Consumer Goods
Home » Virtual Goods Market

Virtual Goods Market

Virtual Goods Market By Gender (Male, Female) By Age Group (13-25, 25-35, 35-45, 45+) – Growth, Future Prospects & Competitive Analysis, 2016 – 2028
Report Book

Published Date: Nov 2022
Category: Consumer Goods
Report ID: 60775
Report Format: PDF
No of Pages: 130

Rating: Credence Reports

Key Highlights of the report

How are the major segments performing in the Virtual Goods market?

  • In 2021, the 25-35 age group accounted for the largest market share as this age group widely consumes virtual goods.
  • In 2021, males were anticipated to hold a prominent market share. The huge desire for virtual goods among men worldwide is the main factor driving the global market for virtual goods.

Which region dominated the virtual goods market?

In 2021, Due to China and other Southeast Asian nations’ significant demand for virtual goods, the Asia Pacific region controlled most of the global virtual goods market. The Asia Pacific has retained a strong position in the Global Virtual Goods Market due to factors including the substantial user bases of social networks and the extensive usage of smartphones and wireless technology.

Consumer Goods

How is US Market Performing in the virtual goods market?

In 2021, US was expected to be one of the major markets across the world. Many US firms aim to release their own online games as a way to interact with customers online and as a tool for product promotion. In the US, a new breed of businesses is also starting to emerge that help with transactions involving virtual items, for example, by providing “micropayment” facilities or allowing payment by cell phone which will increase the virtual items market value and virtual items market size.

What is the competitive environment of the virtual goods market?

The virtual goods industry’s competitive environment provides information on the entire economic profit made by suppliers and businesses, the sales and revenues created in this sector, the virtual goods market share globally, the business organization summary, the introduction of new products, and the opportunities for the virtual goods market.

Executive Summary

What are virtual goods?

Virtual goods are defined as Non-physical objects and money purchased for use in online communities or games. Digital goods in digital goods games, on the other hand, may encompass a broader range of items such as digital books, music, and movies. By definition, virtual goods are intangible. Virtual goods, which include digital gifts and clothing for avatars, may be classified as services rather than goods and are typically sold by companies that operate social networking services, community sites, or online games. Microtransactions are sometimes used to describe sales of virtual goods, and games that use this model are often referred to as freemium games.

Each game has its virtual currency that is used to buy in-game items. They are a major source of money for social media. Virtual world characters or avatars possess property within the boundaries of the virtual world, and players will amass virtual currency to purchase real estate, resources, and numerous status-enhancing and point-adding items. Some virtual currencies are time-based and depend on the accrual of redeemable points from evaluating in-game accomplishments.

    • What are the Major Risks for the Virtual Goods Market?

      The widespread ban on social networking platforms in various nations and the hefty costs involved are the main obstacles to the market’s expansion. Additionally, the fact that buyers purchasing virtual goods have no ownership rights to the items they buy is one of their main problems. All rights belong to the game publishers, who are free to alter or delete the products as they see fit. Players may create unofficial secondary markets where they can buy and trade virtual things. Scarcity is one of the key elements influencing the price of commodities in the secondary market. A variety of websites immediately started buying and selling the virtual gold introduced by US-based video game publisher and developer Blizzard Entertainment in its World of Warcraft video game series in 2000.

      Which is the key gender in the virtual goods market?

      Most in-game purchases are made by men, who also account for most of the virtual goods market. The male market segment created over 70% of the global virtual goods market share. This significant advantage that male users have over female users in virtual goods purchases is partly because of the significantly higher percentage of male gamers. Despite male gamers having a global share of 55% compared to female gamers, there is a significant difference in the percentage of virtual goods purchases. Casual gamers make up most of the population and don’t see the need to spend money on virtual goods.

      Regarding purchasing virtual goods, women are split on the issue. These players avoid or restrict their in-game purchasing because they are frightened of the endless nature of it. The purchase of virtual goods in video games is mostly driven by new gaming experiences and the increased satisfaction brought on by acquiring these virtual goods among the male population. Additionally, game developers focus on the dominant demographic, men who play video games, and most video games feature male protagonists. These businesses are turning to tactics like grabbing players’ interest by creating virtual goods that truly improve the gaming experience. During the playing of each game, the developers cleverly incorporate more content. This is anticipated to enhance the willingness of the male population to pay and, as a result, raise the revenue from this market segment.

      How is the virtual goods market performing in regions?

