling Commission
  • University of British Columbia
  • University of York
  • Valve
  • Warner Bros Interactive Entertainment
  • Washington State Gambling Commission
  • Wedbush Securities
  • YouTube
  • Zhengtu Network
  • Zynga