Virtual Goods Comprehensive Study by Type (Video, Audio and music, Photography, Graphics, Digital art, PDF documents, Online courses, Web-based applications), Application (Online Communities, Online Games), End User (Female, Male), Age (13-25, 25-35, 35-45, 45+) Players and Region - Global Market Outlook to 2026

Virtual Goods Market by XX Submarkets | Forecast Years 2022-2027  

  • Summary
  • Market Segments
  • Table of Content
  • List of Table & Figures
  • Players Profiled
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.

Segment Analysis
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.

Market Drivers
  • Growing Internet Penetration
  • Rise in Adoption of Social Gaming and Other Inclusion Which is Rewarding With Various Virtual Goods

Market Trend
  • Enhanced Cloud-Based Virtual Goods Planform
  • Advancement and Innovation in Digital World

Restraints
  • Lack of Awareness About Virtual Goods and Rewards
  • Unknown in Many Region is Hindering Market Growth

Opportunities
  • Emergence of New Technology Such As Virtual Reality
  • Emerging Market of Social Network

Challenges
  • Privacy Concerns in Virtual Activity
  • Addiction Towards Digital Activity





Key Target Audience
Venture 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

Report Objectives / Segmentation Covered

By Type
  • Video
  • Audio and music
  • Photography
  • Graphics
  • Digital art
  • PDF documents
  • Online courses
  • Web-based applications
By Application
  • Online Communities
  • Online Games
By End User
  • Female
  • Male