      The rising user base on social media and gaming-integrated platforms, including Facebook and other social networks, is the main driver of the Asia Pacific virtual goods market, which is the region that generates the largest income. Increased sales of smartphones and tablets and the emergence of casual and social games on social networking sites and cellphones have contributed to developing a virtual goods market that is expanding quickly. Due to this, social games on mobile platforms and social networks have emerged as the principal sales channels for virtual products over the projection year. China and Southeast Asia continued to consume the most virtual goods in this area. The popularity of online video games has increased across the Asia Pacific due to factors including localization, which involves altering avatars’ outfits to match local tastes, dubbing dialogue, and text translation into the language of the target country or area. Another important factor influencing the demand for virtual goods in this area is how simple it is to access and use payment systems for making purchases.

      What is the regulatory landscape for the virtual goods market?

      Many online games’ end user licensing agreements (EULAs) indicate that the relevant game operators have sole control and ownership of the games and that any virtual things found within the games are of no value or standing in law. Users must agree to the conditions of the EULAs to use the games, and they are non-negotiable form agreements. From the perspective of the game operators, this method is the cleanest because it shields them from responsibility resulting from disagreements about the rightful owner of virtual goods.

      What is the Virtual Goods Market Size by value?

      The global virtual goods market is anticipated to grow at a substantial CAGR of 20.2% in the upcoming years. The global Virtual Goods industry was estimated to be worth USD 67.5 billion in 2021 and was expected to be worth USD 203.6 billion by 2028.

      What are the major players planning for the future of the virtual goods market?

      Numerous consumer brands have joined virtual worlds to offer their goods as digital commodities. Tens of thousands of dollars are generated each month by companies producing virtual market goods, frequently associated with metaverse platforms like Roblox, including Nike, Gucci, and even Taco Bell. Major parties are investigating the possibility of producing virtual commodities in the metaverse. Brands can create entire virtual worlds, games, and events around the launching of virtual items inside various platforms in the metaverse in addition to dedicated virtual goods releases, providing very immersive and dynamic engagement.

      Segmentation of Global Virtual Goods Market-

      Global Virtual Goods Market – By Gender

      • Male
      • Female

      Global Virtual Goods Market – By Age Group

      • 13-25
      • 25-35
      • 35-45
      • 45+

      Global Virtual Goods Market – By Region

      • North America
        • US
        • Canada
      • Europe
        • Germany
        • France
        • UK.
        • Italy
        • Spain
        • Rest of Europe
      • Asia Pacific
        • China
        • Japan
        • India
        • South Korea
        • South-east Asia
        • Rest of Asia Pacific
      • Latin America
        • Brazil
        • Mexico
        • Rest of Latin America
      • Middle East & Africa
        • GCC Countries
        • South Africa
        • Rest of Middle East and Africa

       

      REPORT ATTRIBUTE DETAILS
      Virtual Goods Market by Volume Yes
      Virtual Goods Market by Value Yes
      Virtual Goods Market, Tornado Analysis Yes
      Virtual Goods Market, STAR Analysis Yes
      Virtual Goods Market, SRC Analysis Yes
      Virtual Goods Market, Import-Export Data Yes (On Demand)
      Virtual Goods Market Pricing Analysis Yes (On Demand)
      Virtual Goods Market Segment Analysis ·         By Gender (Male and Female)

      ·         By Age (13-25, 25-35, 35-45, and 45+)

       

      Virtual Goods Market, Regional Analysis ·         North America (US and Canada)

      ·         Europe (Germany, UK, France, Italy, Spain, and Rest of Europe)

      ·         Asia Pacific (China, India, Japan, South Korea, South East Asia, and Rest of Asia Pacific)

      ·         Latin America (Brazil, Mexico, and Rest of Latin America)

      ·         Middle East and Africa (GCC Countries, South Africa, and Rest of Middle East and Africa)

      Virtual Goods Market Key Companies Facebook Inc., Gree Inc., Mixi Inc., Tencent Holdings Ltd., hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Zynga Inc., and Kabam Inc.
      Virtual Goods Market Competitive Landscape ·         Market Share Analysis

      ·         Competitive Benchmarking

      ·         Key Players Market Positioning

      ·         Geographical Presence Analysis

      ·         Major Strategies Adopted

1. Preface
1.1. Report Description
1.1.1. Purpose of the Report
1.1.2. Target Audience
1.1.3. USP and Key Offerings
1.2. Research Scope
1.3. Research Methodology
1.3.1. Phase I – Secondary Research
1.3.2. Phase II – Primary Research
1.3.3. Phase III – Expert Panel Review
1.3.4. Approach Adopted
1.3.4.1. Top-Down Approach
1.3.4.2. Bottom-Up Approach
1.3.5. Assumptions
1.4. Market Segmentation

