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Virtual Goods Market By Gender (Male, Female) By Age Group (13-25, 25-35, 35-45, 45+) – Growth, Future Prospects & Competitive Analysis, 2016 – 2030

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Published: | Report ID: 11349 | Report Format : PDF

Actionable Insights Delivered – Virtual Goods Market Size

Positioned with a USD 67.5 billion valuation in 2022, the Virtual Goods Market asserted its global eminence. Set to scale to USD 203.6 billion by 2030, the market’s remarkable Compound Annual Growth Rate (CAGR) of 20.2% (2022-2030) underscores its strategic growth trajectory.

Key Highlights of the Report

The global virtual goods market is segmented by gender, age, and region. The male category is the most popular gender of virtual goods, while the 25-35 category is the primary age segment, with Asia Pacific leading the market growth.

The rising demand for virtual goods across many applications, such as females and men, might be related to the market’s expansion. The global market for virtual goods is also expanding due to the increasing use of VR technology. Additional considerations include rising consumer expenditure on leisure and lifestyle goods as well as rising demand from developing nations like China and India.

Nonetheless, the Asia Pacific market for virtual goods is predicted to grow at the greatest CAGR. Due to factors such as large social network user numbers, extensive usage of smartphones, and wireless technology, Asia Pacific has retained a major place in the global virtual goods industry.

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What Are The Main Drivers Of The Global Virtual Goods Market?

Over the years, the desire for individualized digital experiences has grown along with the number of online gamers, the development of virtual reality technology, and the global market for virtual goods.

What Are The Major Challenges Faced By The Global Virtual Goods Market?

The virtual goods business lacks standardization and compatibility between various gaming platforms and platforms. Virtual goods’ worth may be limited, and the market’s expansion is hampered by users’ difficulties moving them across different contexts or using them.

What Are The Growth Opportunities In The Global Virtual Goods Market?

The virtual goods industry’s competitive environment provides the worldwide market share of virtual goods, sales and revenues generated in this industry, a synopsis of the business organisation, the introduction of new products, and possibilities for the virtual goods market.

Executive Summary

Overview of the Global Virtual Goods Market

The rise of the industry could be attributed to the increased demand for virtual goods across several applications, including women and men. The market for virtual goods is also growing globally because of the growing popularity of virtual reality (VR) technology. Increased consumer spending on leisure and lifestyle products and growing demand from developing nations like China and India are additional factors to be considered. Additionally, there is a growing market for immersive, interactive experiences that can be presented in gaming and virtual reality settings.

Market Definition

“Virtual goods” refers to non-physical items and money bought for use in online forums or video games. As opposed to physical goods, digital goods might include things like music, movies, and books. Virtual goods are intangible by definition. Virtual goods, such as digital presents and avatar clothes, are often offered by businesses that run social networking services, community websites, or online games. They may be categorized as services rather than goods. Games that use this business model are frequently referred to as “freemium games,” the term “microtransactions” is occasionally used to describe the sale of virtual products. Each game has its virtual currency used to buy in-game items. They are a major source of money for social media.

Virtual Goods Market

Market Insights

  • The global demand for virtual goods was valued at USD 67.5 Billion in 2022 and is expected to reach USD 203.6 Billion in 2030, growing at a CAGR of 20.2% between 2023 and 2030.
  • In terms of value, the male category leads the market and accounts for almost 65% of sales in 2022. The female category is expected to increase at a fast CAGR.
  • The 25-35 category is expected to continue to dominate the virtual goods market through 2022, with a massive market share of over 39% predicted.
  • In 2022, Asia Pacific will account for roughly one-third of the global market for virtual goods, with the remaining 43% of the market being split between North America and Europe.
  • With the development of online gaming, virtual reality technology, and the global market for virtual goods, the need for personalized digital experiences has grown.
  • The Asia Pacific virtual goods industry, is predicted to expand at a faster CAGR.