By Age
  • 13-25
  • 25-35
  • 35-45
  • 45+

By Regions
  • 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
  • 1. Market Overview
    • 1.1. Introduction
    • 1.2. Scope/Objective of the Study
      • 1.2.1. Research Objective
  • 2. Executive Summary
    • 2.1. Introduction
  • 3. Market Dynamics
    • 3.1. Introduction
    • 3.2. Market Drivers
      • 3.2.1. Growing Internet Penetration
      • 3.2.2. Rise in Adoption of Social Gaming and Other Inclusion Which is Rewarding With Various Virtual Goods
    • 3.3. Market Challenges
      • 3.3.1. Privacy Concerns in Virtual Activity
      • 3.3.2. Addiction Towards Digital Activity
    • 3.4. Market Trends
      • 3.4.1. Enhanced Cloud-Based Virtual Goods Planform
      • 3.4.2. Advancement and Innovation in Digital World
  • 4. Market Factor Analysis
    • 4.1. Porters Five Forces
    • 4.2. Supply/Value Chain
    • 4.3. PESTEL analysis
    • 4.4. Market Entropy
    • 4.5. Patent/Trademark Analysis
  • 5. Global Virtual Goods, by Type, Application, End User, Age and Region (value) (2015-2020)
    • 5.1. Introduction
    • 5.2. Global Virtual Goods (Value)
      • 5.2.1. Global Virtual Goods by: Type (Value)
        • 5.2.1.1. Video
        • 5.2.1.2. Audio and music
        • 5.2.1.3. Photography
        • 5.2.1.4. Graphics
        • 5.2.1.5. Digital art
        • 5.2.1.6. PDF documents
        • 5.2.1.7. Online courses
        • 5.2.1.8. Web-based applications
      • 5.2.2. Global Virtual Goods by: Application (Value)
        • 5.2.2.1. Online Communities
        • 5.2.2.2. Online Games
      • 5.2.3. Global Virtual Goods by: End User (Value)
        • 5.2.3.1. Female
        • 5.2.3.2. Male
      • 5.2.4. Global Virtual Goods by: Age (Value)
        • 5.2.4.1. 13-25
        • 5.2.4.2. 25-35
        • 5.2.4.3. 35-45
        • 5.2.4.4. 45+
      • 5.2.5. Global Virtual Goods Region
        • 5.2.5.1. South America
          • 5.2.5.1.1. Brazil
          • 5.2.5.1.2. Argentina
          • 5.2.5.1.3. Rest of South America
        • 5.2.5.2. Asia Pacific
          • 5.2.5.2.1. China
          • 5.2.5.2.2. Japan
          • 5.2.5.2.3. India
          • 5.2.5.2.4. South Korea
          • 5.2.5.2.5. Taiwan
          • 5.2.5.2.6. Australia
          • 5.2.5.2.7. Rest of Asia-Pacific
        • 5.2.5.3. Europe
          • 5.2.5.3.1. Germany
          • 5.2.5.3.2. France
          • 5.2.5.3.3. Italy
          • 5.2.5.3.4. United Kingdom
          • 5.2.5.3.5. Netherlands
          • 5.2.5.3.6. Rest of Europe
        • 5.2.5.4. MEA
          • 5.2.5.4.1. Middle East
          • 5.2.5.4.2. Africa
        • 5.2.5.5. North America
          • 5.2.5.5.1. United States
          • 5.2.5.5.2. Canada
          • 5.2.5.5.3. Mexico
  • 6. Virtual Goods: Manufacturers/Players Analysis
    • 6.1. Competitive Landscape
      • 6.1.1. Market Share Analysis
        • 6.1.1.1. Top 3
        • 6.1.1.2. Top 5
    • 6.2. Peer Group Analysis (2020)
    • 6.3. BCG Matrix
    • 6.4. Company Profile
      • 6.4.1. Tencent Holdings Ltd. (China)
        • 6.4.1.1. Business Overview
        • 6.4.1.2. Products/Services Offerings
        • 6.4.1.3. Financial Analysis
        • 6.4.1.4. SWOT Analysis
      • 6.4.2. KakaoTalk (South Korea)
        • 6.4.2.1. Business Overview
        • 6.4.2.2. Products/Services Offerings
        • 6.4.2.3. Financial Analysis
        • 6.4.2.4. SWOT Analysis
      • 6.4.3. Hi5 Networks Inc. (United States)
        • 6.4.3.1. Business Overview
        • 6.4.3.2. Products/Services Offerings
        • 6.4.3.3. Financial Analysis
        • 6.4.3.4. SWOT Analysis
      • 6.4.4. Kabam Inc (Canada)
        • 6.4.4.1. Business Overview
        • 6.4.4.2. Products/Services Offerings
        • 6.4.4.3. Financial Analysis
        • 6.4.4.4. SWOT Analysis
      • 6.4.5. Facebook Inc. (United States)
        • 6.4.5.1. Business Overview
        • 6.4.5.2. Products/Services Offerings
        • 6.4.5.3. Financial Analysis
        • 6.4.5.4. SWOT Analysis
      • 6.4.6. Bebo Inc. (Amazon) (United States)
        • 6.4.6.1. Business Overview
        • 6.4.6.2. Products/Services Offerings
        • 6.4.6.3. Financial Analysis
        • 6.4.6.4. SWOT Analysis
      • 6.4.7. Epic Games, Inc. (United States)
        • 6.4.7.1. Business Overview
        • 6.4.7.2. Products/Services Offerings
        • 6.4.7.3. Financial Analysis
