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市場調查報告書
商品編碼
1484659

不可替代代幣的全球市場:市場規模和佔有率分析、產業成長預測(~ 2030 )

Non-Fungible Tokens Market Size and Share Analysis by Offering (Business Strategy Formulation, NFT Creation and Management, NFT Platform-Marketplace), End User (Media and Entertainment, Gaming) - Global Industry Growth Forecast to 2030

出版日期: | 出版商: Prescient & Strategic Intelligence | 英文 190 Pages | 商品交期: 2-3個工作天內

價格
簡介目錄

市場概況

預計 2023 年全球不可替代代幣產業規模將達到 40.685 億美元,2024 年至 2030 年複合年增長率為 36.2%,2030 年將達到 343.956 億美元。

這是由於人們對基於環境的區塊鏈遊戲的興趣日益濃厚,數位資產和收藏品的興起,元宇宙的蓬勃發展,數位貨幣(加密貨幣)的日益普及,以及追蹤驗證者和真正所有者的能力的增加。

如今,遊戲產業擁有前沿的遊戲趨勢,例如策略遊戲和角色扮演遊戲,企業可以創建角色並透過成為數位世界中的角色所有者來賺取代幣並在網路上出售。遊戲產業從 NFT 中受益最大的利基領域是開發不可複製的遊戲內物件的能力。

關於房地產,也可以將房地產或實體土地表示為區塊鏈上的數位代幣,代幣象徵著一塊土地,與地點、面積、成本等所有特徵掛鉤。此外,全球對這些數位代幣好處的認識不斷增強也是直接影響市場成長的關鍵因素。

重要見解

在遊戲企業、活動和開發公司成長的推動下,遊戲類別的複合年增長率預計將達到 40%。

區塊鏈遊戲和 Play-to-Earn 的趨勢正在推動這一發展。基於 NFT 的遊戲管道正在透過玩賺錢功能和代幣化來改變遊戲。

未來幾年,NFT 平台市場預計將實現 38% 的成長率。這一趨勢是由於數位資產交易、買賣的擴大所致。

數位資產貨幣化為產業參與者提供了新的收入來源。新進者和數位資產的增加正在刺激數位經濟和產業的發展。各國政府也透過 2020 年 1 月推出的印度區塊鏈 CoE 等計畫推廣其技術,為政府部門提供 BaaS 服務。

到2023 年,由於數位藝術產量增加、主要參與者的存在、區塊鏈的高接受度以及對數位貨幣的有利指導方針預計將繼續存在,北美地區將佔據最大的收入佔有率,達到50% 並佔據主導地位。

由於進入者的增加、IT 基礎設施投資、NFT 交易平台、加密貨幣的使用、對數位藝術品的興趣、開發元宇宙平台的新創公司以及預計將成長的國際資金,亞太地區的成長率將最高。

本報告分析了全球非同質代幣市場,包括市場的基本結構、最新情況、主要促進和抑制因素以及全球、依地區和主要國家的市場規模前景(價值基礎,2017 年) ~2030 年),依產品供應和最終用戶劃分的詳細趨勢、當前市場競爭狀況以及主要公司簡介。

目錄

第一章 調查範圍

第二章 研究方法

第三章執行摘要

第四章 市場指標

第五章 產業展望

  • 市場動態
    • 趨勢
    • 促進因素
    • 抑制因素/課題
    • 促進/抑制因素影響分析
  • 新型冠狀病毒感染(COVID-19)的影響
  • 波特五力分析

第六章 世界市場

  • 概述
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依最終用戶分類(2017-2030)
  • 市場收入:依地區(2017-2030)

第七章 北美市場

  • 概述
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依最終用戶分類(2017-2030)
  • 市場收入:依國家分類(2017-2030)

第八章歐洲市場

第九章亞太市場

第十章 拉丁美洲市場

第十一章 中東/非洲市場

第十二章 美國市場

  • 概述
  • 市場收入:依產品分類(2017-2030)
  • 市場收入:依最終用戶分類(2017-2030)