Segmentation by Gender

  • With almost 65% of the market share for virtual goods, the male category remained the top rank in terms of gender in 2022.
  • The global virtual goods market is expected to experience the quickest growth throughout the projected period in the female category.

Segmentation by Age

  • The 25-35 segment led the virtual goods market with a market share of over 39% in 2022.
  • The 13-25 category is anticipated to register the highest CAGR over the forecast period.

Segmentation by Region

  • Asia Pacific region held the largest global virtual goods market share in 2022.
  • In 2022, North America will occupy more than 24% of the global virtual goods market, with Europe accounting for just under 25% of the total.
  • The rest of the world’s demand for virtual goods comes from places including Latin America, the Middle East, and Africa.

The need for customized digital experiences has increased with the growth of online gaming, virtual reality technologies, and the global market for virtual goods.

Asia Pacific dominated the global virtual goods market due to the significant demand for virtual goods in China and other Southeast Asian nations. Asia Pacific has retained a dominant position in the worldwide virtual goods market due to the sizable user populations of social networks, extensive usage of smartphones, and wireless technologies. The popularity of casual and social games on social networking sites and mobile devices, as well as the rapid growth of smartphone and tablet sales, have resulted in a rapidly increasing virtual goods industry.

The market for virtual goods in North America is anticipated to grow at the highest CAGR due to several variables, including the substantial social network user base and the extensive usage of wireless and smartphone technology. A significant gaming population, a robust digital infrastructure, and a high internet penetration rate are further market drivers. Numerous significant virtual goods and gaming companies are based in the area. Moreover, several US businesses plan to publish their online games as a way to engage with clients online and as a tool for brand marketing. In the US, a new breed of companies is also beginning to develop that assist with transactions involving virtual goods, for example, by offering “micropayment” facilities or permitting payment by mobile phone, which will enhance the market size and value of the virtual goods market.

Overall, the competitive climate of the virtual goods industry provides information on the worldwide market share of virtual goods, the sales and revenues produced in this industry, a synopsis of the business organization, the launch of new products, and the potential for the virtual goods market.

The virtual goods industry lacks standardization and compatibility between multiple game platforms. The value of virtual commodities might be constrained, and the market’s growth might be constrained by problems users might have using or transporting them between different contexts.

Rising Demand For Online Gaming

Increasing internet penetration, the spread of smartphones, and the popularity of eSports are some of the causes contributing to the continued growth of the world’s gamers. The demand for virtual items rises as more gamers play online games. Over the years, the number of gamers participating in online gaming has dramatically increased. As a consequence of high-speed internet connection and the proliferation of gaming-friendly technologies such as smartphones and consoles, more individuals have access to online gaming platforms. A greater audience is interested in acquiring virtual items to improve gaming experiences because of the growing user base.

Many online games, including the sale of virtual products, loot boxes, and in-game money, use several in-game monetization techniques. This strategy enables game publishers and developers to make money after users have paid for the game, making virtual goods a successful business model. Additionally, users can customize and personalize their gaming experiences by using virtual products. Players can express their uniqueness through in-game products, skins, and cosmetics, increasing their engagement with the game and their propensity to spend money on virtual goods. Many online games’ regular content updates include new virtual goods and objects. These changes maintain the game experience interesting and compelling, encouraging users to investigate and spend money on the newest virtual goods.

Increased Security Concerns

The virtual goods market can be greatly impacted by security worries, which can result in a number of restrictions that impact both customers and ecosystem businesses. Virtual goods platforms and marketplaces routinely store users’ personal data, including payment information. Sensitive information may have been compromised, increasing the risk of identity theft, monetary loss, and loss of faith in the platform’s security. Cybercriminals may attempt to hack into user accounts to steal virtual products, virtual currencies, or personal data. Users and platforms may suffer considerable financial losses, harming consumer confidence in the sector.