        • 6.4.7.4. SWOT Analysis
      • 6.4.8. Line (Japan)
        • 6.4.8.1. Business Overview
        • 6.4.8.2. Products/Services Offerings
        • 6.4.8.3. Financial Analysis
        • 6.4.8.4. SWOT Analysis
      • 6.4.9. Gree Inc. (Japan)
        • 6.4.9.1. Business Overview
        • 6.4.9.2. Products/Services Offerings
        • 6.4.9.3. Financial Analysis
        • 6.4.9.4. SWOT Analysis
      • 6.4.10. Zynga Inc. (United States)
        • 6.4.10.1. Business Overview
        • 6.4.10.2. Products/Services Offerings
        • 6.4.10.3. Financial Analysis
        • 6.4.10.4. SWOT Analysis
  • 7. Global Virtual Goods Sale, by Type, Application, End User, Age and Region (value) (2021-2026)
    • 7.1. Introduction
    • 7.2. Global Virtual Goods (Value)
      • 7.2.1. Global Virtual Goods by: Type (Value)
        • 7.2.1.1. Video
        • 7.2.1.2. Audio and music
        • 7.2.1.3. Photography
        • 7.2.1.4. Graphics
        • 7.2.1.5. Digital art
        • 7.2.1.6. PDF documents
        • 7.2.1.7. Online courses
        • 7.2.1.8. Web-based applications
      • 7.2.2. Global Virtual Goods by: Application (Value)
        • 7.2.2.1. Online Communities
        • 7.2.2.2. Online Games
      • 7.2.3. Global Virtual Goods by: End User (Value)
        • 7.2.3.1. Female
        • 7.2.3.2. Male
      • 7.2.4. Global Virtual Goods by: Age (Value)
        • 7.2.4.1. 13-25
        • 7.2.4.2. 25-35
        • 7.2.4.3. 35-45
        • 7.2.4.4. 45+
      • 7.2.5. Global Virtual Goods Region
        • 7.2.5.1. South America
          • 7.2.5.1.1. Brazil
          • 7.2.5.1.2. Argentina
          • 7.2.5.1.3. Rest of South America
        • 7.2.5.2. Asia Pacific
          • 7.2.5.2.1. China
          • 7.2.5.2.2. Japan
          • 7.2.5.2.3. India
          • 7.2.5.2.4. South Korea
          • 7.2.5.2.5. Taiwan
          • 7.2.5.2.6. Australia
          • 7.2.5.2.7. Rest of Asia-Pacific
        • 7.2.5.3. Europe
          • 7.2.5.3.1. Germany
          • 7.2.5.3.2. France
          • 7.2.5.3.3. Italy
          • 7.2.5.3.4. United Kingdom
          • 7.2.5.3.5. Netherlands
          • 7.2.5.3.6. Rest of Europe
        • 7.2.5.4. MEA
          • 7.2.5.4.1. Middle East
          • 7.2.5.4.2. Africa
        • 7.2.5.5. North America
          • 7.2.5.5.1. United States
          • 7.2.5.5.2. Canada
          • 7.2.5.5.3. Mexico
  • 8. Appendix
    • 8.1. Acronyms
  • 9. Methodology and Data Source
    • 9.1. Methodology/Research Approach
      • 9.1.1. Research Programs/Design
      • 9.1.2. Market Size Estimation
      • 9.1.3. Market Breakdown and Data Triangulation
    • 9.2. Data Source
      • 9.2.1. Secondary Sources
      • 9.2.2. Primary Sources
    • 9.3. Disclaimer
List of Tables
  • Table 1. Virtual Goods: by Type(USD Million)
  • Table 2. Virtual Goods Video , by Region USD Million (2015-2020)
  • Table 3. Virtual Goods Audio and music , by Region USD Million (2015-2020)
  • Table 4. Virtual Goods Photography , by Region USD Million (2015-2020)
  • Table 5. Virtual Goods Graphics , by Region USD Million (2015-2020)
  • Table 6. Virtual Goods Digital art , by Region USD Million (2015-2020)
  • Table 7. Virtual Goods PDF documents , by Region USD Million (2015-2020)
  • Table 8. Virtual Goods Online courses , by Region USD Million (2015-2020)
  • Table 9. Virtual Goods Web-based applications , by Region USD Million (2015-2020)
  • Table 10. Virtual Goods: by Application(USD Million)
  • Table 11. Virtual Goods Online Communities , by Region USD Million (2015-2020)
  • Table 12. Virtual Goods Online Games , by Region USD Million (2015-2020)
  • Table 13. Virtual Goods: by End User(USD Million)
  • Table 14. Virtual Goods Female , by Region USD Million (2015-2020)
  • Table 15. Virtual Goods Male , by Region USD Million (2015-2020)
  • Table 16. Virtual Goods: by Age(USD Million)
  • Table 17. Virtual Goods 13-25 , by Region USD Million (2015-2020)
  • Table 18. Virtual Goods 25-35 , by Region USD Million (2015-2020)
  • Table 19. Virtual Goods 35-45 , by Region USD Million (2015-2020)
  • Table 20. Virtual Goods 45+ , by Region USD Million (2015-2020)
  • Table 21. South America Virtual Goods, by Country USD Million (2015-2020)
  • Table 22. South America Virtual Goods, by Type USD Million (2015-2020)
  • Table 23. South America Virtual Goods, by Application USD Million (2015-2020)
