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Online Microtransaction Market Size, Share & Trends Analysis Report By Device, By Payment Model, By Type, By Regional Outlook and Forecast, 2024 - 2031

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    Report

  • 242 Pages
  • September 2024
  • Region: Global
  • Marqual IT Solutions Pvt. Ltd (KBV Research)
  • ID: 6010339
The Global Online Microtransaction Market size is expected to reach USD180.1 billion by 2031, rising at a market growth of 12.9% CAGR during the forecast period.

The gaming industry is dominated by countries such as China, Japan, and South Korea, which have a substantial user base for both mobile and PC gaming. China's mobile gaming leadership and South Korea’s prominent esports scene have contributed significantly to the region's growing adoption of microtransactions. Integrating in-game currencies and items into popular games, such as Honor of Kings and Genshin Impact, has boosted the revenue generated from microtransactions. Furthermore, the microtransaction economy in the Asia Pacific has experienced a further acceleration in growth due to the region's widespread smartphone utilization and rapid internet penetration. The Asia Pacific segment acquired 28% revenue share in the online microtransaction market in 2023.



Governments worldwide have supported the rollout of 5G networks, with countries like South Korea, China, and the United States leading in 5G adoption. This enhanced infrastructure is further driving the growth of mobile gaming and increasing the opportunity for microtransactions as more sophisticated mobile games enter the market. Hence, all these factors will aid in the growth of the market.

Additionally, productivity and communication tools have integrated microtransactions to unlock premium features. For instance, apps like Slack or Trello offer free versions but provide additional functionality or tools through paid upgrades, many of which are offered as microtransactions. Thus, this rising interest in digital content has created a thriving ecosystem for microtransactions across various platforms and industries.

However, the lack of access to secure digital payment systems and underdeveloped online banking infrastructure in many emerging economies prevent potential consumers from participating in the microtransaction economy. Thus, these challenges reduce the growth potential for companies as they must navigate economic and infrastructural obstacles.

Driving and Restraining Factors

Drivers

  • Expansion of mobile gaming across the world
  • Rising interest in digital content
  • Monetization of virtual worlds and metaverse

Restraints

  • Consumer backlash and negative perception
  • Market saturation and economic barriers in emerging markets

Opportunities

  • Proliferation of cloud gaming
  • Increasing popularity of free-to-play games

Challenges

  • Regulatory concerns regarding fraud and security
  • Growing Microtransaction Fatigue Among Players

Payment Model Outlook

Based on payment model, the market is classified into prepay, post-pay, and pay-as-you-go. The post-pay segment procured 21% revenue share in the market in 2023. Post-pay models, often associated with digital services like streaming platforms or subscription-based apps, allow users to be billed after they've made microtransactions or used premium features.



Type Outlook

On the basis of type, the market is divided into in-game currencies, random chance purchases, in-game items, expiration-based purchases, and others. The in-game currencies segment recorded 38% revenue share in the market in 2023. In-game currencies, such as V-Bucks in Fortnite or RP in League of Legends, allow players to purchase various goods or upgrades within the game environment.

Device Outlook

By device, the market is segmented into PC, gaming consoles, mobile phones, and others. The PC segment witnessed 37% revenue share in the market in 2023. This can be attributed to the strong presence of popular free-to-play games, such as League of Legends and Dota 2, on the PC platform.

Regional Outlook


Region-wise, the market is analyzed across North America, Europe, Asia Pacific, and LAMEA. The North America segment procured 35% revenue share in the market in 2023. This dominance is largely driven by the high adoption of gaming and mobile applications that rely on microtransactions as a key source of revenue.