Additionally, phishing scams can persuade users to disclose their login credentials or personal information, opening the door for unwanted access to their virtual assets and accounts. Since virtual items are immaterial, confirming their delivery and validity is difficult. This may result in conflicts between customers and sellers, chargebacks, and other payment-related problems.

Growing Social Media And Influencer Marketing

The virtual goods market is driven by social media and influencer marketing, which significantly impacts consumer behavior and encourages the purchase of virtual goods. Social media networks are excellent for viral marketing because of their large user bases. Influencers and users can instantly disseminate content about their favorite virtual goods on social media, sparking trends and raising public awareness of particular products or games. Influencers’ followers are more inclined to see virtual goods favorably and consider purchasing them when they are endorsed or featured by them.

Game publishers and developers also work with influencers, paying them to advertise their virtual products. Influencers acquire content to share due to these partnerships, and game makers earn exposure and potential customers, which is mutually beneficial. Virtual goods are frequently connected to unique occasions or transient marketing. Influencers can help advertise these occasions and build excitement around rare virtual goods, increasing demand during particular times.

Competitive Landscape

Key Players

The global virtual goods market is highly competitive, with the presence of several key players. Some of the major players in the market and their market share are as follows:

  • Facebook Inc.
  • Gree Inc.
  • Mixi Inc.
  • Tencent Holdings Ltd.
  • hi5 Networks Inc.
  • Bebo Inc.
  • Myspace LLC
  • Tagged Inc.
  • Zynga Inc.
  • Kabam Inc.

These businesses prioritise product innovation, enlarging their distribution networks, and mergers and acquisitions to stay competitive in the market.

The key players in the worldwide virtual goods market are continually launching new products and developments to stay ahead.

August 2020: EA Play and EA Play Pro have new releases from Electronic Arts, Inc.

December 2018: Playtika Ltd. paid almost US$ 100 billion to acquire Wooga GmbH, a maker of casual games.

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Summary of Key Findings

  • With the development of online gaming, virtual reality technologies, and the global market for virtual goods, there has been an increasing need for personalized digital experiences.
  • Market segmented by gender, age and region.
  • The male category is most popular, with the female category as the primary virtual goods gender.
  • The 25-35 segment is the most commonly used virtual goods market by age.
  • Asia Pacific is leading market growth; the market is highly competitive with key players including Facebook Inc., Gree Inc., Mixi Inc., Tencent Holdings Ltd., hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Zynga Inc., and Kabam Inc.

Future Outlook

  • The global market for virtual goods is expected to increase significantly, especially in the Asia Pacific region.
  • Including virtual goods on digital platforms, such as stickers, filters, or virtual presents, improves user engagement and propels industry expansion.
  • Hacking incidents, data breaches, and fraudulent transactions put users at risk and may have a negative effect on how consumers perceive and use virtual commodities.
  • To be competitive in the market, major companies should focus on creating novel items, expanding their market, and maintaining cheap power ratings.

Segmentation

  • By Gender
    • Male
    • Female
  • By Age
    • 13-25
    • 25-35
    • 35-45
    • 45+
  • By Region
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • France
    • U.K.
    • Italy
    • Spain
    • Rest of Europe
  • Asia Pacific
    • China
    • Japan
    • India
    • South Korea
    • South-east Asia
    • Rest of Asia Pacific
  • Latin America
    • Brazil
    • Argentina
    • Rest of Latin America
  • Middle East & Africa
    • GCC Countries
    • South Africa
    • Rest of Middle East and Africa

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 – Data Modelling
1.3.2.1. Company Share Analysis Model
1.3.2.2. Revenue-Based Modelling
1.3.3. Phase III – Primary Research
1.3.4. Research Limitations
1.3.5. Assumptions
1.4. Market Introduction
1.5. Market Research Scope

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 Group
2.4. Global Virtual Goods Market, By Region

