封面
市場調查報告書
商品編碼
1470704

遊戲內賭博與戰利品箱市場:依地區:全球產業分析、規模、佔有率、成長、趨勢、預測 2024-2031

In-game Gambling and Loot Boxes Market by Geography (North America, Europe, Asia Pacific, Latin America, and the Middle East and Africa): Global Industry Analysis, Size, Share, Growth, Trends, and Forecast, 2024-2031

出版日期: | 出版商: Persistence Market Research | 英文 333 Pages | 商品交期: 2-5個工作天內

價格
簡介目錄

該研究報告對全球遊戲內賭博和戰利品箱市場進行了深入分析。這份綜合報告提供了關鍵市場動態、成長動力、課題和新興趨勢的寶貴見解。它全面概述了遊戲和娛樂行業的遊戲內賭博和戰利品盒行業,並提供了獨家數據和統計數據來預測 2024 年至 2031 年的市場成長軌跡。

重要見解

  • 遊戲內賭博與戰利品箱市場規模(2024 年):192 億美元
  • 預計市值(2031 年):300 億美元
  • 全球市場成長率(2024-2031年複合年增長率):5.6%

遊戲內賭博和戰利品箱市場 - 報告範圍:

遊戲內賭博和戰利品箱市場包括融入電玩遊戲和線上遊戲平台的各種貨幣化模型和微交易,允許玩家參與虛擬賭博活動或稱為戰利品箱的隨機交易,您還可以購買虛擬化物品。該市場為遊戲開發商、發行商、平台營運商和玩家提供服務,提供跨各種遊戲類型和平台的遊戲內賭博功能和戰利品盒機制。遊戲內賭博包括虛擬賭場、撲克室、體育博彩和電玩遊戲中的老虎機等活動,戰利品盒提供隨機獎勵、化妝品或以真實或虛擬貨幣提供的遊戲內增強功能。娛樂數位化的不斷發展、線上遊戲的日益普及以及遊戲內購買和微交易貨幣化的潛力推動了市場成長。

市場驅動因素:

全球遊戲內賭博和戰利品盒市場正受益於幾個關鍵的成長動力。數位遊戲平台、行動裝置和線上社群的激增使得遊戲內賭博和戰利品箱功能變得更加普遍,並且可供世界各地的玩家使用。此外,虛擬經濟和遊戲內社交互動的遊戲化正在增強玩家的參與度、保留度和遊戲內購買支出。此外,區塊鏈技術、加密貨幣和虛擬實境 (VR) 體驗在遊戲環境中的集成為沉浸式且安全的遊戲內交易提供了新的機會。此外,監管框架、行業標準和玩家倡導舉措也會影響遊戲內賭博和戰利品盒領域的市場動態和業務實踐。

市場限制因素:

儘管成長迅速,遊戲內賭博和戰利品盒市場仍面臨著道德問題、監管審查以及玩家對掠奪性貨幣化做法的強烈抵制等課題。在遊戲中使用隨機獎勵機制和虛擬賭博功能可能會引發有關玩家行為、成癮以及對未成年人賭博的影響的問題。此外,與戰利品箱相關的賠率、機率和潛在成本缺乏透明度和揭露,可能會損害玩家的信任和消費者保護。此外,各個司法管轄區的監管幹預、法律和法律課題可能會給遊戲開發商和平台營運商帶來合規負擔和營運風險。解決這些問題需要產業合作、自我監管以及對負責任遊戲的承諾,以確保玩家安全和道德遊戲設計。

市場機會:

由於技術創新、市場多元化和玩家參與策略,遊戲內賭博和戰利品盒市場提供了巨大的成長機會。訂閱服務、直播和雲端遊戲平台等新興趨勢為遊戲生態系統中的貨幣化和玩家互動提供了新的途徑。此外,人工智慧 (AI)、機器學習 (ML) 和擴增實境 (AR) 技術的整合可實現個人化的遊戲體驗、有針對性的促銷以及基於玩家偏好和行為的動態定價模型。此外,與體育聯盟、娛樂特許經營商和名人的策略合作夥伴關係創造了協同效應和交叉促銷機會,以在競爭激烈的遊戲市場中吸引和留住玩家。透過利用數據分析、玩家回饋和社群參與計劃,我們可以在不斷變化的遊戲內賭博和戰利品盒環境中改進遊戲設計、貨幣化策略和玩家滿意度。