第十三章 加拿大市場

第十四章 德國市場

第十五章 法國市場

第十六章 英國市場

第十七章 義大利市場

第十八章 西班牙市場

第十九章 日本市場

第20章 中國市場

第21章 印度市場

第22章澳洲市場

第23章 韓國市場

第24章 巴西市場

第25章 墨西哥市場

第26章 沙烏地阿拉伯市場

第27章南非市場

第28章 阿拉伯聯合大公國(UAE)市場

第29章競爭格局

  • 市場參與者及其產品清單
  • 主要企業競爭基準
  • 主要公司的產品基準
  • 近期策略發展

第三十章 公司簡介

  • Cloudflare Inc.
  • Gemini Trust Company LLC
  • Ozone Networks Inc. (OpenSea)
  • SemiDot Infotech
  • Dapper Labs Inc.
  • TSB Gaming Limited
  • Art Blocks Inc.
  • Rarible Inc.
  • Axie Infinity

第31章附錄

簡介目錄
Product Code: 12871

Market Overview

The worldwide non-fungible tokens industry size stood at USD 4,068.5 million in 2023, and it is expected to reach USD 34,395.6 million by 2030, advancing at a CAGR of 36.2% during 2024-2030.

This is due to the rising attraction to blockchain gaming which is based on the environment; the increasing number of digital assets and collectibles; the booming trend of the metaverse; the growing popularity of digital currency (cryptocurrency); and the rising number of authenticators as well as tracking devices for the real owners.

Nowadays, the gaming industry is blessed with pioneering trends in games, for example, strategy and role-playing games, where gamers can create characters and get tokens by being the character owner in the digital world, which then can be sold on online marketplaces.

A niche where the gaming industry has gotten the most benefit from the NFTs is their capability to develop non-duplicable in-game objects, in which case gamers get to possess ownership that was not there before.

Also, about real estate, it would be possible to represent property or physical land as a digital token on a blockchain, where the token symbolizes a piece of land linked to all its features, including location, size, and cost. Furthermore, the increasing consciousness about the benefits of these digital tokens spread across the globe is a significant factor that can directly influence market growth.

Key Insights

The gaming category is projected to advance at the fastest pace, CAGR of 40%, propelled by growing gamers, events, and development firms.

Surge in blockchain-fortified games and play-to-earn trend contributing to development.

NFT-based gaming channels transforming gaming with play-to-earn features and tokenization.

Metaverse game producers use advanced blockchain and AI technologies to power more applicable experiences throughout.

NFT-based game development concentrating on metaverse development in virtual 3D gaming.

In the coming years, the NFT platform marketplace is projected to witness a 38% development rate.

This development can be credited to the growing trend of trading, buying, and selling digital assets.

Provides exclusive ownership rights, trading options, and an online marketplace for liquidity.

Monetization of digital assets offers an added revenue stream for industry players.

Increasing count of new entrants and digital assets fuel the digital economy and industry progress.

Governments are also promoting their countries' technology through programs such as India's blockchain CoE which was rolled out in January 2020, gifting BaaS services to government departments.

The surface level for online payment is based on card-based techniques, and the graduate level is based on blockchain tools for carrying out secure transactions.

Blockchain is the power behind fast transactions, which is the main reason for the markets to grow.

Hence, the reading of blockchain solutions together with existing systems creates room for enhanced control functionality besides boosting technology adoption within the organizations.

NFT-based game development is been upgraded to incorporate NFT features which facilitate the infusion of creativity into the game, thus attracting an increasing number of players.

In 2023, the North American region had the largest revenue share of 50% and is projected to uphold supremacy, propelled by reasons like augmented digital artwork creation, the existence of major players, high acceptance of blockchain, and favorable guidelines for digital currency.

The U.S. contributes significantly to North America's market share due to its home to many major players and the rapid integration of blockchain technology across industries.

The APAC region is projected to advance with the highest growth rate, thanks to growing industry players, IT infrastructure investments, NFT trading platforms, cryptocurrency use, interest in digital artwork, metaverse platform development by startups, and international funding.