  • Table 24. South America Virtual Goods, by End User USD Million (2015-2020)
  • Table 25. South America Virtual Goods, by Age USD Million (2015-2020)
  • Table 26. Brazil Virtual Goods, by Type USD Million (2015-2020)
  • Table 27. Brazil Virtual Goods, by Application USD Million (2015-2020)
  • Table 28. Brazil Virtual Goods, by End User USD Million (2015-2020)
  • Table 29. Brazil Virtual Goods, by Age USD Million (2015-2020)
  • Table 30. Argentina Virtual Goods, by Type USD Million (2015-2020)
  • Table 31. Argentina Virtual Goods, by Application USD Million (2015-2020)
  • Table 32. Argentina Virtual Goods, by End User USD Million (2015-2020)
  • Table 33. Argentina Virtual Goods, by Age USD Million (2015-2020)
  • Table 34. Rest of South America Virtual Goods, by Type USD Million (2015-2020)
  • Table 35. Rest of South America Virtual Goods, by Application USD Million (2015-2020)
  • Table 36. Rest of South America Virtual Goods, by End User USD Million (2015-2020)
  • Table 37. Rest of South America Virtual Goods, by Age USD Million (2015-2020)
  • Table 38. Asia Pacific Virtual Goods, by Country USD Million (2015-2020)
  • Table 39. Asia Pacific Virtual Goods, by Type USD Million (2015-2020)
  • Table 40. Asia Pacific Virtual Goods, by Application USD Million (2015-2020)
  • Table 41. Asia Pacific Virtual Goods, by End User USD Million (2015-2020)
  • Table 42. Asia Pacific Virtual Goods, by Age USD Million (2015-2020)
  • Table 43. China Virtual Goods, by Type USD Million (2015-2020)
  • Table 44. China Virtual Goods, by Application USD Million (2015-2020)
  • Table 45. China Virtual Goods, by End User USD Million (2015-2020)
  • Table 46. China Virtual Goods, by Age USD Million (2015-2020)
  • Table 47. Japan Virtual Goods, by Type USD Million (2015-2020)
  • Table 48. Japan Virtual Goods, by Application USD Million (2015-2020)
  • Table 49. Japan Virtual Goods, by End User USD Million (2015-2020)
  • Table 50. Japan Virtual Goods, by Age USD Million (2015-2020)
  • Table 51. India Virtual Goods, by Type USD Million (2015-2020)
  • Table 52. India Virtual Goods, by Application USD Million (2015-2020)
  • Table 53. India Virtual Goods, by End User USD Million (2015-2020)
  • Table 54. India Virtual Goods, by Age USD Million (2015-2020)
  • Table 55. South Korea Virtual Goods, by Type USD Million (2015-2020)
  • Table 56. South Korea Virtual Goods, by Application USD Million (2015-2020)
  • Table 57. South Korea Virtual Goods, by End User USD Million (2015-2020)
  • Table 58. South Korea Virtual Goods, by Age USD Million (2015-2020)
  • Table 59. Taiwan Virtual Goods, by Type USD Million (2015-2020)
  • Table 60. Taiwan Virtual Goods, by Application USD Million (2015-2020)
  • Table 61. Taiwan Virtual Goods, by End User USD Million (2015-2020)
  • Table 62. Taiwan Virtual Goods, by Age USD Million (2015-2020)
  • Table 63. Australia Virtual Goods, by Type USD Million (2015-2020)
  • Table 64. Australia Virtual Goods, by Application USD Million (2015-2020)
  • Table 65. Australia Virtual Goods, by End User USD Million (2015-2020)
  • Table 66. Australia Virtual Goods, by Age USD Million (2015-2020)
  • Table 67. Rest of Asia-Pacific Virtual Goods, by Type USD Million (2015-2020)
  • Table 68. Rest of Asia-Pacific Virtual Goods, by Application USD Million (2015-2020)
  • Table 69. Rest of Asia-Pacific Virtual Goods, by End User USD Million (2015-2020)
  • Table 70. Rest of Asia-Pacific Virtual Goods, by Age USD Million (2015-2020)
  • Table 71. Europe Virtual Goods, by Country USD Million (2015-2020)
  • Table 72. Europe Virtual Goods, by Type USD Million (2015-2020)
  • Table 73. Europe Virtual Goods, by Application USD Million (2015-2020)
  • Table 74. Europe Virtual Goods, by End User USD Million (2015-2020)
  • Table 75. Europe Virtual Goods, by Age USD Million (2015-2020)
  • Table 76. Germany Virtual Goods, by Type USD Million (2015-2020)
  • Table 77. Germany Virtual Goods, by Application USD Million (2015-2020)
  • Table 78. Germany Virtual Goods, by End User USD Million (2015-2020)
  • Table 79. Germany Virtual Goods, by Age USD Million (2015-2020)
  • Table 80. France Virtual Goods, by Type USD Million (2015-2020)
  • Table 81. France Virtual Goods, by Application USD Million (2015-2020)
  • Table 82. France Virtual Goods, by End User USD Million (2015-2020)