本報告解決的關鍵問題

  • 推動全球遊戲內賭博和戰利品箱市場成長的因素有哪些?
  • 遊戲技術和貨幣化模式的進步如何改變遊戲內賭博和戰利品箱的競爭格局?
  • 遊戲開發商、平台營運商和玩家在遊戲內賭博領域面臨的主要課題和機會是什麼?
  • 影響遊戲內賭博和戰利品箱領域的市場動態和商業實踐的監管框架和行業標準有哪些?
  • 領先公司採取哪些策略來解決玩家關注的問題、監管合規性和道德遊戲設計實踐?

目錄

第一章執行摘要

第二章市場概況

  • 市場範圍/分類
  • 市場定義/範圍/限制

第三章 市場風險與趨勢評估

  • 風險評估
    • COVID-19 危機及其對遊戲內賭博和戰利品箱需求的影響
    • 與過去的危機相比,對 COVID-19 的影響進行基準測試
    • 對市值的影響(金額)
    • 主要國家評價
    • 主要細分市場評價
    • 對供應商的行動要點和建議
  • 影響市場的主要趨勢
  • 配方和產品開發趨勢

第四章 市場背景及基本數據點

  • 遊戲內賭博和戰利品箱市場機會評估(價值)
    • 市場總規模
    • 可服務的目標市場
    • 可維修的可用市場
  • 市集情境預測
    • 樂觀情況下的需求
    • 預期場景的需求
    • 保守情境的需求
  • 投資可行性分析
    • 投資成熟市場
      • 短期
      • 長期
    • 投資新興市場
      • 短期
      • 長期
  • 預測變量 - 相關性和影響
    • 主要公司的歷史成長
    • 依國家/地區劃分的遊戲內賭博和戰利品箱採用率
  • 市場動態
    • 市場驅動因素與影響評估
    • 主要市場課題和影響評估
    • 遊戲內賭博和戰利品箱市場機會
    • 世界市場的顯著趨勢及其影響評估

第五章 關鍵成功因素

  • 製造商專注於滲透率低但成長率高的市場
  • 押注於您所在細分市場的高增量機會
  • 同行基準

第六章全球遊戲內賭博與戰利品箱市場需求分析與預測

  • 歷史市場分析,2019-2023
  • 目前和未來的市場預測,2024-2031
  • 同比增長趨勢分析

第七章 全球遊戲內賭博與戰利品箱市場分析與預測(金額)

  • 過去的市場價值(金額)分析,2019-2023
  • 當前和未來市場價值(金額)預測,2024-2031
    • 同比增長趨勢分析
    • 絕對回報機會分析

第 8 章全球遊戲內賭博與戰利品箱市場分析與預測(依遊戲類型)

  • 簡介/主要發現
  • 2019-2023 年依遊戲類型劃分的市場規模(百萬美元)歷史分析
  • 2024-2031 年依遊戲類型劃分的當前和未來市場規模(價值)分析和預測
    • 體育博彩
    • 賭場
    • 抽籤
    • 賓果
  • 依遊戲類型分析市場吸引力

第 9 章全球遊戲內賭博與戰利品箱市場分析與預測(依最終用戶)

  • 簡介/主要發現
  • 2019-2023 年最終用戶市場規模(價值)的歷史分析
  • 2024-2031 年最終用戶當前和未來市場規模(價值)的分析和預測
    • 桌面
    • 智慧型手機
  • 最終用戶的市場吸引力分析

第 10 章全球遊戲內賭博與戰利品箱市場分析與預測(依地區)

  • 介紹
  • 2019-2023 年依地區劃分的市場規模歷史分析(百萬美元)
  • 依當前市場規模(金額)和地區分析和預測,2024-2031
    • 北美
    • 拉丁美洲
    • 歐洲
    • 亞太地區
    • 中東和非洲 (MEA)
  • 區域市場吸引力分析

