Table of Contents
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Global & Segmental Market Estimates & Forecasts, 2019-2029 (USD Billion)
1.2.1. Online Microtransaction Market, by Region, 2019-2029 (USD Billion)
1.2.2. Online Microtransaction Market, by Type, 2019-2029 (USD Billion)
1.2.3. Online Microtransaction Market, by Device, 2019-2029 (USD Billion)
1.3. Key Trends
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. Global Online Microtransaction Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Scope of the Study
2.2.2. Industry Evolution
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. Global Online Microtransaction Market Dynamics
3.1. Online Microtransaction Market Impact Analysis (2019-2029)
3.1.1. Market Drivers
3.1.1.1. Expansion of gaming industry worldwide
3.1.1.2. Increasing internet penetration in developing economies
3.1.1.3. Strategic initiatives from leading market players
3.1.2. Market Challenges
3.1.2.1. Stringent regulations from government authorities
3.1.3. Market Opportunities
3.1.3.1. Rising smartphone penetration
3.1.3.2. Growing emergence of online gaming platforms
Chapter 4. Global Online Microtransaction Market Industry Analysis
4.1. Porter's 5 Force Model
4.1.1. Bargaining Power of Suppliers
4.1.2. Bargaining Power of Buyers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.2. Futuristic Approach to Porter's 5 Force Model (2019-2029)
4.3. PEST Analysis
4.3.1. Political
4.3.2. Economical
4.3.3. Social
4.3.4. Technological
4.4. Investment Adoption Model
4.5. Analyst Recommendation & Conclusion
4.6. Top investment opportunity
4.7. Top winning strategies
Chapter 5. Risk Assessment: COVID-19 Impact
5.1. Assessment of the overall impact of COVID-19 on the industry
5.2. Pre COVID-19 and post COVID-19 Market scenario
Chapter 6. Global Online Microtransaction Market, by Type
6.1. Market Snapshot
6.2. Global Online Microtransaction Market by Type, Performance - Potential Analysis
6.3. Global Online Microtransaction Market Estimates & Forecasts by Type, 2019-2029 (USD Billion)
6.4. Online Microtransaction Market, Sub Segment Analysis
6.4.1. In-game Currencies
6.4.2. Random Chance Purchases
6.4.3. In-game Items
6.4.4. Expiration
6.4.5. Others
Chapter 7. Global Online Microtransaction Market, by Device
7.1. Market Snapshot
7.2. Global Online Microtransaction Market by Device, Performance - Potential Analysis
7.3. Global Online Microtransaction Market Estimates & Forecasts by Device, 2019-2029 (USD Billion)
7.4. Online Microtransaction Market, Sub Segment Analysis
7.4.1. PC
7.4.2. Gaming Console
7.4.3. Mobile Phones
7.4.4. Others
Chapter 8. Global Online Microtransaction Market, Regional Analysis
8.1. Online Microtransaction Market, Regional Market Snapshot
8.2. North America Online Microtransaction Market
8.2.1. U.S. Online Microtransaction Market
8.2.1.1. Type breakdown estimates & forecasts, 2019-2029
8.2.1.2. Device breakdown estimates & forecasts, 2019-2029
8.2.2. Canada Online Microtransaction Market
8.3. Europe Online Microtransaction Market Snapshot
8.3.1. U.K. Online Microtransaction Market
8.3.2. Germany Online Microtransaction Market
8.3.3. France Online Microtransaction Market
8.3.4. Spain Online Microtransaction Market
8.3.5. Italy Online Microtransaction Market
8.3.6. Rest of Europe Online Microtransaction Market
8.4. Asia-Pacific Online Microtransaction Market Snapshot
8.4.1. China Online Microtransaction Market
8.4.2. India Online Microtransaction Market
8.4.3. Japan Online Microtransaction Market
8.4.4. Australia Online Microtransaction Market
8.4.5. South Korea Online Microtransaction Market
8.4.6. Rest of Asia Pacific Online Microtransaction Market
8.5. Latin America Online Microtransaction Market Snapshot
8.5.1. Brazil Online Microtransaction Market
8.5.2. Mexico Online Microtransaction Market
8.6. Rest of The World Online Microtransaction Market
Chapter 9. Competitive Intelligence
9.1. Top Market Strategies
9.2. Company Profiles
9.2.1. Activision Blizzard Inc.
9.2.1.1. Key Information
9.2.1.2. Overview
9.2.1.3. Financial (Subject to Data Availability)
9.2.1.4. Product Summary
9.2.1.5. Recent Developments
9.2.2. Electronic Arts Inc.
9.2.3. Nexon Co., Ltd.
9.2.4. NCSoft
9.2.5. Riot Games, Inc.
9.2.6. SmileGate (CrossFire)
9.2.7. Tencent Holdings Ltd.
9.2.8. NetEase Inc.
9.2.9. Wargaming.net
9.2.10. Valve Corporation
Chapter 10. Research Process
10.1. Research Process
10.1.1. Data Mining
10.1.2. Analysis
10.1.3. Market Estimation
10.1.4. Validation
10.1.5. Publishing
10.2. Research Attributes
10.3. Research Assumption