  • Table 83. France Virtual Goods, by Age USD Million (2015-2020)
  • Table 84. Italy Virtual Goods, by Type USD Million (2015-2020)
  • Table 85. Italy Virtual Goods, by Application USD Million (2015-2020)
  • Table 86. Italy Virtual Goods, by End User USD Million (2015-2020)
  • Table 87. Italy Virtual Goods, by Age USD Million (2015-2020)
  • Table 88. United Kingdom Virtual Goods, by Type USD Million (2015-2020)
  • Table 89. United Kingdom Virtual Goods, by Application USD Million (2015-2020)
  • Table 90. United Kingdom Virtual Goods, by End User USD Million (2015-2020)
  • Table 91. United Kingdom Virtual Goods, by Age USD Million (2015-2020)
  • Table 92. Netherlands Virtual Goods, by Type USD Million (2015-2020)
  • Table 93. Netherlands Virtual Goods, by Application USD Million (2015-2020)
  • Table 94. Netherlands Virtual Goods, by End User USD Million (2015-2020)
  • Table 95. Netherlands Virtual Goods, by Age USD Million (2015-2020)
  • Table 96. Rest of Europe Virtual Goods, by Type USD Million (2015-2020)
  • Table 97. Rest of Europe Virtual Goods, by Application USD Million (2015-2020)
  • Table 98. Rest of Europe Virtual Goods, by End User USD Million (2015-2020)
  • Table 99. Rest of Europe Virtual Goods, by Age USD Million (2015-2020)
  • Table 100. MEA Virtual Goods, by Country USD Million (2015-2020)
  • Table 101. MEA Virtual Goods, by Type USD Million (2015-2020)
  • Table 102. MEA Virtual Goods, by Application USD Million (2015-2020)
  • Table 103. MEA Virtual Goods, by End User USD Million (2015-2020)
  • Table 104. MEA Virtual Goods, by Age USD Million (2015-2020)
  • Table 105. Middle East Virtual Goods, by Type USD Million (2015-2020)
  • Table 106. Middle East Virtual Goods, by Application USD Million (2015-2020)
  • Table 107. Middle East Virtual Goods, by End User USD Million (2015-2020)
  • Table 108. Middle East Virtual Goods, by Age USD Million (2015-2020)
  • Table 109. Africa Virtual Goods, by Type USD Million (2015-2020)
  • Table 110. Africa Virtual Goods, by Application USD Million (2015-2020)
  • Table 111. Africa Virtual Goods, by End User USD Million (2015-2020)
  • Table 112. Africa Virtual Goods, by Age USD Million (2015-2020)
  • Table 113. North America Virtual Goods, by Country USD Million (2015-2020)
  • Table 114. North America Virtual Goods, by Type USD Million (2015-2020)
  • Table 115. North America Virtual Goods, by Application USD Million (2015-2020)
  • Table 116. North America Virtual Goods, by End User USD Million (2015-2020)
  • Table 117. North America Virtual Goods, by Age USD Million (2015-2020)
  • Table 118. United States Virtual Goods, by Type USD Million (2015-2020)
  • Table 119. United States Virtual Goods, by Application USD Million (2015-2020)
  • Table 120. United States Virtual Goods, by End User USD Million (2015-2020)
  • Table 121. United States Virtual Goods, by Age USD Million (2015-2020)
  • Table 122. Canada Virtual Goods, by Type USD Million (2015-2020)
  • Table 123. Canada Virtual Goods, by Application USD Million (2015-2020)
  • Table 124. Canada Virtual Goods, by End User USD Million (2015-2020)
  • Table 125. Canada Virtual Goods, by Age USD Million (2015-2020)
  • Table 126. Mexico Virtual Goods, by Type USD Million (2015-2020)
  • Table 127. Mexico Virtual Goods, by Application USD Million (2015-2020)
  • Table 128. Mexico Virtual Goods, by End User USD Million (2015-2020)
  • Table 129. Mexico Virtual Goods, by Age USD Million (2015-2020)
  • Table 130. Company Basic Information, Sales Area and Its Competitors
  • Table 131. Company Basic Information, Sales Area and Its Competitors
  • Table 132. Company Basic Information, Sales Area and Its Competitors
  • Table 133. Company Basic Information, Sales Area and Its Competitors
  • Table 134. Company Basic Information, Sales Area and Its Competitors
  • Table 135. Company Basic Information, Sales Area and Its Competitors
  • Table 136. Company Basic Information, Sales Area and Its Competitors
  • Table 137. Company Basic Information, Sales Area and Its Competitors
  • Table 138. Company Basic Information, Sales Area and Its Competitors
  • Table 139. Company Basic Information, Sales Area and Its Competitors
  • Table 140. Virtual Goods: by Type(USD Million)
  • Table 141. Virtual Goods Video , by Region USD Million (2021-2026)
