Adroit Market Research Global Virtual Goods Market Size 2017 by Gender (Female, Male), by Age (13-25, 25-35, 35-45, 45+), By Region and Forecast 2018 to 2025 Single Use License: US$ 4150 +1 (214) 884-6068 [email protected] www.adroitmarketresearch.com Request Sample Adroit Market Research Virtual Goods Market Size by Types & Application, Forecast 2018-2025 • Adroit Market Research in its latest study titled, “Global Virtual Goods Market Size 2017 By Gender (Female, Male), By Age Group (13-25, 25-35, 35-45, 45+), By Region and Forecast 2018 to 2025” covers the global virtual goods market revenue during 2015 to 2025. The global virtual goods market report also includes insights into the industry such as drivers, restraints, and opportunities. The global virtual goods market share on the basis of gender and age group has been provided for key regions and countries. • The global virtual goods market value is estimated to reach USD 189.76 billion by 2025 driven by the rapid growth in the gaming population across the globe. The rising demand for virtual goods is majorly impacted by the growing use of social networks and online gaming sites among youngsters. In virtual games, virtual currencies are used to buy virtual goods for various avatars. The global virtual goods market share is witnessing exponential growth from online gamers who purchase virtual goods such as swords, magic wands, or houses using real money. • The global virtual goods market demand has exploded alongside the rapid growth of social media and gaming. It has resulted in a multibillion-dollar marketplace for products which are virtual. Virtual goods can be any time of good including digital stickers that are used in messaging apps, outfits as part of gaming avatars, and extra lives in a video game. In recent times, gaming has transformed into mainstream entertainment, and the gaming audience has expanded both in size and demographic makeup. The gaming industry caters to a wide range of players who showcase the difference in preference towards gameplay and how they prefer to play. The most important trend that is driving the global virtual goods market is the emergence of free-to-play revenue models, which enables gamers to try a game free of cost. This is done with a view to providing low barriers of entry to the users. +1 (214) 884-6068 [email protected] www.adroitmarketresearch.com Adroit Market Research Virtual Goods Market Size by Types & Application, Forecast 2018-2025 • The global virtual goods market is primarily been driven by the high demand from the male population around the world. The global virtual goods market share was dominated by the male population and is expected to account for more than 75% of the overall market by 2025. Online gaming and its associated business models have witnessed strong growth in recent years among the male population. Casual online gaming has familiarized many gamers with the world of video games and assisted companies to target this segment with differentiated products. Furthermore, the rising penetration of social gaming has led to many male participating, and spending money in games on these platforms as they get to play with the people whom they know. • The game developers in this region are focusing on unique content creation and the designing of virtual goods in such a manner that they influence the gameplay to a large extent. The virtual goods marketplace is also getting tremendous boosts via investments. For instance, in April 2017, Five Jack, a South Korea-based company, raised an investment of USD 1.2 million in the form of a series A from by Korean VC K-Run Ventures and 500 Startups. Such investment activities are expected to further propel the global virtual goods market during the forecast period. • Browse the complete report on @ https://adroitmarketresearch.com/industry-reports/virtualgoods-market +1 (214) 884-6068 [email protected] www.adroitmarketresearch.com Adroit Market Research Key segments of the global virtual goods market Gender Overview, 2015-2025 (USD Million) • Female • Male Age Overview, 2015-2025 (USD Million) • 13-25 • 25-35 • 35-45 • 45+ +1 (214) 884-6068 [email protected] www.adroitmarketresearch.com Adroit Market Research Key segments of the global virtual goods market Regional Overview, 2015-2025 (USD million) (Kilo tons) • North America • Europe • Asia Pacific • Central & South America • Middle East & Africa Purchase a single user copy of the global virtual goods market report@ https://adroitmarketresearch.com/researchreport/purchase/805 +1 (214) 884-6068 [email protected] www.adroitmarketresearch.com Adroit Market Research About Us Contact Us Adroit Market Research is an India-based business analytics and consulting company. Our target audience is a wide range of corporations, manufacturing companies, product/technology development institutions and industry associations that require understanding of a market’s size, key trends, participants and future outlook of an industry. We intend to become our clients’ knowledge partner and provide them with valuable market insights to help create opportunities that increase their revenues. We follow a code– Explore, Learn and Transform. At our core, we are curious people who love to identify and understand industry patterns, create an insightful study around our findings and churn out money-making roadmaps. Our analysts have tracked high growth markets in chemicals & materials, healthcare & pharmaceuticals, semiconductor & electronics, energy & power, food & retail, consumer goods, technology, and machinery & equipment sectors across the world to identify new opportunities, potential customers, prepare go-to-market (GTM) strategies, identify segments for revenue growth for companies, and many more. US Headquarters 3131 McKinney Ave Ste 600 Dallas, TX 75204 ,U.S.A +1 (214) 884-6068 [email protected] Phone: +1 (214) 884-6068 Email: [email protected] www.adroitmarketresearch.com
AdroitMarketResearch.com Publish New Market Research Report on -“ Virtual Goods Market - Global Industry Analysis, Size, Share, Trends, Growth and Forecast 2018 – 2025.”
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