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¼¼°èÀÇ F2P(Free-to-Play) ½ÃÀå ±Ô¸ð Á¶»ç : ¹°¸®Àû Ç÷§Æûº°, ¿î¿µÃ¼Á¦º°, ¼öÀÍ ¸ðµ¨º°, °ÔÀÓ À¯Çüº°, ¿¬·É´ëº°, Ç÷§Æûº°, Áö¿ªº° ¿¹Ãø(2022-2032³â)

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

¹ßÇàÀÏ: | ¸®¼­Ä¡»ç: Bizwit Research & Consulting LLP | ÆäÀÌÁö Á¤º¸: ¿µ¹® 200 Pages | ¹è¼Û¾È³» : 2-3ÀÏ (¿µ¾÷ÀÏ ±âÁØ)

    
    
    




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¼¼°è F2P(Free-to-Play) ½ÃÀåÀº 2023³â 469¾ï 9,000¸¸ ´Þ·¯·Î Æò°¡µÇ¾ú°í, 2024³âºÎÅÍ 2032³â±îÁö ¿¹Ãø ±â°£ µ¿¾È 17.15%ÀÇ ³î¶ó¿î CAGR·Î Å©°Ô ¼ºÀåÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

F2P ºñÁî´Ï½º ¸ðµ¨Àº ºñµð¿À °ÔÀÓÀ̳ª ¸ð¹ÙÀÏ ¾ÖÇø®ÄÉÀ̼ÇÀÌ Ãʱ⠺ñ¿ë ¾øÀÌ »ç¿ëÀÚ¿¡°Ô Á¦°øµÇ´Â ½Ã½ºÅÛÀ» ÀǹÌÇϸç, F2P °ÔÀÓÀº °ÔÀÓ ÀÚüÀÇ ±¸¸Å¸¦ ÅëÇØ ¼öÀÍÀ» ¾ò´Â ´ë½Å °ÔÀÓ ³» ±¤°í, °¡»ó »óǰÀ̳ª È­Àåǰ °­È­¸¦ À§ÇÑ ¼Ò¾× °Å·¡, ´Ù¿î·Îµå °¡´ÉÇÑ ÄÁÅÙÃ÷ ÆÇ¸Å µî ´Ù¾çÇÑ ¹æ¹ýÀ¸·Î ¼öÀÍÀ» âÃâÇÑ´Ù, ´Ù¿î·Îµå °¡´ÉÇÑ ÄÁÅÙÃ÷(DLC) ÆÇ¸Å µî ´Ù¾çÇÑ ¹æ¹ýÀ» ÅëÇØ ¼öÀÍÀ» âÃâÇÕ´Ï´Ù. ÀÌ ¹æ½ÄÀ» ÅëÇØ ±â¾÷Àº ±ÝÀüÀû À庮 ¾øÀÌ °ÔÀÓ¿¡ Âü¿©ÇÒ ¼ö ÀÖ°í, °³¹ßÀÚ¿Í ÆÛºí¸®¼Å´Â °ÔÀÓ ³» ÄÁÅÙÃ÷¿¡ ±â²¨ÀÌ ÅõÀÚÇÒ ÀÇÇâÀÌ ÀÖ´Â ¿­¼ºÀûÀÎ ±â¾÷·ÎºÎÅÍ ¼öÀÍÀ» âÃâÇÒ ¼ö ÀÖÀ¸¸ç, ±³À°, ÈÆ·Ã, ±¤°í µî¿¡µµ Àû¿ëµÇ¾î ijÁÖ¾ó °ÔÀ̸ӺÎÅÍ ¿­¼ºÀûÀÎ ¾ÖÈ£°¡±îÁö Æø³ÐÀº ÃÖÁ¾ »ç¿ëÀÚ ÃþÀ» ²ø¾îµéÀ̰í ÀÖ½À´Ï´Ù. ÀÎÅÍ³Ý ¿¬°áÀÌ º¸ÆíÈ­µÇ°í ¿Â¶óÀÎ °ÔÀÓ¿¡ ½±°Ô Á¢±ÙÇÒ ¼ö ÀÖ°Ô µÇ¸é¼­ F2P ½ÃÀåÀº ºü¸£°Ô ¼ºÀåÇϰí ÀÖ½À´Ï´Ù.