Table of Contents

Chapter 1. Research Scope

  • 1.1. Research Objectives
  • 1.2. Market Definition
  • 1.3. Analysis Period
  • 1.4. Market Size Breakdown by Segments
    • 1.4.1. Market size breakdown, by offering
    • 1.4.2. Market size breakdown, by end user
    • 1.4.3. Market size breakdown, by region
    • 1.4.4. Market size breakdown, by country
  • 1.5. Market Data Reporting Unit
    • 1.5.1. Value
  • 1.6. Key Stakeholders

Chapter 2. Research Methodology

  • 2.1. Secondary Research
    • 2.1.1. Paid
    • 2.1.2. Unpaid
    • 2.1.3. P&S Intelligence database
  • 2.2. Primary Research
  • 2.3. Market Size Estimation
  • 2.4. Data Triangulation
  • 2.5. Currency Conversion Rates
  • 2.6. Assumptions for the Study
  • 2.7. Notes and Caveats

Chapter 3. Executive Summary

Chapter 4. Market Indicators

Chapter 5. Industry Outlook

  • 5.1. Market Dynamics
    • 5.1.1. Trends
    • 5.1.2. Drivers
    • 5.1.3. Restraints/challenges
    • 5.1.4. Impact analysis of drivers/restraints
  • 5.2. Impact of COVID-19
  • 5.3. Porter's Five Forces Analysis
    • 5.3.1. Bargaining power of buyers
    • 5.3.2. Bargaining power of suppliers
    • 5.3.3. Threat of new entrants
    • 5.3.4. Intensity of rivalry
    • 5.3.5. Threat of substitutes

Chapter 6. Global Market

  • 6.1. Overview
  • 6.2. Market Revenue, by Offering (2017-2030)
  • 6.3. Market Revenue, by End User (2017-2030)
  • 6.4. Market Revenue, by Region (2017-2030)

Chapter 7. North America Market

  • 7.1. Overview
  • 7.2. Market Revenue, by Offering (2017-2030)
  • 7.3. Market Revenue, by End User (2017-2030)
  • 7.4. Market Revenue, by Country (2017-2030)

Chapter 8. Europe Market

  • 8.1. Overview
  • 8.2. Market Revenue, by Offering (2017-2030)
  • 8.3. Market Revenue, by End User (2017-2030)
  • 8.4. Market Revenue, by Country (2017-2030)

Chapter 9. APAC Market

  • 9.1. Overview
  • 9.2. Market Revenue, by Offering (2017-2030)
  • 9.3. Market Revenue, by End User (2017-2030)
  • 9.4. Market Revenue, by Country (2017-2030)

Chapter 10. LATAM Market

  • 10.1. Overview
  • 10.2. Market Revenue, by Offering (2017-2030)
  • 10.3. Market Revenue, by End User (2017-2030)
  • 10.4. Market Revenue, by Country (2017-2030)

Chapter 11. MEA Market

  • 11.1. Overview
  • 11.2. Market Revenue, by Offering (2017-2030)
  • 11.3. Market Revenue, by End User (2017-2030)
  • 11.4. Market Revenue, by Country (2017-2030)

Chapter 12. U.S. Market

  • 12.1. Overview
  • 12.2. Market Revenue, by Offering (2017-2030)
  • 12.3. Market Revenue, by End User (2017-2030)

Chapter 13. Canada Market

  • 13.1. Overview
  • 13.2. Market Revenue, by Offering (2017-2030)
  • 13.3. Market Revenue, by End User (2017-2030)

Chapter 14. Germany Market

  • 14.1. Overview
  • 14.2. Market Revenue, by Offering (2017-2030)
  • 14.3. Market Revenue, by End User (2017-2030)

Chapter 15. France Market

  • 15.1. Overview
  • 15.2. Market Revenue, by Offering (2017-2030)
  • 15.3. Market Revenue, by End User (2017-2030)

Chapter 16. U.K. Market

  • 16.1. Overview
  • 16.2. Market Revenue, by Offering (2017-2030)
  • 16.3. Market Revenue, by End User (2017-2030)

Chapter 17. Italy Market

  • 17.1. Overview
  • 17.2. Market Revenue, by Offering (2017-2030)
  • 17.3. Market Revenue, by End User (2017-2030)