3. Market Dynamics & Factors Analysis
3.1. Introduction
3.1.1. Global Virtual Goods Market Value, 2017-2030, (US$ Bn)
3.1.2. Y-o-Y Growth Trend Analysis
3.2. Market Dynamics
3.2.1. Market Drivers
3.2.2. Market Restraints
3.2.3. Market Opportunities
3.2.4. Major Industry Challenges
3.3. Growth and Development Patterns
3.4. Investment Feasibility Analysis
3.5. Market Opportunity Analysis
3.5.1. Gender
3.5.2. Age Group
3.5.3. 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. Key Market Trends
4.3.1. Demand Side Trends
4.3.2. Supply Side Trends
4.4. Value Chain Analysis
4.5. Technology Analysis
4.6. Analysis and Recommendations
4.7. Marketing Strategy Analysis
4.7.1. Direct Marketing
4.7.2. Indirect Marketing
4.7.3. Marketing Channel Development Trend

5. Market Positioning of Key Players, 2022
5.1. Company Market Share of Key Players, 2022
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. Economic Impact Analysis
6.1. Recession Impact
6.1.1. North America
6.1.2. Europe
6.1.3. Asia Pacific
6.1.4. Latin America
6.1.5. Middle East and Africa
6.2. Ukraine-Russia War Impact
6.2.1. North America
6.2.2. Europe
6.2.3. Asia Pacific
6.2.4. Latin America
6.2.5. Middle East and Africa
6.3. COVID-19 Impact Analysis
6.3.1. North America
6.3.2. Europe
6.3.3. Asia Pacific
6.3.4. Latin America
6.3.5. Middle East and Africa

7. Global Virtual Goods Market, By Gender
7.1. Global Virtual Goods Market Overview, by Gender
7.1.1. Global Virtual Goods Market Revenue Share, By Gender, 2022 Vs 2030 (in %)
7.2. Male
7.2.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)
7.3. Female
7.3.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)

8. Global Virtual Goods Market, By Age Group
8.1. Global Virtual Goods Market Overview, by Age Group
8.1.1. Global Virtual Goods Market, By Age Group, 2022 vs 2030 (in %)
8.2. 13-25
8.2.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)
8.3. 25-35
8.3.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)
8.4. 35-45
8.4.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)
8.5. +45
8.5.1. Global Virtual Goods Market, By Region, 2017-2030 (US$ Bn)

9. Global Virtual Goods Market, By Region
9.1. Global Virtual Goods Market Overview, by Region
9.1.1. Global Virtual Goods Market, By Region, 2022 vs 2030 (in%)
9.2. Gender
9.2.1. Global Virtual Goods Market, By Gender, 2017-2030 (US$ Bn)
9.3. Age Group
9.3.1. Global Virtual Goods Market, By Age Group, 2017-2030 (US$ Bn)

10. North America Virtual Goods Market Analysis
10.1. North America Virtual Goods Market, by Gender, 2017-2030(US$ Bn)
10.1.1. Overview
10.1.2. SRC Analysis
10.2. North America Virtual Goods Market, by Age Group, 2017-2030(US$ Bn)
10.2.1. Overview
10.2.2. SRC Analysis
10.3. North America Virtual Goods Market, by Country, 2017-2030 (US$ Bn)
10.3.1. North America Virtual Goods Market, by Country, 2022 Vs 2030 (in%)
10.3.2. U.S.
10.3.2.1. U.S. Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
10.3.2.2. U.S. Virtual Goods, By Gender, 2017-2030 (US$ Bn)
10.3.2.3. U.S. Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
10.3.3. Canada
10.3.3.1. Canada Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
10.3.3.2. Canada Virtual Goods, By Gender, 2017-2030 (US$ Bn)
10.3.3.3. Canada Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
10.3.4. Mexico
10.3.4.1. Mexico Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
10.3.4.2. Mexico Virtual Goods, By Gender, 2017-2030 (US$ Bn)
10.3.4.3. Mexico Virtual Goods, By Age Group, 2017-2030 (US$ Bn)