2. Executive Summary
2.1. Market Snapshot: Global Virtual Goods Market
2.2. Global Virtual Goods Market, By Gender
2.3. Global Virtual Goods Market, By Age
2.4. Global Virtual Goods Market, By Region

3. Market Dynamics & Factors Analysis
3.1. Introduction
3.1.1. Global Virtual Goods Market Value, 2016-2028, (US$ Bn)
3.2. Market Dynamics
3.2.1. Key Growth Trends
3.2.2. Market Drivers
3.2.3. Market Restraints
3.2.4. Market Opportunities
3.2.5. Major Industry Challenges
3.3. Attractive Investment Proposition,2021
3.3.1. Product
3.3.2. Application
3.3.3. Geography

4. Premium Insights
4.1. STAR (Situation, Task, Action, Results) Analysis
4.2. Porter’s Five Forces Analysis
4.2.1. Threat of New Entrants
4.2.2. Bargaining Power of Buyers/Consumers
4.2.3. Bargaining Power of Suppliers
4.2.4. Threat of Substitute Types
4.2.5. Intensity of Competitive Rivalry
4.3. Value Chain Analysis
4.4. Technology Analysis
4.5. Marketing Strategy Analysis
4.5.1. Direct Marketing
4.5.2. Indirect Marketing
4.5.3. Marketing Channel Development Trend

5. Market Positioning of Key Players, 2021
5.1. Company market share of key players, 2021
5.2. Competitive Benchmarking
5.3. Market Positioning of Key Vendors
5.4. Geographical Presence Analysis
5.5. Major Strategies Adopted by Key Players
5.5.1. Key Strategies Analysis
5.5.2. Mergers and Acquisitions
5.5.3. Partnerships
5.5.4. Product Launch
5.5.5. Geographical Expansion
5.5.6. Others

6. COVID 19 Impact Analysis
6.1. Global Virtual Goods Market Pre Vs Post COVID 19, 2019 – 2028
6.2. Impact on Import & Export
6.3. Impact on Demand & Supply

7. Global Virtual Goods Market
7.1. Global Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
7.1.1. Overview
7.1.2. Global Virtual Goods Market, By Gender, 2021 vs 2028 (in%)
7.1.3. Global Virtual Goods Market, By Male, 2016-2028 (US$ Bn)
7.1.4. Global Virtual Goods Market, By Female, 2016-2028 (US$ Bn)
7.2. Global Virtual Goods Market, By Age, 2016-2028(US$ Bn)
7.2.1. Overview
7.2.2. Global Virtual Goods Market, By Age, 2021 vs 2028 (in%)
7.2.3. Global Virtual Goods Market, By 13-25, 2016-2028 (US$ Bn)
7.2.4. Global Virtual Goods Market, By 25-35, 2016-2028 (US$ Bn)
7.2.5. Global Virtual Goods Market, By 35-45, 2016-2028 (US$ Bn)
7.2.6. Global Virtual Goods Market, By 45+, 2016-2028 (US$ Bn)

8. North America Virtual Goods Market Analysis
8.1. North America Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
8.1.1. Overview
8.1.2. SRC Analysis
8.2. North America Virtual Goods Market, By Age, 2016-2028(US$ Bn)
8.2.1. Overview
8.2.2. SRC Analysis
8.3. North America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
8.3.1. U.S.
8.3.1.1. U.S. Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
8.3.1.2. U.S. Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
8.3.1.3. U.S. Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
8.3.2. Canada
8.3.2.1. Canada Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
8.3.2.2. Canada Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

9. Europe Virtual Goods Market Analysis
9.1. Europe Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
9.1.1. Overview
9.1.2. SRC Analysis
9.2. Europe Virtual Goods Market, By Age, 2016-2028(US$ Bn)
9.2.1. Overview
9.2.2. SRC Analysis
9.3. Europe Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
9.3.1. Germany
9.3.1.1. Germany Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.1.2. Germany Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.1.3. Germany Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
9.3.2. France
9.3.2.1. France Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.2.2. France Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.2.3. France Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
9.3.3. UK
9.3.3.1. UK Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.3.2. UK Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.3.3. UK Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
9.3.4. Italy
9.3.4.1. Italy Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.4.2. Italy Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.4.3. Italy Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
9.3.5. Spain
9.3.5.1. Spain Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.5.2. Spain Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.5.3. Spain Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
9.3.6. Rest of Europe
9.3.6.1. Rest of Europe Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
9.3.6.2. Rest of Europe Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
9.3.6.3. Rest of Europe Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