  • Table 142. Virtual Goods Audio and music , by Region USD Million (2021-2026)
  • Table 143. Virtual Goods Photography , by Region USD Million (2021-2026)
  • Table 144. Virtual Goods Graphics , by Region USD Million (2021-2026)
  • Table 145. Virtual Goods Digital art , by Region USD Million (2021-2026)
  • Table 146. Virtual Goods PDF documents , by Region USD Million (2021-2026)
  • Table 147. Virtual Goods Online courses , by Region USD Million (2021-2026)
  • Table 148. Virtual Goods Web-based applications , by Region USD Million (2021-2026)
  • Table 149. Virtual Goods: by Application(USD Million)
  • Table 150. Virtual Goods Online Communities , by Region USD Million (2021-2026)
  • Table 151. Virtual Goods Online Games , by Region USD Million (2021-2026)
  • Table 152. Virtual Goods: by End User(USD Million)
  • Table 153. Virtual Goods Female , by Region USD Million (2021-2026)
  • Table 154. Virtual Goods Male , by Region USD Million (2021-2026)
  • Table 155. Virtual Goods: by Age(USD Million)
  • Table 156. Virtual Goods 13-25 , by Region USD Million (2021-2026)
  • Table 157. Virtual Goods 25-35 , by Region USD Million (2021-2026)
  • Table 158. Virtual Goods 35-45 , by Region USD Million (2021-2026)
  • Table 159. Virtual Goods 45+ , by Region USD Million (2021-2026)
  • Table 160. South America Virtual Goods, by Country USD Million (2021-2026)
  • Table 161. South America Virtual Goods, by Type USD Million (2021-2026)
  • Table 162. South America Virtual Goods, by Application USD Million (2021-2026)
  • Table 163. South America Virtual Goods, by End User USD Million (2021-2026)
  • Table 164. South America Virtual Goods, by Age USD Million (2021-2026)
  • Table 165. Brazil Virtual Goods, by Type USD Million (2021-2026)
  • Table 166. Brazil Virtual Goods, by Application USD Million (2021-2026)
  • Table 167. Brazil Virtual Goods, by End User USD Million (2021-2026)
  • Table 168. Brazil Virtual Goods, by Age USD Million (2021-2026)
  • Table 169. Argentina Virtual Goods, by Type USD Million (2021-2026)
  • Table 170. Argentina Virtual Goods, by Application USD Million (2021-2026)
  • Table 171. Argentina Virtual Goods, by End User USD Million (2021-2026)
  • Table 172. Argentina Virtual Goods, by Age USD Million (2021-2026)
  • Table 173. Rest of South America Virtual Goods, by Type USD Million (2021-2026)
  • Table 174. Rest of South America Virtual Goods, by Application USD Million (2021-2026)
  • Table 175. Rest of South America Virtual Goods, by End User USD Million (2021-2026)
  • Table 176. Rest of South America Virtual Goods, by Age USD Million (2021-2026)
  • Table 177. Asia Pacific Virtual Goods, by Country USD Million (2021-2026)
  • Table 178. Asia Pacific Virtual Goods, by Type USD Million (2021-2026)
  • Table 179. Asia Pacific Virtual Goods, by Application USD Million (2021-2026)
  • Table 180. Asia Pacific Virtual Goods, by End User USD Million (2021-2026)
  • Table 181. Asia Pacific Virtual Goods, by Age USD Million (2021-2026)
  • Table 182. China Virtual Goods, by Type USD Million (2021-2026)
  • Table 183. China Virtual Goods, by Application USD Million (2021-2026)
  • Table 184. China Virtual Goods, by End User USD Million (2021-2026)
  • Table 185. China Virtual Goods, by Age USD Million (2021-2026)
  • Table 186. Japan Virtual Goods, by Type USD Million (2021-2026)
  • Table 187. Japan Virtual Goods, by Application USD Million (2021-2026)
  • Table 188. Japan Virtual Goods, by End User USD Million (2021-2026)
  • Table 189. Japan Virtual Goods, by Age USD Million (2021-2026)
  • Table 190. India Virtual Goods, by Type USD Million (2021-2026)
  • Table 191. India Virtual Goods, by Application USD Million (2021-2026)
  • Table 192. India Virtual Goods, by End User USD Million (2021-2026)
  • Table 193. India Virtual Goods, by Age USD Million (2021-2026)
  • Table 194. South Korea Virtual Goods, by Type USD Million (2021-2026)
  • Table 195. South Korea Virtual Goods, by Application USD Million (2021-2026)
  • Table 196. South Korea Virtual Goods, by End User USD Million (2021-2026)
  • Table 197. South Korea Virtual Goods, by Age USD Million (2021-2026)
  • Table 198. Taiwan Virtual Goods, by Type USD Million (2021-2026)
  • Table 199. Taiwan Virtual Goods, by Application USD Million (2021-2026)
  • Table 200. Taiwan Virtual Goods, by End User USD Million (2021-2026)