第十一章北美遊戲內賭博與戰利品箱市場分析與預測

第十二章拉丁美洲遊戲內賭博與戰利品箱市場分析與預測

第十三章歐洲遊戲內賭博與戰利品箱市場分析與預測

第十四章亞太地區遊戲內賭博與戰利品箱市場分析與預測

第十五章中東與非洲遊戲內賭博與戰利品箱市場分析與預測

第十六章主要國家遊戲內賭博與戰利品箱市場分析與預測

  • 介紹
    • 主要國家市值佔比分析
    • 全球和國家成長比較
  • 美國
  • 加拿大
  • 墨西哥
  • 巴西
  • 德國
  • 法國
  • 義大利
  • 比荷盧經濟聯盟
  • 英國
  • 北歐
  • 中國
  • 日本
  • 韓國
  • 海灣合作委員會國家
  • 南非
  • 土耳其

第17章市場結構分析

  • 依公司層級進行市場分析
  • 市場集中度
  • 主要參與者的市場佔有率分析
  • 市場存在分析

第 18 章 競爭分析

  • 比賽儀表板
  • 競爭標桿
  • 衝突詳情
    • 2K Games
    • ARJEL(National Gaming Authority)
    • Belgian Gaming Commission
    • Bet365
    • Bethesda
    • Big Fish Games
    • Bungie
    • CS:GO Diamonds
    • CSGO Lotto

第 19 章使用的假設和首字母縮略詞

第20章研究方法論

簡介目錄
Product Code: PMRREP33025

Persistence Market Research, a prominent market research firm, has conducted a detailed analysis of the global In-game Gambling and Loot Boxes Market. This comprehensive report provides valuable insights into key market dynamics, growth drivers, challenges, and emerging trends. It offers a comprehensive overview of the in-game gambling and loot boxes segment within the gaming and entertainment industry, presenting exclusive data and statistics projecting the market's growth trajectory from 2024 to 2031.

Key Insights:

  • In-game Gambling and Loot Boxes Market Size (2024): USD 19.2 Bn
  • Projected Market Value (2031): USD 30.Bn
  • Global Market Growth Rate (CAGR 2024 to 2031): 5.6%

In-game Gambling and Loot Boxes Market - Report Scope:

The In-game Gambling and Loot Boxes Market encompass a range of monetization models and microtransactions embedded within video games and online gaming platforms, enabling players to engage in virtual gambling activities and purchase randomized virtual items known as loot boxes. This market serves game developers, publishers, platform operators, and players, offering in-game gambling features and loot box mechanics across various gaming genres and platforms. In-game gambling includes activities such as virtual casinos, poker rooms, sports betting, and slot machines within video games, while loot boxes offer randomized rewards, cosmetics, or in-game enhancements for a real or virtual currency. Market growth is driven by increasing digitalization of entertainment, growing popularity of online gaming, and the monetization potential of in-game purchases and microtransactions.

Market Growth Drivers:

The global In-game Gambling and Loot Boxes Market benefit from several key growth drivers. The proliferation of digital gaming platforms, mobile devices, and online communities has expanded the reach and accessibility of in-game gambling and loot box features to a global audience of players. Moreover, the gamification of virtual economies and social interactions within games enhances player engagement, retention, and spending on in-game purchases. Additionally, the integration of blockchain technology, cryptocurrencies, and virtual reality (VR) experiences in gaming environments offers new opportunities for immersive and secure in-game transactions. Furthermore, regulatory frameworks, industry standards, and player advocacy initiatives influence market dynamics and business practices in the in-game gambling and loot box segment.

Market Restraints:

Despite its rapid growth, the In-game Gambling and Loot Boxes Market face challenges related to ethical concerns, regulatory scrutiny, and player backlash against predatory monetization practices. The use of randomized reward mechanics and virtual gambling features in games may raise questions about their impact on player behavior, addiction, and underage gambling. Moreover, the lack of transparency and disclosure regarding odds, probabilities, and potential costs associated with loot boxes may undermine player trust and consumer protection. Additionally, regulatory interventions, legislative restrictions, and legal challenges in various jurisdictions may impose compliance burdens and operational risks for game developers and platform operators. Addressing these concerns requires industry collaboration, self-regulation, and responsible gaming initiatives to ensure player safety and ethical game design practices.

