封面
市場調查報告書
商品編碼
1517454

全球免費遊戲市場規模研究(按實體平台、作業系統、收入模式、遊戲類型、年齡層、平台和區域預測)2022-2032 年

Global Free-to-Play Market Size study, by Physical Platform, by Operating System, by Revenue Model, by Game Type, by Age Group, by Platform and Regional Forecasts 2022-2032

出版日期: | 出版商: Bizwit Research & Consulting LLP | 英文 200 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

2023 年,全球免費遊戲 (F2P) 市場估值為 469.9 億美元,預計在 2024 年至 2032 年的預測期內將以 17.15% 的複合年成長率大幅成長。可以免費使用遊戲或行動應用程式。 F2P 遊戲不是透過購買遊戲本身來產生收入,而是透過各種方式貨幣化,包括遊戲內廣告、虛擬商品或裝飾增強的微交易以及可下載內容 (DLC) 的銷售。這種方法允許玩家在沒有經濟障礙的情況下參與遊戲,而開發人員和發行商仍然可以從願意投資遊戲內容的忠實玩家那裡獲得收入。免費遊戲主要用於娛樂,但也應用於教育、培訓和廣告領域,以吸引從休閒遊戲玩家到專業遊戲愛好者的廣泛最終用戶群。隨著網路連線的廣泛普及,免費遊戲市場正在快速成長,可以輕鬆存取線上遊戲。

智慧型手機的普及也擴大了免費遊戲的潛在受眾。然而,管理貨幣化和用戶體驗之間的平衡,因為嚴厲的方法可能會導致用戶的強烈反對,從而阻礙市場的成長。此外,對戰利品箱等類似賭博機制的監管審查也為免費市場的企業帶來了潛在的挑戰。儘管面臨挑戰,但利用人工智慧和區塊鏈技術來個人化用戶體驗並最佳化獲利策略提供了一條提高參與度和收入的途徑。此外,社交功能和電子競技的整合可以提高玩家保留率並吸引贊助交易。

全球免費 (F2P) 市場研究涵蓋的主要區域包括北美、歐洲、亞太地區、拉丁美洲以及中東和非洲。亞太地區是全球免費遊戲 (F2P) 市場的主導區域。這種主導地位是由幾個關鍵因素所驅動的。首先,該地區擁有龐大且不斷成長的網路和智慧型手機用戶群,特別是在中國、日本、韓國和印度等手機遊戲非常受歡迎的國家。這些國家對遊戲的文化親和力以及遊戲玩家的高參與度為免費遊戲創造了巨大的市場。此外,技術的快速進步以及高速網際網路和 5G 網路的廣泛採用增強了遊戲體驗,使其更容易獲得併吸引更廣泛的受眾。強大的遊戲基礎設施,加上各國地方政府對遊戲業的支持,進一步推動了市場的成長。此外,預計北美在 2024 年至 2032 年預測期內將出現最快的成長。

目錄

第 1 章:全球免費 (F2P) 市場執行摘要

  • 全球免費遊戲 (F2P) 市場規模及預測(2022-2032 年)
  • 區域概要
  • 分部摘要
    • 按實體平台
    • 按作業系統
    • 按收入模式
    • 按遊戲類型
    • 按年齡段
    • 按平台
  • 主要趨勢
  • 經濟衰退的影響
  • 分析師推薦與結論

第 2 章:全球免費 (F2P) 市場定義與研究假設

  • 研究目的
  • 市場定義
  • 研究假設
    • 包容與排除
    • 限制
    • 供給側分析
      • 可用性
      • 基礎設施
      • 監管環境
      • 市場競爭
      • 經濟可行性(消費者的角度)
    • 需求面分析
      • 監理框架
      • 技術進步
      • 環境考慮
      • 消費者意識和接受度
  • 估算方法
  • 研究涵蓋的年份
  • 貨幣兌換率

第 3 章:全球免費遊戲 (F2P) 市場動態

  • 市場促進因素
    • 智慧型手機和穿戴式裝置在全球的滲透率不斷提高
    • 消費者轉向電動車的趨勢不斷增強
    • 對更高效、更緊湊的充電系統的要求不斷提高
  • 市場挑戰
    • 整合技術成本高且充電速度較慢
    • 消費性電子產品無線充電的相容性問題
  • 市場機會
    • 不斷增加對先進高效充電基礎設施的投資
    • 穿戴式電子設備的持續技術進步