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 Geography

  • North America
  • US
  • Canada
  • Mexico
  • Rest of North America
  • Europe
  • Germany
  • UK
  • France
  • Russia
  • Spain
  • Italy
  • Rest of Europe
  • Asia Pacific
  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Malaysia
  • Rest of Asia Pacific
  • LAMEA
  • 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 Global Online Microtransaction Market, by Device
1.4.2 Global Online Microtransaction Market, by Payment Model
1.4.3 Global Online Microtransaction Market, by Type
1.4.4 Global Online Microtransaction Market, by Geography
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. Global Online Microtransaction Market by Device
4.1 Global PC Market by Region
4.2 Global Mobile Phones Market by Region
4.3 Global Gaming Console Market by Region
4.4 Global Other Device Market by Region
Chapter 5. Global Online Microtransaction Market by Payment Model
5.1 Global Prepay Market by Region
5.2 Global Pay-as-you-Go Market by Region
5.3 Global Post-Pay Market by Region
Chapter 6. Global Online Microtransaction Market by Type
6.1 Global In-game Currencies Market by Region
6.2 Global In-game Items Market by Region
6.3 Global Random Chance Purchases Market by Region
6.4 Global Expiration-based Purchases Market by Region
6.5 Global Other Type Market by Region
Chapter 7. Global Online Microtransaction Market by Region
7.1 North America Online Microtransaction Market
7.1.1 North America Online Microtransaction Market by Device
7.1.1.1 North America PC Market by Country
7.1.1.2 North America Mobile Phones Market by Country
7.1.1.3 North America Gaming Console Market by Country
7.1.1.4 North America Other Device Market by Country
7.1.2 North America Online Microtransaction Market by Payment Model
7.1.2.1 North America Prepay Market by Country
7.1.2.2 North America Pay-as-you-Go Market by Country
7.1.2.3 North America Post-Pay Market by Country
7.1.3 North America Online Microtransaction Market by Type
7.1.3.1 North America In-game Currencies Market by Country
7.1.3.2 North America In-game Items Market by Country
7.1.3.3 North America Random Chance Purchases Market by Country
7.1.3.4 North America Expiration-based Purchases Market by Country
7.1.3.5 North America Other Type Market by Country
7.1.4 North America Online Microtransaction Market by Country
7.1.4.1 US Online Microtransaction Market
7.1.4.1.1 US Online Microtransaction Market by Device
7.1.4.1.2 US Online Microtransaction Market by Payment Model
7.1.4.1.3 US Online Microtransaction Market by Type
7.1.4.2 Canada Online Microtransaction Market
7.1.4.2.1 Canada Online Microtransaction Market by Device
7.1.4.2.2 Canada Online Microtransaction Market by Payment Model
7.1.4.2.3 Canada Online Microtransaction Market by Type
7.1.4.3 Mexico Online Microtransaction Market
7.1.4.3.1 Mexico Online Microtransaction Market by Device
7.1.4.3.2 Mexico Online Microtransaction Market by Payment Model
7.1.4.3.3 Mexico Online Microtransaction Market by Type
7.1.4.4 Rest of North America Online Microtransaction Market
7.1.4.4.1 Rest of North America Online Microtransaction Market by Device
7.1.4.4.2 Rest of North America Online Microtransaction Market by Payment Model
7.1.4.4.3 Rest of North America Online Microtransaction Market by Type
7.2 Europe Online Microtransaction Market
7.2.1 Europe Online Microtransaction Market by Device
7.2.1.1 Europe PC Market by Country
7.2.1.2 Europe Mobile Phones Market by Country
7.2.1.3 Europe Gaming Console Market by Country
7.2.1.4 Europe Other Device Market by Country
7.2.2 Europe Online Microtransaction Market by Payment Model
7.2.2.1 Europe Prepay Market by Country