Market Opportunities:

The In-game Gambling and Loot Boxes Market present significant growth opportunities driven by technological innovations, market diversification, and player engagement strategies. Emerging trends such as subscription services, live streaming, and cloud gaming platforms offer new avenues for monetization and player interaction in the gaming ecosystem. Moreover, the integration of artificial intelligence (AI), machine learning (ML), and augmented reality (AR) technologies enables personalized gaming experiences, targeted promotions, and dynamic pricing models based on player preferences and behavior. Furthermore, strategic partnerships with sports leagues, entertainment franchises, and celebrity endorsements create synergies and cross-promotional opportunities to attract and retain players in competitive gaming markets. Leveraging data analytics, player feedback, and community engagement initiatives can enhance game design, monetization strategies, and player satisfaction in the evolving landscape of in-game gambling and loot boxes.

Key Questions Answered in the Report:

  • What factors are driving the growth of the In-game Gambling and Loot Boxes Market globally?
  • How are advancements in gaming technology and monetization models reshaping the competitive landscape of in-game gambling and loot boxes?
  • What are the key challenges and opportunities facing game developers, platform operators, and players in the in-game gambling segment?
  • Which regulatory frameworks and industry standards influence market dynamics and business practices in the in-game gambling and loot box segment?
  • What strategies are leading companies employing to address player concerns, regulatory compliance, and ethical game design practices?

Competitive Intelligence and Business Strategy:

Leading players in the global In-game Gambling and Loot Boxes Market, including game developers, publishers, platform operators, and regulatory authorities, focus on innovation, transparency, and player engagement to drive market growth and foster responsible gaming practices. These companies invest in research and development to develop immersive gaming experiences, rewarding gameplay mechanics, and value-added content that resonate with players and enhance their gaming experience. Moreover, strategic collaborations with industry associations, consumer advocacy groups, and academic researchers enable companies to address player concerns, promote transparency, and advocate for responsible gaming initiatives. Furthermore, emphasis on community moderation, parental controls, and age verification mechanisms enhances player safety and regulatory compliance in the competitive landscape of digital entertainment and interactive media.

Key Companies Profiled:

  • 2K Games
  • ARJEL (National Gaming Authority)
  • Belgian Gaming Commission
  • Bet365
  • Bethesda
  • Big Fish Games
  • Bungie
  • CS:GO Diamonds
  • CSGO Lotto

In-game Gambling and Loot Boxes Market Research Segmentation:

By Game Type

  • Sports Betting
  • Casino
  • Lottery
  • Bingo

By End User

  • Mobile
  • Desktop

Market by Region:

  • North America
  • Europe
  • APAC
  • ROW

Table of Contents

1. Executive Summary

  • 1.1. Global Market Outlook
  • 1.2. Summary of Statistics
  • 1.3. Key Market Characteristics & Attributes
  • 1.4. Fact.MR Analysis and Recommendations

2. Market Overview

  • 2.1. Market Coverage / Taxonomy
  • 2.2. Market Definition / Scope / Limitations

3. Market Risks and Trends Assessment

  • 3.1. Risk Assessment
    • 3.1.1. COVID-19 Crisis and Impact on In-Game Gambling and Loot Boxes Demand
    • 3.1.2. COVID-19 Impact Benchmark with Previous Crisis
    • 3.1.3. Impact on Market Value (US$ Mn)
    • 3.1.4. Assessment by Key Countries
    • 3.1.5. Assessment by Key Market Segments
    • 3.1.6. Action Points and Recommendation for Suppliers
  • 3.2. Key Trends Impacting the Market
  • 3.3. Formulation and Product Development Trends