11. Europe Virtual Goods Market Analysis
11.1. Europe Virtual Goods Market, by Gender, 2017-2030(US$ Bn)
11.1.1. Overview
11.1.2. SRC Analysis
11.2. Europe Virtual Goods Market, by Age Group, 2017-2030(US$ Bn)
11.2.1. Overview
11.2.2. SRC Analysis
11.3. Europe Virtual Goods Market, by Country, 2017-2030 (US$ Bn)
11.3.1. Europe Virtual Goods Market, by Country, 2022 Vs 2030 (in%)
11.3.2. Germany
11.3.2.1. Germany Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.2.2. Germany Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.2.3. Germany Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
11.3.3. France
11.3.3.1. France Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.3.2. France Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.3.3. France Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
11.3.4. UK
11.3.4.1. UK Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.4.2. UK Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.4.3. UK Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
11.3.5. Italy
11.3.5.1. Italy Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.5.2. Italy Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.5.3. Italy Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
11.3.6. Spain
11.3.6.1. Spain Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.6.2. Spain Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.6.3. Spain Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
11.3.7. Rest of Europe
11.3.7.1. Rest of Europe Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
11.3.7.2. Rest of Europe Virtual Goods, By Gender, 2017-2030 (US$ Bn)
11.3.7.3. Rest of Europe Virtual Goods, By Age Group, 2017-2030 (US$ Bn)

12. Asia Pacific Virtual Goods Market Analysis
12.1. Asia Pacific Virtual Goods Market, by Gender, 2017-2030(US$ Bn)
12.1.1. Overview
12.1.2. SRC Analysis
12.2. Asia Pacific Virtual Goods Market, by Age Group, 2017-2030(US$ Bn)
12.2.1. Overview
12.2.2. SRC Analysis
12.3. Asia Pacific Virtual Goods Market, by Country, 2017-2030 (US$ Bn)
12.3.1. Asia Pacific Virtual Goods Market, by Country, 2022 Vs 2030 (in%)
12.3.2. China
12.3.2.1. China Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.2.2. China Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.2.3. China Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
12.3.3. Japan
12.3.3.1. Japan Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.3.2. Japan Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.3.3. Japan Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
12.3.4. India
12.3.4.1. India Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.4.2. India Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.4.3. India Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
12.3.5. South Korea
12.3.5.1. South Korea Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.5.2. South Korea Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.5.3. South Korea Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
12.3.6. South-East Asia
12.3.6.1. South-East Asia Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.6.2. South-East Asia Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.6.3. South-East Asia Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
12.3.7. Rest of Asia Pacific
12.3.7.1. Rest of Asia Pacific Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
12.3.7.2. Rest of Asia Pacific Virtual Goods, By Gender, 2017-2030 (US$ Bn)
12.3.7.3. Rest of Asia Pacific Virtual Goods, By Age Group, 2017-2030 (US$ Bn)

13. Latin America Virtual Goods Market Analysis
13.1. Latin America Virtual Goods Market, by Gender, 2017-2030(US$ Bn)
13.1.1. Overview
13.1.2. SRC Analysis
13.2. Latin America Virtual Goods Market, by Age Group, 2017-2030(US$ Bn)
13.2.1. Overview
13.2.2. SRC Analysis
13.3. Latin America Virtual Goods Market, by Country, 2017-2030 (US$ Bn)
13.3.1. Latin America Virtual Goods Market, by Country, 2022 Vs 2030 (in%)
13.3.2. Brazil
13.3.2.1. Brazil Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
13.3.2.2. Brazil Virtual Goods, By Gender, 2017-2030 (US$ Bn)
13.3.2.3. Brazil Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
13.3.3. Argentina
13.3.3.1. Argentina Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
13.3.3.2. Argentina Virtual Goods, By Gender, 2017-2030 (US$ Bn)
13.3.3.3. Argentina Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
13.3.4. Rest of Latin America
13.3.4.1. Rest of Latin America Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
13.3.4.2. Rest of Latin America Virtual Goods, By Gender, 2017-2030 (US$ Bn)
13.3.4.3. Rest of Latin America Virtual Goods, By Age Group, 2017-2030 (US$ Bn)