  • Table 201. Taiwan Virtual Goods, by Age USD Million (2021-2026)
  • Table 202. Australia Virtual Goods, by Type USD Million (2021-2026)
  • Table 203. Australia Virtual Goods, by Application USD Million (2021-2026)
  • Table 204. Australia Virtual Goods, by End User USD Million (2021-2026)
  • Table 205. Australia Virtual Goods, by Age USD Million (2021-2026)
  • Table 206. Rest of Asia-Pacific Virtual Goods, by Type USD Million (2021-2026)
  • Table 207. Rest of Asia-Pacific Virtual Goods, by Application USD Million (2021-2026)
  • Table 208. Rest of Asia-Pacific Virtual Goods, by End User USD Million (2021-2026)
  • Table 209. Rest of Asia-Pacific Virtual Goods, by Age USD Million (2021-2026)
  • Table 210. Europe Virtual Goods, by Country USD Million (2021-2026)
  • Table 211. Europe Virtual Goods, by Type USD Million (2021-2026)
  • Table 212. Europe Virtual Goods, by Application USD Million (2021-2026)
  • Table 213. Europe Virtual Goods, by End User USD Million (2021-2026)
  • Table 214. Europe Virtual Goods, by Age USD Million (2021-2026)
  • Table 215. Germany Virtual Goods, by Type USD Million (2021-2026)
  • Table 216. Germany Virtual Goods, by Application USD Million (2021-2026)
  • Table 217. Germany Virtual Goods, by End User USD Million (2021-2026)
  • Table 218. Germany Virtual Goods, by Age USD Million (2021-2026)
  • Table 219. France Virtual Goods, by Type USD Million (2021-2026)
  • Table 220. France Virtual Goods, by Application USD Million (2021-2026)
  • Table 221. France Virtual Goods, by End User USD Million (2021-2026)
  • Table 222. France Virtual Goods, by Age USD Million (2021-2026)
  • Table 223. Italy Virtual Goods, by Type USD Million (2021-2026)
  • Table 224. Italy Virtual Goods, by Application USD Million (2021-2026)
  • Table 225. Italy Virtual Goods, by End User USD Million (2021-2026)
  • Table 226. Italy Virtual Goods, by Age USD Million (2021-2026)
  • Table 227. United Kingdom Virtual Goods, by Type USD Million (2021-2026)
  • Table 228. United Kingdom Virtual Goods, by Application USD Million (2021-2026)
  • Table 229. United Kingdom Virtual Goods, by End User USD Million (2021-2026)
  • Table 230. United Kingdom Virtual Goods, by Age USD Million (2021-2026)
  • Table 231. Netherlands Virtual Goods, by Type USD Million (2021-2026)
  • Table 232. Netherlands Virtual Goods, by Application USD Million (2021-2026)
  • Table 233. Netherlands Virtual Goods, by End User USD Million (2021-2026)
  • Table 234. Netherlands Virtual Goods, by Age USD Million (2021-2026)
  • Table 235. Rest of Europe Virtual Goods, by Type USD Million (2021-2026)
  • Table 236. Rest of Europe Virtual Goods, by Application USD Million (2021-2026)
  • Table 237. Rest of Europe Virtual Goods, by End User USD Million (2021-2026)
  • Table 238. Rest of Europe Virtual Goods, by Age USD Million (2021-2026)
  • Table 239. MEA Virtual Goods, by Country USD Million (2021-2026)
  • Table 240. MEA Virtual Goods, by Type USD Million (2021-2026)
  • Table 241. MEA Virtual Goods, by Application USD Million (2021-2026)
  • Table 242. MEA Virtual Goods, by End User USD Million (2021-2026)
  • Table 243. MEA Virtual Goods, by Age USD Million (2021-2026)
  • Table 244. Middle East Virtual Goods, by Type USD Million (2021-2026)
  • Table 245. Middle East Virtual Goods, by Application USD Million (2021-2026)
  • Table 246. Middle East Virtual Goods, by End User USD Million (2021-2026)
  • Table 247. Middle East Virtual Goods, by Age USD Million (2021-2026)
  • Table 248. Africa Virtual Goods, by Type USD Million (2021-2026)
  • Table 249. Africa Virtual Goods, by Application USD Million (2021-2026)
  • Table 250. Africa Virtual Goods, by End User USD Million (2021-2026)
  • Table 251. Africa Virtual Goods, by Age USD Million (2021-2026)
  • Table 252. North America Virtual Goods, by Country USD Million (2021-2026)
  • Table 253. North America Virtual Goods, by Type USD Million (2021-2026)
  • Table 254. North America Virtual Goods, by Application USD Million (2021-2026)
  • Table 255. North America Virtual Goods, by End User USD Million (2021-2026)
  • Table 256. North America Virtual Goods, by Age USD Million (2021-2026)
  • Table 257. United States Virtual Goods, by Type USD Million (2021-2026)
  • Table 258. United States Virtual Goods, by Application USD Million (2021-2026)