4. Market Background and Foundation Data Points

  • 4.1. Global Protective Coatings Market (US$ Mn)
  • 4.2. In-Game Gambling and Loot Boxes Market Opportunity Assessment (US$ Mn)
    • 4.2.1. Total Available Market
    • 4.2.2. Serviceable Addressable Market
    • 4.2.3. Serviceable Obtainable Market
  • 4.3. Market Scenario Forecast
    • 4.3.1. Demand in optimistic Scenario
    • 4.3.2. Demand in Likely Scenario
    • 4.3.3. Demand in Conservative Scenario
  • 4.4. Investment Feasibility Analysis
    • 4.4.1. Investment in Established Markets
      • 4.4.1.1. In Short Term
      • 4.4.1.2. In Long Term
    • 4.4.2. Investment in Emerging Markets
      • 4.4.2.1. In Short Term
      • 4.4.2.2. In Long Term
  • 4.5. Forecast Factors - Relevance & Impact
    • 4.5.1. Top Companies Historical Growth
    • 4.5.2. Global Protective Coatings Market Growth
    • 4.5.3. In-Game Gambling and Loot Boxes Adoption Rate, By Country
  • 4.6. Market Dynamics
    • 4.6.1. Market Driving Factors and Impact Assessment
    • 4.6.2. Prominent Market Challenges and Impact Assessment
    • 4.6.3. In-Game Gambling and Loot Boxes Market Opportunities
    • 4.6.4. Prominent Trends in the Global Market & Their Impact Assessment

5. Key Success Factors

  • 5.1. Manufacturers' Focus on Low Penetration High Growth Markets
  • 5.2. Banking on with Segments High Incremental Opportunity
  • 5.3. Peer Benchmarking

6. Global In-Game Gambling and Loot Boxes Market Demand Analysis 2019-2023 and Forecast, 2024-2031

  • 6.1. Historical Market Analysis, 2019-2023
  • 6.2. Current and Future Market Projections, 2024-2031
  • 6.3. Y-o-Y Growth Trend Analysis

7. Global In-Game Gambling and Loot Boxes Market Value Analysis 2019-2023 and Forecast, 2024-2031

  • 7.1. Historical Market Value (US$ Mn) Analysis, 2019-2023
  • 7.2. Current and Future Market Value (US$ Mn) Projections, 2024-2031
    • 7.2.1. Y-o-Y Growth Trend Analysis
    • 7.2.2. Absolute $ Opportunity Analysis

8. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By Game Type

  • 8.1. Introduction / Key Findings
  • 8.2. Historical Market Size (US$ Mn) Analysis By Game Type, 2019-2023
  • 8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Game Type, 2024-2031
    • 8.3.1. Sports Betting
    • 8.3.2. Casino
    • 8.3.3. Lottery
    • 8.3.4. Bingo
  • 8.4. Market Attractiveness Analysis By Game Type

9. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By End User

  • 9.1. Introduction / Key Findings
  • 9.2. Historical Market Size (US$ Mn) Analysis By End User, 2019-2023
  • 9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2024-2031
    • 9.3.1. Desktop
    • 9.3.2. Mobile
  • 9.4. Market Attractiveness Analysis By End User

10. Global In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031, By Region

  • 10.1. Introduction
  • 10.2. Historical Market Size (US$ Mn) Analysis By Region, 2019-2023
  • 10.3. Current Market Size (US$ Mn) & Analysis and Forecast By Region, 2024-2031
    • 10.3.1. North America
    • 10.3.2. Latin America
    • 10.3.3. Europe
    • 10.3.4. Asia Pacific
    • 10.3.5. Middle East and Africa (MEA)
  • 10.4. Market Attractiveness Analysis By Region

11. North America In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 11.1. Introduction
  • 11.2. Pricing Analysis
  • 11.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 11.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 11.4.1. By Country
      • 11.4.1.1. U.S.
      • 11.4.1.2. Canada
      • 11.4.1.3. Rest of North America
    • 11.4.2. By Game Type
    • 11.4.3. By End User
  • 11.5. Market Attractiveness Analysis
    • 11.5.1. By Country
    • 11.5.2. By Game Type
    • 11.5.3. By End User

12. Latin America In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 12.1. Introduction
  • 12.2. Pricing Analysis
  • 12.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 12.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 12.4.1. By Country
      • 12.4.1.1. Brazil
      • 12.4.1.2. Mexico
      • 12.4.1.3. Rest of Latin America
    • 12.4.2. By Game Type
    • 12.4.3. By End User
  • 12.5. Market Attractiveness Analysis
    • 12.5.1. By Country
    • 12.5.2. By Game Type
    • 12.5.3. By End User

