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Virtual Goods Market Size by Global Industry Analysis 2020 and Forecast to 2025 by Revenue, Type, Application, Growth by Tencent Holdings Ltd, Facebook, Inc., Zynga Inc, Mixi Inc

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Apr 01, 2020 (Reporthive Research via COMTEX) -- The Virtual Goods Market report covers detailed analysis of industry share, growth factors, development trends, size, major manufacturers and 2025 forecast. The report also analyses innovative business strategies, value added factors and business opportunities.

Virtual Goods Market report offers you market size, industry growth, share, development trends, product demand, investment plans, business idea and forecasts to 2025. This report highlights exhaustive study of major market along with present and forecast market scenario with useful business decisions.

#Key players covered in this report includes Tencent Holdings Ltd(hkg:0700), Facebook, Inc.( NASDAQ: FB), Zynga Inc /zigman2/quotes/209662259/composite ZNGA -3.46% , Mixi Inc(tyo:2121) and more....

Get the Research Sample Copy of this Report @ https://www.reporthive.com/enquiry.php?id=1948471&req_type=smpl

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.

This report focuses on the Virtual Goods Market in global market, especially in United States, China, Europe, Japan, Southeast Asia, India and more.

Market Segment by Type, covers

13-25

25-35

35-45

45+

Key Questions Answered in this Report

What are the challenges to market growth?

Who are the key vendors in this market space?

What will the market size be in 202 and what will the growth rate be?

What are the key market trends? What is driving this market?

What are the market opportunities and threats faced by the key vendors?

What are the strengths and weaknesses of the key vendors?

Market Segment by Applications, can be divided into

Female

Male

Table of Contents

1 Scope of the Report

2 Executive Summary

3 Global Virtual Goods by Players

4 Virtual Goods by Regions

5 Americas

/zigman2/quotes/209662259/composite
US : U.S.: Nasdaq
$ 9.14
-0.33 -3.46%
Volume: 25.20M
Aug. 11, 2020 12:55p
P/E Ratio
N/A
Dividend Yield
N/A
Market Cap
$10.18 billion
Rev. per Employee
$510,528
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