14. Middle East and Africa Virtual Goods Market Analysis
14.1. Middle East and Africa Virtual Goods Market, by Gender, 2017-2030(US$ Bn)
14.1.1. Overview
14.1.2. SRC Analysis
14.2. Middle East and Africa Virtual Goods Market, by Age Group, 2017-2030(US$ Bn)
14.2.1. Overview
14.2.2. SRC Analysis
14.3. Middle East and Africa Virtual Goods Market, by Country, 2017-2030 (US$ Bn)
14.3.1. Middle East and Africa Virtual Goods Market, by Country, 2022 Vs 2030 (in%)
14.3.2. GCC Countries
14.3.2.1. GCC Countries Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
14.3.2.2. GCC Countries Virtual Goods, By Gender, 2017-2030 (US$ Bn)
14.3.2.3. GCC Countries Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
14.3.3. South Africa
14.3.3.1. South Africa Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
14.3.3.2. South Africa Virtual Goods, By Gender, 2017-2030 (US$ Bn)
14.3.3.3. South Africa Virtual Goods, By Age Group, 2017-2030 (US$ Bn)
14.3.4. Rest of Middle East and Africa
14.3.4.1. Rest of Middle East and Africa Virtual Goods Market Estimates and Forecast, 2017-2030 (US$ Bn)
14.3.4.2. Rest of Middle East and Africa Virtual Goods, By Gender, 2017-2030 (US$ Bn)
14.3.4.3. Rest of Middle East and Africa Virtual Goods, By Age Group, 2017-2030 (US$ Bn)

15. Company Profiles
15.1. Facebook Inc.
15.1.1. Company Overview
15.1.2. Products/Services Portfolio
15.1.3. Geographical Presence
15.1.4. Financial Summary
15.1.4.1. Market Revenue and Net Profit (2019-2022)
15.1.4.2. Business Segment Revenue Analysis
15.1.4.3. Geographical Revenue Analysis
15.2. Gree Inc.
15.3. Mixi Inc.
15.4. Tencent Holdings Ltd.
15.5. hi5 Networks Inc.
15.6. Bebo Inc.
15.7. Myspace LLC
15.8. Tagged Inc.
15.9. Zynga Inc.
15.10. Kabam Inc.

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, 2022 (US$ Bn)
FIG. 5 Global Virtual Goods Market, by Age Group, 2022 (US$ Bn)
FIG. 6 Global Virtual Goods Market, by Geography, 2022 (US$ Bn)
FIG. 7 Attractive Investment Proposition, by Gender, 2022
FIG. 8 Attractive Investment Proposition, by Age Group, 2022
FIG. 9 Attractive Investment Proposition, by Geography, 2022
FIG. 10 Global Market Share Analysis of Key Virtual Goods Market Manufacturers, 2022
FIG. 11 Global Market Positioning of Key Virtual Goods Market Manufacturers, 2022
FIG. 12 Global Virtual Goods Market Value Contribution, By Gender, 2022 & 2030 (Value %)
FIG. 13 Global Virtual Goods Market, by Male, Value, 2017-2030 (US$ Bn)
FIG. 14 Global Virtual Goods Market, by Female, Value, 2017-2030 (US$ Bn)
FIG. 15 Global Virtual Goods Market Value Contribution, By Age Group, 2022 & 2030 (Value %)
FIG. 16 Global Virtual Goods Market, by 13-25, Value, 2017-2030 (US$ Bn)
FIG. 17 Global Virtual Goods Market, by 25-35, 2017-2030 (US$ Bn)
FIG. 18 Global Virtual Goods Market, by 35-45, 2017-2030 (US$ Bn)
FIG. 19 Global Virtual Goods Market, by +45, 2017-2030 (US$ Bn)
FIG. 20 North America Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 21 U.S. Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 22 Canada Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 23 Mexico Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 24 Europe Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 25 Germany Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 26 France Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 27 U.K. Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 28 Italy Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 29 Spain Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 30 Rest of Europe Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 31 Asia Pacific Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 32 China Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 33 Japan Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 34 India Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 35 South Korea Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 36 South-East Asia Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 37 Rest of Asia Pacific Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 38 Latin America Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 39 Brazil Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 40 Mexico Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 41 Rest of Latin America Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 42 Middle East & Africa Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 43 GCC Countries Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 44 South Africa Virtual Goods Market, 2017-2030 (US$ Bn)
FIG. 45 Rest of Middle East and Africa Virtual Goods Market, 2017-2030 (US$ Bn)