13. Europe In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 13.1. Introduction
  • 13.2. Pricing Analysis
  • 13.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 13.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 13.4.1. By Country
      • 13.4.1.1. Germany
      • 13.4.1.2. France
      • 13.4.1.3. U.K.
      • 13.4.1.4. Italy
      • 13.4.1.5. Benelux
      • 13.4.1.6. Nordic Countries
      • 13.4.1.7. Rest of Europe
    • 13.4.2. By Game Type
    • 13.4.3. By End User
  • 13.5. Market Attractiveness Analysis
    • 13.5.1. By Country
    • 13.5.2. By Game Type
    • 13.5.3. By End User

14. Asia Pacific In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 14.1. Introduction
  • 14.2. Pricing Analysis
  • 14.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 14.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 14.4.1. By Country
      • 14.4.1.1. China
      • 14.4.1.2. Japan
      • 14.4.1.3. South Korea
      • 14.4.1.4. Rest of Asia Pacific
    • 14.4.2. By Game Type
    • 14.4.3. By End User
  • 14.5. Market Attractiveness Analysis
    • 14.5.1. By Country
    • 14.5.2. By Game Type
    • 14.5.3. By End User

15. Middle East and Africa In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 15.1. Introduction
  • 15.2. Pricing Analysis
  • 15.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2019-2023
  • 15.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2024-2031
    • 15.4.1. By Country
      • 15.4.1.1. GCC Countries
      • 15.4.1.2. South Africa
      • 15.4.1.3. Turkey
      • 15.4.1.4. Rest of Middle East and Africa
    • 15.4.2. By Game Type
    • 15.4.3. By End User
  • 15.5. Market Attractiveness Analysis
    • 15.5.1. By Country
    • 15.5.2. By Game Type
    • 15.5.3. By End User

16. Key Countries In-Game Gambling and Loot Boxes Market Analysis 2019-2023 and Forecast 2024-2031

  • 16.1. Introduction
    • 16.1.1. Market Value Proportion Analysis, By Key Countries
    • 16.1.2. Global Vs. Country Growth Comparison
  • 16.2. US In-Game Gambling and Loot Boxes Market Analysis
    • 16.2.1. Value Proportion Analysis by Market Taxonomy
    • 16.2.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.2.2.1. By Game Type
      • 16.2.2.2. By End User
  • 16.3. Canada In-Game Gambling and Loot Boxes Market Analysis
    • 16.3.1. Value Proportion Analysis by Market Taxonomy
    • 16.3.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.3.2.1. By Game Type
      • 16.3.2.2. By End User
  • 16.4. Mexico In-Game Gambling and Loot Boxes Market Analysis
    • 16.4.1. Value Proportion Analysis by Market Taxonomy
    • 16.4.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.4.2.1. By Game Type
      • 16.4.2.2. By End User
  • 16.5. Brazil In-Game Gambling and Loot Boxes Market Analysis
    • 16.5.1. Value Proportion Analysis by Market Taxonomy
    • 16.5.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.5.2.1. By Game Type
      • 16.5.2.2. By End User
  • 16.6. Germany In-Game Gambling and Loot Boxes Market Analysis
    • 16.6.1. Value Proportion Analysis by Market Taxonomy
    • 16.6.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.6.2.1. By Game Type
      • 16.6.2.2. By End User
  • 16.7. France In-Game Gambling and Loot Boxes Market Analysis
    • 16.7.1. Value Proportion Analysis by Market Taxonomy
    • 16.7.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.7.2.1. By Game Type
      • 16.7.2.2. By End User
  • 16.8. Italy In-Game Gambling and Loot Boxes Market Analysis
    • 16.8.1. Value Proportion Analysis by Market Taxonomy
    • 16.8.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.8.2.1. By Game Type
      • 16.8.2.2. By End User
  • 16.9. BENELUX In-Game Gambling and Loot Boxes Market Analysis
    • 16.9.1. Value Proportion Analysis by Market Taxonomy
    • 16.9.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.9.2.1. By Game Type
      • 16.9.2.2. By End User
  • 16.10. UK In-Game Gambling and Loot Boxes Market Analysis
    • 16.10.1. Value Proportion Analysis by Market Taxonomy
    • 16.10.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.10.2.1. By Game Type
      • 16.10.2.2. By End User
  • 16.11. Nordic Countries In-Game Gambling and Loot Boxes Market Analysis
    • 16.11.1. Value Proportion Analysis by Market Taxonomy
    • 16.11.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.11.2.1. By Game Type
      • 16.11.2.2. By End User
  • 16.12. China In-Game Gambling and Loot Boxes Market Analysis
    • 16.12.1. Value Proportion Analysis by Market Taxonomy
    • 16.12.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.12.2.1. By Game Type
      • 16.12.2.2. By End User
  • 16.13. Japan In-Game Gambling and Loot Boxes Market Analysis
    • 16.13.1. Value Proportion Analysis by Market Taxonomy
    • 16.13.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.13.2.1. By Game Type
      • 16.13.2.2. By End User
  • 16.14. South Korea In-Game Gambling and Loot Boxes Market Analysis
    • 16.14.1. Value Proportion Analysis by Market Taxonomy
    • 16.14.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.14.2.1. By Game Type
      • 16.14.2.2. By End User
  • 16.15. GCC Countries In-Game Gambling and Loot Boxes Market Analysis
    • 16.15.1. Value Proportion Analysis by Market Taxonomy
    • 16.15.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.15.2.1. By Game Type
      • 16.15.2.2. By End User
  • 16.16. South Africa In-Game Gambling and Loot Boxes Market Analysis
    • 16.16.1. Value Proportion Analysis by Market Taxonomy
    • 16.16.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.16.2.1. By Game Type
      • 16.16.2.2. By End User
  • 16.17. Turkey In-Game Gambling and Loot Boxes Market Analysis
    • 16.17.1. Value Proportion Analysis by Market Taxonomy
    • 16.17.2. Value & Analysis and Forecast by Market Taxonomy, 2024-2031
      • 16.17.2.1. By Game Type
      • 16.17.2.2. By End User
    • 16.17.3. Competition Landscape and Player Concentration in the Country