7.2.2.2 Europe Pay-as-you-Go Market by Country
7.2.2.3 Europe Post-Pay Market by Country
7.2.3 Europe Online Microtransaction Market by Type
7.2.3.1 Europe In-game Currencies Market by Country
7.2.3.2 Europe In-game Items Market by Country
7.2.3.3 Europe Random Chance Purchases Market by Country
7.2.3.4 Europe Expiration-based Purchases Market by Country
7.2.3.5 Europe Other Type Market by Country
7.2.4 Europe Online Microtransaction Market by Country
7.2.4.1 Germany Online Microtransaction Market
7.2.4.1.1 Germany Online Microtransaction Market by Device
7.2.4.1.2 Germany Online Microtransaction Market by Payment Model
7.2.4.1.3 Germany Online Microtransaction Market by Type
7.2.4.2 UK Online Microtransaction Market
7.2.4.2.1 UK Online Microtransaction Market by Device
7.2.4.2.2 UK Online Microtransaction Market by Payment Model
7.2.4.2.3 UK Online Microtransaction Market by Type
7.2.4.3 France Online Microtransaction Market
7.2.4.3.1 France Online Microtransaction Market by Device
7.2.4.3.2 France Online Microtransaction Market by Payment Model
7.2.4.3.3 France Online Microtransaction Market by Type
7.2.4.4 Russia Online Microtransaction Market
7.2.4.4.1 Russia Online Microtransaction Market by Device
7.2.4.4.2 Russia Online Microtransaction Market by Payment Model
7.2.4.4.3 Russia Online Microtransaction Market by Type
7.2.4.5 Spain Online Microtransaction Market
7.2.4.5.1 Spain Online Microtransaction Market by Device
7.2.4.5.2 Spain Online Microtransaction Market by Payment Model
7.2.4.5.3 Spain Online Microtransaction Market by Type
7.2.4.6 Italy Online Microtransaction Market
7.2.4.6.1 Italy Online Microtransaction Market by Device
7.2.4.6.2 Italy Online Microtransaction Market by Payment Model
7.2.4.6.3 Italy Online Microtransaction Market by Type
7.2.4.7 Rest of Europe Online Microtransaction Market
7.2.4.7.1 Rest of Europe Online Microtransaction Market by Device
7.2.4.7.2 Rest of Europe Online Microtransaction Market by Payment Model
7.2.4.7.3 Rest of Europe Online Microtransaction Market by Type
7.3 Asia Pacific Online Microtransaction Market
7.3.1 Asia Pacific Online Microtransaction Market by Device
7.3.1.1 Asia Pacific PC Market by Country
7.3.1.2 Asia Pacific Mobile Phones Market by Country
7.3.1.3 Asia Pacific Gaming Console Market by Country
7.3.1.4 Asia Pacific Other Device Market by Country
7.3.2 Asia Pacific Online Microtransaction Market by Payment Model
7.3.2.1 Asia Pacific Prepay Market by Country
7.3.2.2 Asia Pacific Pay-as-you-Go Market by Country
7.3.2.3 Asia Pacific Post-Pay Market by Country
7.3.3 Asia Pacific Online Microtransaction Market by Type
7.3.3.1 Asia Pacific In-game Currencies Market by Country
7.3.3.2 Asia Pacific In-game Items Market by Country
7.3.3.3 Asia Pacific Random Chance Purchases Market by Country
7.3.3.4 Asia Pacific Expiration-based Purchases Market by Country
7.3.3.5 Asia Pacific Other Type Market by Country
7.3.4 Asia Pacific Online Microtransaction Market by Country
7.3.4.1 China Online Microtransaction Market
7.3.4.1.1 China Online Microtransaction Market by Device
7.3.4.1.2 China Online Microtransaction Market by Payment Model
7.3.4.1.3 China Online Microtransaction Market by Type
7.3.4.2 Japan Online Microtransaction Market
7.3.4.2.1 Japan Online Microtransaction Market by Device
7.3.4.2.2 Japan Online Microtransaction Market by Payment Model
7.3.4.2.3 Japan Online Microtransaction Market by Type
7.3.4.3 India Online Microtransaction Market
7.3.4.3.1 India Online Microtransaction Market by Device
7.3.4.3.2 India Online Microtransaction Market by Payment Model
7.3.4.3.3 India Online Microtransaction Market by Type