½º¸¶Æ®ÆùÀÇ º¸±ÞÀ¸·Î P2PÀÇ ÀáÀçÀû ½ÃûÀÚÃþµµ È®´ëµÇ°í ÀÖ½À´Ï´Ù. ±×·¯³ª ¹«¸®ÇÑ Á¢±Ù ¹æ½ÄÀº »ç¿ëÀÚÀÇ ¹Ý¹ßÀ» ºÒ·¯ÀÏÀ¸Å³ ¼ö Àֱ⠶§¹®¿¡ ¼öÀÍ Ã¢Ãâ°ú »ç¿ëÀÚ °æÇèÀÇ ±ÕÇüÀ» À¯ÁöÇÏ´Â °ÍÀÌ ½ÃÀå ¼ºÀåÀÇ °É¸²µ¹·Î ÀÛ¿ëÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, Àü¸®Ç° »óÀÚ¿Í °°Àº µµ¹Ú°ú À¯»çÇÑ ±¸Á¶¿¡ ´ëÇÑ ±ÔÁ¦ ´ç±¹ÀÇ °¨½Ãµµ P2P ½ÃÀåÀÇ ºñÁî´Ï½º¿¡ ÀáÀçÀûÀÎ µµÀüÀÌ µÇ°í ÀÖ½À´Ï´Ù. ÇÏÁö¸¸ ÀΰøÁö´É°ú ºí·ÏüÀÎ ±â¼úÀ» Ȱ¿ëÇØ »ç¿ëÀÚ °æÇèÀ» °³ÀÎÈ­ÇÏ°í ¼öÀÍÈ­ Àü·«À» ÃÖÀûÈ­ÇÔÀ¸·Î½á Âü¿©¿Í ¼öÀÍÀ» È®´ëÇÒ ¼ö ÀÖ´Â ±æÀÌ ¿­¸± ¼ö ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ¼Ò¼È ±â´É°ú e½ºÆ÷Ã÷¸¦ ÅëÇÕÇÏ¿© ±â¾÷ÀÇ ÀÜÁ¸À²À» ³ôÀÌ°í ½ºÆù¼­½Ê °è¾àÀ» ü°áÇÒ ¼ö ÀÖ½À´Ï´Ù.

¼¼°è F2P(Free-to-Play) ½ÃÀå Á¶»ç¿¡¼­ °í·ÁµÈ ÁÖ¿ä Áö¿ªÀ¸·Î´Â ºÏ¹Ì, À¯·´, ¾Æ½Ã¾ÆÅÂÆò¾ç, ¶óƾ¾Æ¸Þ¸®Ä«, Áßµ¿ ¹× ¾ÆÇÁ¸®Ä«°¡ ÀÖ½À´Ï´Ù. ¾Æ½Ã¾ÆÅÂÆò¾çÀº Àü ¼¼°è Free-to-Play(Free-to-Play) ½ÃÀå¿¡¼­ Áö¹èÀûÀÎ Áö¿ªÀÔ´Ï´Ù. ÀÌ·¯ÇÑ ¿ìÀ§´Â ¸î °¡Áö Áß¿äÇÑ ¿äÀο¡ ±âÀÎÇÕ´Ï´Ù. ù°, ÀÌ Áö¿ª¿¡´Â ¹æ´ëÇÑ ÀÎÅÍ³Ý ¹× ½º¸¶Æ®Æù »ç¿ëÀÚ°¡ Á¸ÀçÇϸç, ƯÈ÷ Áß±¹, ÀϺ», Çѱ¹, Àεµ µî¿¡¼­´Â ¸ð¹ÙÀÏ °ÔÀÓÀÌ Å« Àα⸦ ²ø°í ÀÖ½À´Ï´Ù. ÀÌµé ±¹°¡´Â °ÔÀÓ¿¡ ´ëÇÑ ¹®È­Àû Ä£¹Ðµµ°¡ ³ô°í, °ÔÀ̸ӵéÀÇ Âü¿©µµ°¡ ³ô±â ¶§¹®¿¡ F2P °ÔÀÓ¿¡ ´ëÇÑ ½ÇÁúÀûÀÎ ½ÃÀåÀÌ Çü¼ºµÇ¾î ÀÖ½À´Ï´Ù. ¶ÇÇÑ, Ãʰí¼Ó ÀÎÅͳݰú 5G ³×Æ®¿öÅ©ÀÇ ±Þ¼ÓÇÑ ±â¼ú ¹ßÀü°ú º¸±ÞÀº °ÔÀÓ °æÇèÀ» Çâ»ó½ÃÄÑ ´õ ¸¹Àº »ç¶÷µéÀÌ ´õ ½±°Ô Á¢±ÙÇÏ°í ´õ ¸¹Àº »ç¶÷µé¿¡°Ô ¸Å·ÂÀûÀ¸·Î ´Ù°¡°¥ ¼ö ÀÖµµ·Ï Çϰí ÀÖ½À´Ï´Ù. °­·ÂÇÑ °ÔÀÓ ÀÎÇÁ¶ó¿Í °¢±¹ Á¤ºÎÀÇ °ÔÀÓ »ê¾÷¿¡ ´ëÇÑ Áö¿øÀº ½ÃÀå ¼ºÀåÀ» ´õ¿í ÃËÁøÇϰí ÀÖ½À´Ï´Ù. ¶ÇÇÑ, ºÏ¹Ì´Â 2024-2032³âÀÇ ¿¹Ãø ±â°£ µ¿¾È °¡Àå ºü¸¥ ¼ºÀåÀ» ±â·ÏÇÒ °ÍÀ¸·Î ¿¹»óµË´Ï´Ù.

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    • Electronic Arts Inc.
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    • Garena Online Private Limited
    • GungHo Online Entertainment, Inc.
    • Incentive Games Ltd
    • Jagex Ltd.
    • Jam City, Inc.
    • Microsoft Corporation
    • miHoYo Co., Ltd.
    • NCSOFT Corporation

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LSH 24.08.05

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
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