10. Asia Pacific Virtual Goods Market Analysis
10.1. Asia Pacific Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
10.1.1. Overview
10.1.2. SRC Analysis
10.2. Asia Pacific Virtual Goods Market, By Age, 2016-2028(US$ Bn)
10.2.1. Overview
10.2.2. SRC Analysis
10.3. Asia Pacific Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
10.3.1. China
10.3.1.1. China Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.1.2. China Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.1.3. China Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
10.3.2. Japan
10.3.2.1. Japan Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.2.2. Japan Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.2.3. Japan Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
10.3.3. India
10.3.3.1. India Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.3.2. India Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.3.3. India Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
10.3.4. South Korea
10.3.4.1. South Korea Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.4.2. South Korea Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.4.3. South Korea Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
10.3.5. South-East Asia
10.3.5.1. South-East Asia Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.5.2. South-East Asia Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.5.3. South-East Asia Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
10.3.6. Rest of Asia Pacific
10.3.6.1. Rest of Asia Pacific Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
10.3.6.2. Rest of Asia Pacific Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
10.3.6.3. Rest of Asia Pacific Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

11. Latin America Virtual Goods Market Analysis
11.1. Latin America Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
11.1.1. Overview
11.1.2. SRC Analysis
11.2. Latin America Virtual Goods Market, By Age, 2016-2028(US$ Bn)
11.2.1. Overview
11.2.2. SRC Analysis
11.3. Latin America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
11.3.1. Brazil
11.3.1.1. Brazil Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
11.3.1.2. Brazil Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
11.3.1.3. Brazil Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
11.3.2. Mexico
11.3.2.1. Mexico Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
11.3.2.2. Mexico Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
11.3.2.3. Mexico Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
11.3.3. Rest of Latin America
11.3.3.1. Rest of Latin America Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
11.3.3.2. Rest of Latin America Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
11.3.3.3. Rest of Latin America Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

12. Middle East and Africa Virtual Goods Market Analysis
12.1. Middle East and Africa Virtual Goods Market, By Gender, 2016-2028(US$ Bn)
12.1.1. Overview
12.1.2. SRC Analysis
12.2. Middle East and Africa Virtual Goods Market, By Age, 2016-2028(US$ Bn)
12.2.1. Overview
12.2.2. SRC Analysis
12.3. Middle East and Africa Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
12.3.1. GCC Countries
12.3.1.1. GCC Countries Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
12.3.1.2. GCC Countries Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
12.3.1.3. GCC Countries Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
12.3.2. South Africa
12.3.2.1. South Africa Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
12.3.2.2. South Africa Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
12.3.2.3. South Africa Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
12.3.3. Rest of Middle East and Africa
12.3.3.1. Rest of Middle East and Africa Virtual Goods Market Estimates and Forecast, 2016-2028 (US$ Bn)
12.3.3.2. Rest of Middle East and Africa Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
12.3.3.3. Rest of Middle East and Africa Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

13. Company Profiles
13.1. Artlantis
13.1.1. Company Overview
13.1.2. Products/Services Portfolio
13.1.3. Geographical Presence
13.1.4. Financial Summary
13.1.4.1. Market Revenue and Net Profit (2019-2021)
13.1.4.2. Business Segment Revenue Analysis
13.1.4.3. Geographical Revenue Analysis
13.2. DLUBAL
13.3. FINE
13.4. GRAITEC
13.5. BOCAD SERVICE INTERNATIONAL
13.6. Data Design System
13.7. DIETRICH’S
13.8. Metsä Wood
13.9. MiTek
13.10. TEKLA
13.11. WETO
13.12. Others