第 4 章:全球免費遊戲 (F2P) 市場產業分析

  • 波特的五力模型
    • 供應商的議價能力
    • 買家的議價能力
    • 新進入者的威脅
    • 替代品的威脅
    • 競爭競爭
    • 波特五力模型的未來方法
    • 波特的五力影響分析
  • PESTEL分析
    • 政治的
    • 經濟
    • 社會的
    • 技術性
    • 環境的
    • 合法的
  • 頂級投資機會
  • 最佳制勝策略
  • 顛覆性趨勢
  • 產業專家視角
  • 分析師推薦與結論

第 5 章:2022-2032 年全球免費遊戲 (F2P) 市場規模及實體平台預測

  • 細分儀表板
  • 全球免費 (F2P) 市場:2022 年和 2032 年實體平台收入趨勢分析
    • 電腦
    • 安慰
    • 智慧型手機
    • 藥片

第 6 章:2022-2032 年全球免費 (F2P) 市場規模及作業系統預測

  • 細分儀表板
  • 全球免費 (F2P) 市場:2022 年和 2032 年作業系統收入趨勢分析
    • 安卓
    • 自由BSD
    • iOS系統
    • 視窗

第 7 章:2022-2032 年全球免費遊戲 (F2P) 市場規模與收入模式預測

  • 細分儀表板
  • 全球免費 (F2P) 市場:收入模式收入趨勢分析,2022 年和 2032 年
    • 遊戲內廣告
    • 遊戲內購買

第 8 章:2022-2032 年全球免費遊戲 (F2P) 市場規模及依遊戲類型預測

  • 細分儀表板
  • 全球免費 (F2P) 市場:2022 年和 2032 年遊戲類型收入趨勢分析
    • 行動
    • 冒險
    • 拱廊
    • 運動的
    • 策略

第 9 章:2022-2032 年全球免費遊戲 (F2P) 市場規模及按年齡層分類的預測

  • 細分儀表板
  • 全球免費遊戲 (F2P) 市場:2022 年和 2032 年年齡層收入趨勢分析
    • 50以上
    • 10-20歲
    • 年齡21-35歲
    • 年齡36-50歲

第 10 章:2022-2032 年全球免費 (F2P) 市場規模及平台預測

  • 細分儀表板
  • 全球免費 (F2P) 市場:2022 年和 2032 年平台收入趨勢分析
    • 離線
    • 線上

第 11 章:2022-2032 年全球免費 (F2P) 市場規模及地區預測

  • 北美免費遊戲 (F2P) 市場
    • 美國免費遊戲 (F2P) 市場
      • 2022-2032 年實體平台細分規模與預測
      • 2022-2032 年作業系統細分規模與預測
      • 2022-2032 年收入模式細分規模與預測
    • 加拿大免費遊戲 (F2P) 市場
  • 歐洲免費遊戲 (F2P) 市場
    • 英國免費遊戲 (F2P) 市場
    • 德國免費遊戲 (F2P) 市場
    • 法國免費遊戲 (F2P) 市場
    • 西班牙免費遊戲 (F2P) 市場
    • 義大利免費遊戲 (F2P) 市場
    • 歐洲其他地區免費遊戲 (F2P) 市場
  • 亞太地區免費遊戲 (F2P) 市場
    • 中國免費遊戲(F2P)市場
    • 印度免費遊戲 (F2P) 市場
    • 日本免費遊戲 (F2P) 市場
    • 澳洲免費遊戲 (F2P) 市場
    • 韓國免費遊戲 (F2P) 市場
    • 亞太地區其他免費遊戲 (F2P) 市場
  • 拉丁美洲免費遊戲 (F2P) 市場
    • 巴西免費遊戲 (F2P) 市場
    • 墨西哥免費遊戲 (F2P) 市場
    • 拉丁美洲其他地區的免費遊戲 (F2P) 市場
  • 中東和非洲免費遊戲 (F2P) 市場
    • 沙烏地阿拉伯免費遊戲 (F2P) 市場
    • 南非免費遊戲 (F2P) 市場
    • 中東和非洲其他地區的免費遊戲 (F2P) 市場

第 12 章:競爭情報

  • 重點企業SWOT分析
  • 頂級市場策略
  • 公司簡介
    • Activision Blizzard, Inc.
      • 關鍵訊息
      • 概述
      • 財務(視數據可用性而定)
      • 產品概要
      • 市場策略
    • Animoca Brands Corporation Limited
    • Arkadium, Inc.
    • Bandai Namco Entertainment Inc.
    • Electronic Arts Inc.
    • Epic Games, Inc.
    • Gamigo AG
    • Garena Online Private Limited
    • GungHo Online Entertainment, Inc.
    • Incentive Games Ltd
    • Jagex Ltd.
    • Jam City, Inc.
    • Microsoft Corporation
    • miHoYo Co., Ltd.
    • NCSOFT Corporation