List of Tables
TABLE 1 Market Snapshot: Global Virtual Goods Market
TABLE 2 Global Virtual Goods Market: Market Drivers Impact Analysis
TABLE 3 Global Virtual Goods Market: Market Restraints Impact Analysis
TABLE 4 Global Virtual Goods Market, by Competitive Benchmarking, 2022
TABLE 5 Global Virtual Goods Market, by Geographical Presence Analysis, 2022
TABLE 6 Global Virtual Goods Market, by Key Strategies Analysis, 2022
TABLE 7 Global Virtual Goods Market, by Male, By Region, 2017-2022 (US$ Bn)
TABLE 8 Global Virtual Goods Market, by Male, By Region, 2023-2030 (US$ Bn)
TABLE 9 Global Virtual Goods Market, by Female, By Region, 2017-2022 (US$ Bn)
TABLE 10 Global Virtual Goods Market, by Female, By Region, 2023-2030 (US$ Bn)
TABLE 11 Global Virtual Goods Market, by 13-25, By Region, 2017-2022 (US$ Bn)
TABLE 12 Global Virtual Goods Market, by 13-25, By Region, 2023-2030 (US$ Bn)
TABLE 13 Global Virtual Goods Market, by 25-35, By Region, 2017-2022 (US$ Bn)
TABLE 14 Global Virtual Goods Market, by 25-35, By Region, 2023-2030 (US$ Bn)
TABLE 15 Global Virtual Goods Market, by 35-45, By Region, 2017-2022 (US$ Bn)
TABLE 16 Global Virtual Goods Market, by 35-45, By Region, 2023-2030 (US$ Bn)
TABLE 17 Global Virtual Goods Market, by +45, By Region, 2017-2022 (US$ Bn)
TABLE 18 Global Virtual Goods Market, by +45, By Region, 2023-2030 (US$ Bn)
TABLE 19 Global Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 20 Global Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 21 Global Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 22 Global Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 23 Global Virtual Goods Market, by Region, 2017-2022 (US$ Bn)
TABLE 24 Global Virtual Goods Market, by Region, 2023-2030 (US$ Bn)
TABLE 25 North America Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 26 North America Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 27 North America Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 28 North America Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 29 North America Virtual Goods Market, by Country, 2017-2022 (US$ Bn)
TABLE 30 North America Virtual Goods Market, by Country, 2023-2030 (US$ Bn)
TABLE 31 United States Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 32 United States Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 33 United States Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 34 United States Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 35 Canada Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 36 Canada Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 37 Canada Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 38 Canada Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 39 Mexico Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 40 Mexico Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 41 Mexico Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 42 Mexico Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 43 Europe Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 44 Europe Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 45 Europe Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 46 Europe Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 47 Europe Virtual Goods Market, by Country, 2017-2022 (US$ Bn)
TABLE 48 Europe Virtual Goods Market, by Country, 2023-2030 (US$ Bn)
TABLE 49 Germany Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 50 Germany Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 51 Germany Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 52 Germany Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 53 France Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 54 France Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 55 France Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 56 France Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 57 United Kingdom Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 58 United Kingdom Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 59 United Kingdom Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 60 United Kingdom Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 61 Italy Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 62 Italy Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 63 Italy Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 64 Italy Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 65 Spain Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 66 Spain Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 67 Spain Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 68 Spain Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 69 Rest of Europe Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 70 Rest of Europe Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 71 Rest of Europe Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 72 Rest of Europe Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 73 Asia Pacific Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 74 Asia Pacific Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 75 Asia Pacific Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 76 Asia Pacific Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 77 China Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 78 China Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 79 China Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 80 China Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 81 Japan Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 82 Japan Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 83 Japan Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 84 Japan Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 85 India Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 86 India Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 87 India Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 88 India Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 89 South Korea Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 90 South Korea Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 91 South Korea Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 92 South Korea Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 93 South-East Asia Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 94 South-East Asia Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 95 South-East Asia Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 96 South-East Asia Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 97 Rest of Asia Pacific Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 98 Rest of Asia Pacific Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 99 Rest of Asia Pacific Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 100 Rest of Asia Pacific Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 101 Latin America Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 102 Latin America Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 103 Latin America Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 104 Latin America Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 105 Brazil Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 106 Brazil Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 107 Brazil Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 108 Brazil Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 109 Argentina Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 110 Argentina Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 111 Argentina Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 112 Argentina Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 113 Rest of Latin America Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 114 Rest of Latin America Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 115 Rest of Latin America Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 116 Rest of Latin America Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 117 Middle East and Africa Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 118 Middle East and Africa Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 119 Middle East and Africa Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 120 Middle East and Africa Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 121 GCC Countries Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 122 GCC Countries Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 123 GCC Countries Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 124 GCC Countries Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 125 South Africa Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 126 South Africa Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 127 South Africa Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 128 South Africa Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)
TABLE 129 Rest of Middle East and Africa Virtual Goods Market, by Gender, 2017-2022 (US$ Bn)
TABLE 130 Rest of Middle East and Africa Virtual Goods Market, by Gender, 2023-2030 (US$ Bn)
TABLE 131 Rest of Middle East and Africa Virtual Goods Market, by Age Group, 2017-2022 (US$ Bn)
TABLE 132 Rest of Middle East and Africa Virtual Goods Market, by Age Group, 2023-2030 (US$ Bn)