List of Figures

FIG. 1 Global Virtual Goods Market: Research Methodology
FIG. 2 Market Size Estimation – Top Down & Bottom up Approach
FIG. 3 Global Virtual Goods Market Segmentation
FIG. 4 Global Virtual Goods Market, By Gender, 2021 (US$ Bn)
FIG. 5 Global Virtual Goods Market, By Age, 2021 (US$ Bn)
FIG. 6 Global Virtual Goods Market, by Geography, 2021 (US$ Bn)
FIG. 7 Attractive Investment Proposition, By Gender, 2021
FIG. 8 Attractive Investment Proposition, By Age, 2021
FIG. 9 Attractive Investment Proposition, by Geography, 2021
FIG. 10 Global Market Share Analysis of Key Virtual Goods Market Manufacturers, 2021
FIG. 11 Global Market Positioning of Key Virtual Goods Market Manufacturers, 2021
FIG. 12 Global Virtual Goods Market Value Contribution, By Gender, 2021 & 2028 (Value %)
FIG. 13 Global Virtual Goods Market, By Male, Value, 2016-2028 (US$ Bn)
FIG. 14 Global Virtual Goods Market, By Female, Value, 2016-2028 (US$ Bn)
FIG. 15 Global Virtual Goods Market Value Contribution, By Age, 2021 & 2028 (Value %)
FIG. 16 Global Virtual Goods Market, By 13-25, Value, 2016-2028 (US$ Bn)
FIG. 17 Global Virtual Goods Market, By 25-35, Value, 2016-2028 (US$ Bn)
FIG. 18 Global Virtual Goods Market, By 35-45, Value, 2016-2028 (US$ Bn)
FIG. 19 Global Virtual Goods Market, By 45+, Value, 2016-2028 (US$ Bn)
FIG. 20 U.S. Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 21 Canada Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 22 Germany Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 23 France Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 24 U.K. Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 25 Italy Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 26 Spain Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 27 Rest of Europe Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 28 China Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 29 Japan Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 30 India Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 31 South Korea Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 32 Southeast Asia Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 33 Rest of Asia Pacific Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 34 Latin America Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 35 Brazil Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 36 Mexico Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 37 Rest of Latin America Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 38 Middle East & Africa Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 39 GCC Countries Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 40 South Africa Virtual Goods Market, 2016-2028 (US$ Bn)
FIG. 41 Rest of Middle East and Africa Virtual Goods Market, 2016-2028 (US$ Bn)

List of Tables

TABLE 1 Market Snapshot: Global Virtual Goods Market
TABLE 2 Global Virtual Goods Market, by Competitive Benchmarking, 2021
TABLE 3 Global Virtual Goods Market, by Geographical Presence Analysis, 2021
TABLE 4 Global Virtual Goods Market, by Key Strategies Analysis, 2021
TABLE 5 Global Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 6 Global Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 7 North America Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 8 North America Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 9 North America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
TABLE 10 US Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 11 US Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 12 Canada Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 13 Canada Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 14 Europe Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 15 Europe Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 16 Europe Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
TABLE 17 Germany Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 18 Germany Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 19 France Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 20 France Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 21 UK Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 22 UK Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 23 Italy Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 24 Italy Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 25 Spain Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 26 Spain Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 27 Rest of Europe Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 28 Rest of Europe Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 29 Asia Pacific Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 30 Asia Pacific Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 31 Asia Pacific Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
TABLE 32 China Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 33 China Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 34 Japan Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 35 Japan Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 36 India Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 37 India Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 38 South Korea Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 39 South Korea Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 40 South East Asia Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 41 South East Asia Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 42 Rest of Asia Pacific Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 43 Rest of Asia Pacific Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 44 Latin America Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 45 Latin America Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 46 Latin America Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
TABLE 47 Brazil Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 48 Brazil Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 49 Mexico Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 50 Mexico Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 51 Rest of Latin America Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 52 Rest of Latin America Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 53 Middle East and Africa Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 54 Middle East and Africa Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 55 Middle East and Africa Virtual Goods Market, by Country, 2016-2028 (US$ Bn)
TABLE 56 GCC Countries Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 57 GCC Countries Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 58 South Africa Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 59 South Africa Virtual Goods Market, By Age, 2016-2028 (US$ Bn)
TABLE 60 Rest of Middle East and Africa Virtual Goods Market, By Gender, 2016-2028 (US$ Bn)
TABLE 61 Rest of Middle East and Africa Virtual Goods Market, By Age, 2016-2028 (US$ Bn)

Frequently Asked Questions

How does COVID-19 Impact the global virtual goods market?

COVID-19 didn’t majorly impact the virtual goods market.

Which is the leading region of the market for virtual goods?

the Asia Pacific accounted for the most heightened share in the global virtual goods market.

What are the key drivers for the growth of the virtual goods market?

Increasing social media platforms and a growing number of smartphone users will drive the virtual goods market.

Which is the major segment in the virtual goods market by gender?

The male segment had a major global market share in 2021.

Which is the major segment in the virtual goods market by age group?

The 25-35 age group had a major share in the global market.

Download Sample Report


Have a question?

Market Research Analyst

Don’t settle for less – trust Ishika to help you find the best solution.

– Other Info –

What people say?-

User Review

I am very impressed with the information in this report. The author clearly did their research when they came up with this product and it has already given me a lot of ideas.

Jana Schmidt
CEDAR CX Technologies

– Connect with us –

Phone

+91 8085 89 5002


support

24/7 Research Support


sales@credenceresearch.com

– Research Methodology –

Going beyond the basics: advanced techniques in research methodology

– Trusted By –

Pepshi, LG, Nestle
Motorola, Honeywell, Johnson and johnson
LG Chem, SIEMENS, Pfizer
Unilever, Samsonite, QIAGEN