第 13 章:研究過程

  • 研究過程
    • 資料探勘
    • 分析
    • 市場預測
    • 驗證
    • 出版
  • 研究屬性
簡介目錄

The Global Free-to-Play (F2P) Market was valued at USD 46.99 billion in 2023 and is projected to grow significantly with an impressive CAGR of 17.15% during the forecast period from 2024 to 2032. The F2P business model represents a system where video games or mobile applications are available to users at no upfront cost. Instead of generating revenue through purchases of the game itself, F2P games are monetized through various methods, including in-game advertisements, microtransactions for virtual goods or cosmetic enhancements, and the sale of downloadable content (DLC). This approach allows players to engage with the game without financial barriers, while developers and publishers can still generate revenue from dedicated players willing to invest in in-game content. Free-to-play games are primarily utilized for entertainment but have also found applications in education, training, and advertising to engage a broad end-user base ranging from casual gamers to dedicated enthusiasts. The F2P market is growing rapidly, with widespread availability of internet connectivity, allowing for easy access to online games.

The proliferation of smartphones has also expanded the potential audience base for F2P. However, managing the balance between monetization and user experience, as heavy-handed approaches can lead to user backlash, hinders the market growth. Moreover, regulatory scrutiny over gambling-resembling mechanics, such as loot boxes, also poses potential challenges for businesses in the F2P market. Despite the challenges, leveraging artificial intelligence and blockchain technology to personalize user experiences and optimize monetization strategies offers a path to increased engagement and revenue. Additionally, the integration of social features and esports can boost player retention and attract sponsorship deals.

Key regions considered in the Global Free-to-Play (F2P) Market study include North America, Europe, Asia Pacific, Latin America, and the Middle East & Africa. Asia-Pacific is the dominating region in the Global Free-to-Play (F2P) Market. This dominance is driven by several critical factors. Firstly, the region has an immense and growing base of internet and smartphone users, particularly in countries like China, Japan, South Korea, and India, where mobile gaming is immensely popular. The cultural affinity for gaming and the high engagement levels of gamers in these countries create a substantial market for F2P games. Moreover, the rapid technological advancements and widespread adoption of high-speed internet and 5G networks enhance the gaming experience, making it more accessible and appealing to a broader audience. The strong gaming infrastructure, coupled with local government support for the gaming industry in various countries, further propels the market growth. Moreover, North America is projected to registered fastest growth during the forecast period 2024-2032.

Major market players included in this report are:

  • Activision Blizzard, Inc.
  • Animoca Brands Corporation Limited
  • Arkadium, Inc.
  • Bandai Namco Entertainment Inc.
  • Electronic Arts Inc.
  • Epic Games, Inc.
  • Gamigo AG
  • Garena Online Private Limited
  • GungHo Online Entertainment, Inc.
  • Incentive Games Ltd
  • Jagex Ltd.
  • Jam City, Inc.
  • Microsoft Corporation
  • miHoYo Co., Ltd.
  • NCSOFT Corporation

The detailed segments and sub-segment of the market are explained below:

By Physical Platform

  • Computer
  • Console
  • Smartphone
  • Tablet

By Operating System:

  • Android
  • FreeBSD
  • iOS
  • Windows

By Revenue Model:

  • In-Game Advertising
  • In-Game Purchase

By Game Type:

  • Action
  • Adventure
  • Arcade
  • Sports
  • Strategy

By Age Group:

  • Above 50
  • Age 10-20
  • Age 21-35
  • Age 36-50

By Platform:

  • Offline
  • Online

By Region:

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • India
  • Japan
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • Latin America
  • Brazil
  • Mexico
  • Rest of Latin America
  • Middle East and Africa
  • Saudi Arabia
  • South Africa
  • Rest of Middle East and Africa

Years considered for the study are as follows:

  • Historical year - 2021-2022
  • Base year - 2023
  • Forecast period - 2024 to 2032

Key Takeaways:

  • Market Estimates & Forecast for 10 years from 2022 to 2032.
  • Annualized revenues and regional level analysis for each market segment.
  • Detailed analysis of geographical landscape with country-level analysis of major regions.
  • Competitive landscape with information on major players in the market.
  • Analysis of key business strategies and recommendations on future market approach.
  • Analysis of competitive structure of the market.
  • Demand side and supply side analysis of the market.