Frequently Asked Questions

What is the current size of the global virtual goods market?

The global virtual goods market was valued at USD 67.5 Billion in 2022.

What is the expected growth rate of the virtual goods market between 2023 and 2030?

The virtual goods market is expected to grow at a CAGR of 20.2% between 2023 and 2030, reaching USD 203.6 Billion in 2030.

Which segment is leading the market share in terms of gender?

The male category is the leading segment by gender, holding over 65% share in terms of value in 2022.

Which age segment governs the demand for virtual goods in the world?

The 25-35 segment governs the demand for virtual goods in the world, holding a massive share of over 39% in 2022.

Which age segment is expected to post the highest CAGR during the forecast period?

The 13-25 segment is expected to post the highest CAGR during the forecast period.

Which region is fueling the growth of the virtual goods industry?

Asia Pacific is fueling the growth of the virtual goods industry, with over one-third share in 2022.

Who are the major players in the global virtual goods market?

The top players include Facebook Inc., Gree Inc., Mixi Inc., Tencent Holdings Ltd., hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Zynga Inc., and Kabam Inc.

What are the major market drivers of the virtual goods industry?

Over the years, the desire for individualized digital experiences has grown along with the number of online gamers, the development of virtual reality technology, and the global market for virtual goods.

What are the major market restraints of the virtual goods industry?

Standardization and compatibility between various gaming platforms and platforms are lacking in the virtual goods business. Virtual goods’ worth may be limited and the market’s expansion hampered by difficulties users may have moving them across different contexts or using them.

What are the major market opportunities of the virtual goods industry?

The global market share of virtual goods, the sales and revenues generated in this industry, a summary of the business organization, the introduction of new products, and the opportunities for the virtual goods market are all provided by the competitive environment of the virtual goods industry.

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