What is Virtual Goods Market?
Virtual goods are basically refer as any items which are non-tangible items for example memberships, services, warranties, or subscriptions and digital downloads of books, music, videos, or other products. This goods are sold on an individual basis or it can also be given Grouped Product or Bundle Product. Sales of virtual goods are usually referred to as microtransactions. This virtual goods are use to purchase within a variety of online communities, which include social networking websites, virtual worlds, and online gaming sites. The value of virtual goods is as equal to the real goods value, the only difference is that it is non-tangible.
The market study is being classified by Type (Video, Audio and music, Photography, Graphics, Digital art, PDF documents, Online courses and Web-based applications), by Application (Online Communities and Online Games) and major geographies with country level break-up.
Tencent Holdings Ltd. (China), KakaoTalk (South Korea), Hi5 Networks Inc. (United States), Kabam Inc (Canada), Facebook Inc. (United States), Bebo Inc. (Amazon) (United States), Epic Games, Inc. (United States), Line (Japan), Gree Inc. (Japan) and Zynga Inc. (United States) are some of the key players profiled in the study. Additionally, the Vendors which are also part of the research are Myspace LLC (United States), Tagged Inc. (United States) and Mixi Inc. (Japan).
The companies of virtual goods are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. Research Analyst at AMA predicts that United States Vendors will contribute to the maximum growth of Global Virtual Goods market throughout the predicted period.
Analyst at AMA have segmented the market study of Global Virtual Goods market by Type, Application and Region.
On the basis of geography, the market of Virtual Goods has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
- Growing Internet Penetration
- Rise in Adoption of Social Gaming and Other Inclusion Which is Rewarding With Various Virtual Goods
- Enhanced Cloud-Based Virtual Goods Planform
- Advancement and Innovation in Digital World
- Lack of Awareness About Virtual Goods and Rewards
- Unknown in Many Region is Hindering Market Growth
- Emergence of New Technology Such As Virtual Reality
- Emerging Market of Social Network
- Privacy Concerns in Virtual Activity
- Addiction Towards Digital Activity
Key Target AudienceVenture Capitalists and Private Equity Firms, New Entrants/Investors, Analysts and Strategic Business Planners, Virtual Goods Provider, Government Regulatory and Research Organizations and End-Use Industries
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Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**
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