Table of Contents

Chapter 1. Global Free-to-Play (F2P) Market Executive Summary

  • 1.1. Global Free-to-Play (F2P) Market Size & Forecast (2022-2032)
  • 1.2. Regional Summary
  • 1.3. Segmental Summary
    • 1.3.1. By Physical Platform
    • 1.3.2. By Operating System
    • 1.3.3. By Revenue Model
    • 1.3.4. By Game Type
    • 1.3.5. By Age Group
    • 1.3.6. By Platform
  • 1.4. Key Trends
  • 1.5. Recession Impact
  • 1.6. Analyst Recommendation & Conclusion

Chapter 2. Global Free-to-Play (F2P) Market Definition and Research Assumptions

  • 2.1. Research Objective
  • 2.2. Market Definition
  • 2.3. Research Assumptions
    • 2.3.1. Inclusion & Exclusion
    • 2.3.2. Limitations
    • 2.3.3. Supply Side Analysis
      • 2.3.3.1. Availability
      • 2.3.3.2. Infrastructure
      • 2.3.3.3. Regulatory Environment
      • 2.3.3.4. Market Competition
      • 2.3.3.5. Economic Viability (Consumer's Perspective)
    • 2.3.4. Demand Side Analysis
      • 2.3.4.1. Regulatory frameworks
      • 2.3.4.2. Technological Advancements
      • 2.3.4.3. Environmental Considerations
      • 2.3.4.4. Consumer Awareness & Acceptance
  • 2.4. Estimation Methodology
  • 2.5. Years Considered for the Study
  • 2.6. Currency Conversion Rates

Chapter 3. Global Free-to-Play (F2P) Market Dynamics

  • 3.1. Market Drivers
    • 3.1.1. Growing Penetration of Smartphones and Wearable Devices Globally
    • 3.1.2. Rising Consumer Shift Toward Electric Vehicles
    • 3.1.3. Increasing Requirements for More Efficient and Compact Charging Systems
  • 3.2. Market Challenges
    • 3.2.1. High Cost of Technology for Its Integration and Slower Charging
    • 3.2.2. Compatibility Issues with Consumer Electronics Wireless Charging
  • 3.3. Market Opportunities
    • 3.3.1. Growing Investment in Advanced & Efficient Charging Infrastructure
    • 3.3.2. Ongoing Technological Advancements in Wearable Electronic Devices

Chapter 4. Global Free-to-Play (F2P) Market Industry Analysis

  • 4.1. Porter's 5 Force Model
    • 4.1.1. Bargaining Power of Suppliers
    • 4.1.2. Bargaining Power of Buyers
    • 4.1.3. Threat of New Entrants
    • 4.1.4. Threat of Substitutes
    • 4.1.5. Competitive Rivalry
    • 4.1.6. Futuristic Approach to Porter's 5 Force Model
    • 4.1.7. Porter's 5 Force Impact Analysis
  • 4.2. PESTEL Analysis
    • 4.2.1. Political
    • 4.2.2. Economical
    • 4.2.3. Social
    • 4.2.4. Technological
    • 4.2.5. Environmental
    • 4.2.6. Legal
  • 4.3. Top Investment Opportunity
  • 4.4. Top Winning Strategies
  • 4.5. Disruptive Trends
  • 4.6. Industry Expert Perspective
  • 4.7. Analyst Recommendation & Conclusion

Chapter 5. Global Free-to-Play (F2P) Market Size & Forecasts by Physical Platform 2022-2032

  • 5.1. Segment Dashboard
  • 5.2. Global Free-to-Play (F2P) Market: Physical Platform Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 5.2.1. Computer
    • 5.2.2. Console
    • 5.2.3. Smartphone
    • 5.2.4. Tablet

Chapter 6. Global Free-to-Play (F2P) Market Size & Forecasts by Operating System 2022-2032

  • 6.1. Segment Dashboard
  • 6.2. Global Free-to-Play (F2P) Market: Operating System Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 6.2.1. Android
    • 6.2.2. FreeBSD
    • 6.2.3. iOS
    • 6.2.4. Windows

Chapter 7. Global Free-to-Play (F2P) Market Size & Forecasts by Revenue Model 2022-2032

  • 7.1. Segment Dashboard
  • 7.2. Global Free-to-Play (F2P) Market: Revenue Model Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 7.2.1. In-Game Advertising
    • 7.2.2. In-Game Purchase

Chapter 8. Global Free-to-Play (F2P) Market Size & Forecasts by Game Type 2022-2032