  • Table 259. United States Virtual Goods, by End User USD Million (2021-2026)
  • Table 260. United States Virtual Goods, by Age USD Million (2021-2026)
  • Table 261. Canada Virtual Goods, by Type USD Million (2021-2026)
  • Table 262. Canada Virtual Goods, by Application USD Million (2021-2026)
  • Table 263. Canada Virtual Goods, by End User USD Million (2021-2026)
  • Table 264. Canada Virtual Goods, by Age USD Million (2021-2026)
  • Table 265. Mexico Virtual Goods, by Type USD Million (2021-2026)
  • Table 266. Mexico Virtual Goods, by Application USD Million (2021-2026)
  • Table 267. Mexico Virtual Goods, by End User USD Million (2021-2026)
  • Table 268. Mexico Virtual Goods, by Age USD Million (2021-2026)
  • Table 269. Research Programs/Design for This Report
  • Table 270. Key Data Information from Secondary Sources
  • Table 271. Key Data Information from Primary Sources
List of Figures
  • Figure 1. Porters Five Forces
  • Figure 2. Supply/Value Chain
  • Figure 3. PESTEL analysis
  • Figure 4. Global Virtual Goods: by Type USD Million (2015-2020)
  • Figure 5. Global Virtual Goods: by Application USD Million (2015-2020)
  • Figure 6. Global Virtual Goods: by End User USD Million (2015-2020)
  • Figure 7. Global Virtual Goods: by Age USD Million (2015-2020)
  • Figure 8. South America Virtual Goods Share (%), by Country
  • Figure 9. Asia Pacific Virtual Goods Share (%), by Country
  • Figure 10. Europe Virtual Goods Share (%), by Country
  • Figure 11. MEA Virtual Goods Share (%), by Country
  • Figure 12. North America Virtual Goods Share (%), by Country
  • Figure 13. Global Virtual Goods share by Players 2020 (%)
  • Figure 14. Global Virtual Goods share by Players (Top 3) 2020(%)
  • Figure 15. Global Virtual Goods share by Players (Top 5) 2020(%)
  • Figure 16. BCG Matrix for key Companies
  • Figure 17. Tencent Holdings Ltd. (China) Revenue, Net Income and Gross profit
  • Figure 18. Tencent Holdings Ltd. (China) Revenue: by Geography 2020
  • Figure 19. KakaoTalk (South Korea) Revenue, Net Income and Gross profit
  • Figure 20. KakaoTalk (South Korea) Revenue: by Geography 2020
  • Figure 21. Hi5 Networks Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 22. Hi5 Networks Inc. (United States) Revenue: by Geography 2020
  • Figure 23. Kabam Inc (Canada) Revenue, Net Income and Gross profit
  • Figure 24. Kabam Inc (Canada) Revenue: by Geography 2020
  • Figure 25. Facebook Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 26. Facebook Inc. (United States) Revenue: by Geography 2020
  • Figure 27. Bebo Inc. (Amazon) (United States) Revenue, Net Income and Gross profit
  • Figure 28. Bebo Inc. (Amazon) (United States) Revenue: by Geography 2020
  • Figure 29. Epic Games, Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 30. Epic Games, Inc. (United States) Revenue: by Geography 2020
  • Figure 31. Line (Japan) Revenue, Net Income and Gross profit
  • Figure 32. Line (Japan) Revenue: by Geography 2020
  • Figure 33. Gree Inc. (Japan) Revenue, Net Income and Gross profit
  • Figure 34. Gree Inc. (Japan) Revenue: by Geography 2020
  • Figure 35. Zynga Inc. (United States) Revenue, Net Income and Gross profit
  • Figure 36. Zynga Inc. (United States) Revenue: by Geography 2020
  • Figure 37. Global Virtual Goods: by Type USD Million (2021-2026)
  • Figure 38. Global Virtual Goods: by Application USD Million (2021-2026)
  • Figure 39. Global Virtual Goods: by End User USD Million (2021-2026)
  • Figure 40. Global Virtual Goods: by Age USD Million (2021-2026)
  • Figure 41. South America Virtual Goods Share (%), by Country
  • Figure 42. Asia Pacific Virtual Goods Share (%), by Country
  • Figure 43. Europe Virtual Goods Share (%), by Country
  • Figure 44. MEA Virtual Goods Share (%), by Country
  • Figure 45. North America Virtual Goods Share (%), by Country
List of companies from research coverage that are profiled in the study
  • 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)
  • Zynga Inc. (United States)
Additional players considered in the study are as follows:
Myspace LLC (United States) , Tagged Inc. (United States) , Mixi Inc. (Japan)
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Key Highlights of Report


Feb 2021 217 Pages 82 Tables Base Year: 2021 Coverage: 15+ Companies; 18 Countries

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