7.3.4.4 South Korea Online Microtransaction Market
7.3.4.4.1 South Korea Online Microtransaction Market by Device
7.3.4.4.2 South Korea Online Microtransaction Market by Payment Model
7.3.4.4.3 South Korea Online Microtransaction Market by Type
7.3.4.5 Singapore Online Microtransaction Market
7.3.4.5.1 Singapore Online Microtransaction Market by Device
7.3.4.5.2 Singapore Online Microtransaction Market by Payment Model
7.3.4.5.3 Singapore Online Microtransaction Market by Type
7.3.4.6 Malaysia Online Microtransaction Market
7.3.4.6.1 Malaysia Online Microtransaction Market by Device
7.3.4.6.2 Malaysia Online Microtransaction Market by Payment Model
7.3.4.6.3 Malaysia Online Microtransaction Market by Type
7.3.4.7 Rest of Asia Pacific Online Microtransaction Market
7.3.4.7.1 Rest of Asia Pacific Online Microtransaction Market by Device
7.3.4.7.2 Rest of Asia Pacific Online Microtransaction Market by Payment Model
7.3.4.7.3 Rest of Asia Pacific Online Microtransaction Market by Type
7.4 LAMEA Online Microtransaction Market
7.4.1 LAMEA Online Microtransaction Market by Device
7.4.1.1 LAMEA PC Market by Country
7.4.1.2 LAMEA Mobile Phones Market by Country
7.4.1.3 LAMEA Gaming Console Market by Country
7.4.1.4 LAMEA Other Device Market by Country
7.4.2 LAMEA Online Microtransaction Market by Payment Model
7.4.2.1 LAMEA Prepay Market by Country
7.4.2.2 LAMEA Pay-as-you-Go Market by Country
7.4.2.3 LAMEA Post-Pay Market by Country
7.4.3 LAMEA Online Microtransaction Market by Type
7.4.3.1 LAMEA In-game Currencies Market by Country
7.4.3.2 LAMEA In-game Items Market by Country
7.4.3.3 LAMEA Random Chance Purchases Market by Country
7.4.3.4 LAMEA Expiration-based Purchases Market by Country
7.4.3.5 LAMEA Other Type Market by Country
7.4.4 LAMEA Online Microtransaction Market by Country
7.4.4.1 Brazil Online Microtransaction Market
7.4.4.1.1 Brazil Online Microtransaction Market by Device
7.4.4.1.2 Brazil Online Microtransaction Market by Payment Model
7.4.4.1.3 Brazil Online Microtransaction Market by Type
7.4.4.2 Argentina Online Microtransaction Market
7.4.4.2.1 Argentina Online Microtransaction Market by Device
7.4.4.2.2 Argentina Online Microtransaction Market by Payment Model
7.4.4.2.3 Argentina Online Microtransaction Market by Type
7.4.4.3 UAE Online Microtransaction Market
7.4.4.3.1 UAE Online Microtransaction Market by Device
7.4.4.3.2 UAE Online Microtransaction Market by Payment Model
7.4.4.3.3 UAE Online Microtransaction Market by Type
7.4.4.4 Saudi Arabia Online Microtransaction Market
7.4.4.4.1 Saudi Arabia Online Microtransaction Market by Device
7.4.4.4.2 Saudi Arabia Online Microtransaction Market by Payment Model
7.4.4.4.3 Saudi Arabia Online Microtransaction Market by Type
7.4.4.5 South Africa Online Microtransaction Market
7.4.4.5.1 South Africa Online Microtransaction Market by Device
7.4.4.5.2 South Africa Online Microtransaction Market by Payment Model
7.4.4.5.3 South Africa Online Microtransaction Market by Type
7.4.4.6 Nigeria Online Microtransaction Market
7.4.4.6.1 Nigeria Online Microtransaction Market by Device
7.4.4.6.2 Nigeria Online Microtransaction Market by Payment Model
7.4.4.6.3 Nigeria Online Microtransaction Market by Type
7.4.4.7 Rest of LAMEA Online Microtransaction Market
7.4.4.7.1 Rest of LAMEA Online Microtransaction Market by Device
7.4.4.7.2 Rest of LAMEA Online Microtransaction Market by Payment Model
7.4.4.7.3 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
Chapter 9. Winning Imperatives for Online Microtransaction Market

Companies Mentioned

Some of the key companies in the 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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