  • 8.1. Segment Dashboard
  • 8.2. Global Free-to-Play (F2P) Market: Game Type Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 8.2.1. Action
    • 8.2.2. Adventure
    • 8.2.3. Arcade
    • 8.2.4. Sports
    • 8.2.5. Strategy

Chapter 9. Global Free-to-Play (F2P) Market Size & Forecasts by Age Group 2022-2032

  • 9.1. Segment Dashboard
  • 9.2. Global Free-to-Play (F2P) Market: Age Group Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 9.2.1. Above 50
    • 9.2.2. Age 10-20
    • 9.2.3. Age 21-35
    • 9.2.4. Age 36-50

Chapter 10. Global Free-to-Play (F2P) Market Size & Forecasts by Platform 2022-2032

  • 10.1. Segment Dashboard
  • 10.2. Global Free-to-Play (F2P) Market: Platform Revenue Trend Analysis, 2022 & 2032 (USD Billion)
    • 10.2.1. Offline
    • 10.2.2. Online

Chapter 11. Global Free-to-Play (F2P) Market Size & Forecasts by Region 2022-2032

  • 11.1. North America Free-to-Play (F2P) Market
    • 11.1.1. U.S. Free-to-Play (F2P) Market
      • 11.1.1.1. Physical Platform breakdown size & forecasts, 2022-2032
      • 11.1.1.2. Operating System breakdown size & forecasts, 2022-2032
      • 11.1.1.3. Revenue Model breakdown size & forecasts, 2022-2032
    • 11.1.2. Canada Free-to-Play (F2P) Market
  • 11.2. Europe Free-to-Play (F2P) Market
    • 11.2.1. U.K. Free-to-Play (F2P) Market
    • 11.2.2. Germany Free-to-Play (F2P) Market
    • 11.2.3. France Free-to-Play (F2P) Market
    • 11.2.4. Spain Free-to-Play (F2P) Market
    • 11.2.5. Italy Free-to-Play (F2P) Market
    • 11.2.6. Rest of Europe Free-to-Play (F2P) Market
  • 11.3. Asia-Pacific Free-to-Play (F2P) Market
    • 11.3.1. China Free-to-Play (F2P) Market
    • 11.3.2. India Free-to-Play (F2P) Market
    • 11.3.3. Japan Free-to-Play (F2P) Market
    • 11.3.4. Australia Free-to-Play (F2P) Market
    • 11.3.5. South Korea Free-to-Play (F2P) Market
    • 11.3.6. Rest of Asia-Pacific Free-to-Play (F2P) Market
  • 11.4. Latin America Free-to-Play (F2P) Market
    • 11.4.1. Brazil Free-to-Play (F2P) Market
    • 11.4.2. Mexico Free-to-Play (F2P) Market
    • 11.4.4. Rest of Latin America Free-to-Play (F2P) Market
  • 11.5. Middle East & Africa Free-to-Play (F2P) Market
    • 11.5.1. Saudi Arabia Free-to-Play (F2P) Market
    • 11.5.2. South Africa Free-to-Play (F2P) Market
    • 11.5.4. Rest of Middle East & Africa Free-to-Play (F2P) Market

Chapter 12. Competitive Intelligence

  • 12.1. Key Company SWOT Analysis
  • 12.2. Top Market Strategies
  • 12.3. Company Profiles
    • 12.3.1. Activision Blizzard, Inc.
      • 12.3.1.1. Key Information
      • 12.3.1.2. Overview
      • 12.3.1.3. Financial (Subject to Data Availability)
      • 12.3.1.4. Product Summary
      • 12.3.1.5. Market Strategies
    • 12.3.2. Animoca Brands Corporation Limited
    • 12.3.3. Arkadium, Inc.
    • 12.3.4. Bandai Namco Entertainment Inc.
    • 12.3.5. Electronic Arts Inc.
    • 12.3.6. Epic Games, Inc.
    • 12.3.7. Gamigo AG
    • 12.3.8. Garena Online Private Limited
    • 12.3.9. GungHo Online Entertainment, Inc.
    • 12.3.10. Incentive Games Ltd
    • 12.3.11. Jagex Ltd.
    • 12.3.12. Jam City, Inc.
    • 12.3.13. Microsoft Corporation
    • 12.3.14. miHoYo Co., Ltd.
    • 12.3.15. NCSOFT Corporation

Chapter 13. Research Process

  • 13.1. Research Process
    • 13.1.1. Data Mining
    • 13.1.2. Analysis
    • 13.1.3. Market Estimation
    • 13.1.4. Validation
    • 13.1.5. Publishing
  • 13.2. Research Attributes