17. Market Structure Analysis

  • 17.1. Market Analysis by Tier of Companies
  • 17.2. Market Concentration
  • 17.3. Market Share Analysis of Top Players
  • 17.4. Market Presence Analysis
    • 17.4.1. By Regional footprint of Players
    • 17.4.2. Product footprint by Players

18. Competition Analysis

  • 18.1. Competition Dashboard
  • 18.2. Competition Benchmarking
  • 18.3. Competition Deep Dive
    • 18.3.1. 2K Games
      • 18.3.1.1. Overview
      • 18.3.1.2. Product Portfolio
      • 18.3.1.3. Sales Footprint
      • 18.3.1.4. Strategy Overview
    • 18.3.2. ARJEL (National Gaming Authority)
      • 18.3.2.1. Overview
      • 18.3.2.2. Product Portfolio
      • 18.3.2.3. Sales Footprint
      • 18.3.2.4. Strategy Overview
    • 18.3.3. Belgian Gaming Commission
      • 18.3.3.1. Overview
      • 18.3.3.2. Product Portfolio
      • 18.3.3.3. Sales Footprint
      • 18.3.3.4. Strategy Overview
    • 18.3.4. Bet365
      • 18.3.4.1. Overview
      • 18.3.4.2. Product Portfolio
      • 18.3.4.3. Sales Footprint
      • 18.3.4.4. Strategy Overview
    • 18.3.5. Bethesda
      • 18.3.5.1. Overview
      • 18.3.5.2. Product Portfolio
      • 18.3.5.3. Sales Footprint
      • 18.3.5.4. Strategy Overview
    • 18.3.6. Big Fish Games
      • 18.3.6.1. Overview
      • 18.3.6.2. Product Portfolio
      • 18.3.6.3. Sales Footprint
      • 18.3.6.4. Strategy Overview
    • 18.3.7. Bungie
      • 18.3.7.1. Overview
      • 18.3.7.2. Product Portfolio
      • 18.3.7.3. Sales Footprint
      • 18.3.7.4. Strategy Overview
    • 18.3.8. CS:GO Diamonds
      • 18.3.8.1. Overview
      • 18.3.8.2. Product Portfolio
      • 18.3.8.3. Sales Footprint
      • 18.3.8.4. Strategy Overview
    • 18.3.9. CSGO Lotto
      • 18.3.9.1. Overview
      • 18.3.9.2. Product Portfolio
      • 18.3.9.3. Sales Footprint
      • 18.3.9.4. Strategy Overview

19. Assumptions and Acronyms Used

20. Research Methodology