Chapter 18. Spain Market

  • 18.1. Overview
  • 18.2. Market Revenue, by Offering (2017-2030)
  • 18.3. Market Revenue, by End User (2017-2030)

Chapter 19. Japan Market

  • 19.1. Overview
  • 19.2. Market Revenue, by Offering (2017-2030)
  • 19.3. Market Revenue, by End User (2017-2030)

Chapter 20. China Market

  • 20.1. Overview
  • 20.2. Market Revenue, by Offering (2017-2030)
  • 20.3. Market Revenue, by End User (2017-2030)

Chapter 21. India Market

  • 21.1. Overview
  • 21.2. Market Revenue, by Offering (2017-2030)
  • 21.3. Market Revenue, by End User (2017-2030)

Chapter 22. Australia Market

  • 22.1. Overview
  • 22.2. Market Revenue, by Offering (2017-2030)
  • 22.3. Market Revenue, by End User (2017-2030)

Chapter 23. South Korea Market

  • 23.1. Overview
  • 23.2. Market Revenue, by Offering (2017-2030)
  • 23.3. Market Revenue, by End User (2017-2030)

Chapter 24. Brazil Market

  • 24.1. Overview
  • 24.2. Market Revenue, by Offering (2017-2030)
  • 24.3. Market Revenue, by End User (2017-2030)

Chapter 25. Mexico Market

  • 25.1. Overview
  • 25.2. Market Revenue, by Offering (2017-2030)
  • 25.3. Market Revenue, by End User (2017-2030)

Chapter 26. Saudi Arabia Market

  • 26.1. Overview
  • 26.2. Market Revenue, by Offering (2017-2030)
  • 26.3. Market Revenue, by End User (2017-2030)

Chapter 27. South Africa Market

  • 27.1. Overview
  • 27.2. Market Revenue, by Offering (2017-2030)
  • 27.3. Market Revenue, by End User (2017-2030)

Chapter 28. U.A.E. Market

  • 28.1. Overview
  • 28.2. Market Revenue, by Offering (2017-2030)
  • 28.3. Market Revenue, by End User (2017-2030)

Chapter 29. Competitive Landscape

  • 29.1. List of Market Players and their Offerings
  • 29.2. Competitive Benchmarking of Key Players
  • 29.3. Product Benchmarking of Key Players
  • 29.4. Recent Strategic Developments

Chapter 30. Company Profiles

  • 30.1. Cloudflare Inc.
    • 30.1.1. Business overview
    • 30.1.2. Product and service offerings
    • 30.1.3. Key financial summary
  • 30.2. Gemini Trust Company LLC
    • 30.2.1. Business overview
    • 30.2.2. Product and service offerings
    • 30.2.3. Key financial summary
  • 30.3. Ozone Networks Inc. (OpenSea)
    • 30.3.1. Business overview
    • 30.3.2. Product and service offerings
    • 30.3.3. Key financial summary
  • 30.4. SemiDot Infotech
    • 30.4.1. Business overview
    • 30.4.2. Product and service offerings
    • 30.4.3. Key financial summary
  • 30.5. Dapper Labs Inc.
    • 30.5.1. Business overview
    • 30.5.2. Product and service offerings
    • 30.5.3. Key financial summary
  • 30.6. TSB Gaming Limited
    • 30.6.1. Business overview
    • 30.6.2. Product and service offerings
    • 30.6.3. Key financial summary
  • 30.7. Art Blocks Inc.
    • 30.7.1. Business overview
    • 30.7.2. Product and service offerings
    • 30.7.3. Key financial summary
  • 30.8. Rarible Inc.
    • 30.8.1. Business overview
    • 30.8.2. Product and service offerings
    • 30.8.3. Key financial summary
  • 30.9. Axie Infinity
    • 30.9.1. Business overview
    • 30.9.2. Product and service offerings
    • 30.9.3. Key financial summary

Chapter 31. Appendix

  • 31.1. Abbreviations
  • 31.2. Sources and References
  • 31.3. Related Reports