시장보고서
상품코드
1983152

가상 상품 시장 : 유형별, 디바이스별, 결제 모드별, 애플리케이션별, 지역별

Virtual Goods Market, By Type, By Device, By Payment Mode, By Application, By Geography

발행일: | 리서치사: 구분자 Coherent Market Insights | 페이지 정보: 영문 | 배송안내 : 2-3일 (영업일 기준)

    
    
    




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한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

가상 상품 시장은 2026년에 93억 4,000만 달러로 추정되고 있으며, 2033년까지 138억 6,000만 달러에 달할 것으로 예상되고 있습니다. 2026-2033년에는 CAGR 5.8%로 성장할 것으로 전망되고 있습니다.

리포트 범위 리포트 상세
기준연도 : 2025년 2026년 시장 규모 : 93억 4,000만 달러
과거 데이터 기간 : 2020-2024년 예측 기간 : 2026-2033년
2026-2033년의 예측 기간 CAGR : 5.80% 2033년 시장 규모 예측 : 138억 6,000만 달러

세계 가상 상품 시장은 가상 환경, 온라인 게임, 소셜 플랫폼, 디지털 생태계 내에서 구매 및 소비되는 무형의 제품 및 서비스를 포함하여 빠르게 성장하는 디지털 경제의 한 분야입니다.

시장 역학

세계 가상 상품 시장은 디지털 엔터테인먼트 환경을 재편하고 있는 몇 가지 강력한 촉진요인에 의해 주도되고 있습니다. 전 세계 모바일 게임의 급격한 성장과 스마트폰의 보급이 주요 촉매제가 되어 다양한 계층과 지역에서 가상 상품에 대한 접근성을 확대하고 있습니다. 특히 디지털 소비 성향이 강한 밀레니얼 세대와 Z세대 소비자의 가처분 소득 증가가 시장 확대에 큰 힘을 보태고 있습니다.

본 조사의 주요 특징

  • 세계의 가상 상품(Virtual Goods) 시장에 대해 조사 분석했으며, 2025년을 기준 연도로 하여 예측 기간(2026-2033년) 시장 규모(10억 달러)와 CAGR(%)을 조사하여 전해드립니다.
  • 또한 각 부문의 잠재적 매출기회를 밝히고, 이 시장에서 매력적인 투자 제안 매트릭스를 설명합니다.
  • 또한 시장 성장 촉진요인, 억제요인, 기회, 신제품 출시 및 승인, 시장 동향, 지역별 전망, 주요 기업이 채택한 경쟁 전략에 대한 중요 인사이트을 제공합니다.
  • 이 보고서는 기업 개요, 제품 포트폴리오, 주요 특징, 재무 성과 및 전략과 같은 매개 변수를 기반으로 세계 가상 상품 시장의 주요 기업 개요을 작성했습니다.
  • 이 보고서의 내용을 통해 기업의 마케팅 담당자와 경영진은 향후 제품 출시, 제품 업그레이드, 시장 확대, 마케팅 전략에 대한 정보에 입각한 의사결정을 내릴 수 있을 것입니다.
  • 이 보고서는 투자자, 공급업체, 제품 제조업체, 유통업체, 신규 시장 진출기업, 금융 분석가 등 이 업계의 다양한 이해관계자를 대상으로 합니다.
  • 이해관계자들은 세계 가상 상품 시장을 분석하는 데 사용되는 다양한 전략 매트릭스를 통해 의사결정을 쉽게 내릴 수 있을 것입니다.

목차

제1장 조사 목적과 전제조건

제2장 시장 범위

제3장 시장 역학, 규제, 동향 분석

제4장 세계의 가상 상품 시장 : 유형별, 2021-2033년

제5장 세계의 가상 상품 시장 : 디바이스별, 2021-2033년

제6장 세계의 가상 상품 시장 : 결제 모드별, 2021-2033년

제7장 세계의 가상 상품 시장 : 애플리케이션별, 2021-2033년

제8장 세계의 가상 상품 시장 : 지역별, 2021-2033년

제9장 경쟁 구도

제10장 애널리스트의 추천

제11장 참고 문헌·조사 방법

KSA 26.04.20

Virtual Goods Market is estimated to be valued at USD 9.34 Bn in 2026 and is expected to reach USD 13.86 Bn by 2033, growing at a compound annual growth rate (CAGR) of 5.8% from 2026 to 2033.

Report Coverage Report Details
Base Year: 2025 Market Size in 2026: USD 9.34 Bn
Historical Data for: 2020 To 2024 Forecast Period: 2026 To 2033
Forecast Period 2026 to 2033 CAGR: 5.80% 2033 Value Projection: USD 13.86 Bn

The global virtual goods market represents a rapidly expanding digital economy segment encompassing intangible products and services purchased and consumed within virtual environments, online games, social platforms, and digital ecosystems.

Market Dynamics

The global virtual goods market is propelled by several compelling drivers that are reshaping the digital entertainment landscape. The exponential growth of mobile gaming and smartphone adoption worldwide serves as a primary catalyst, enabling broader access to virtual goods across diverse demographics and geographic regions. Rising disposable income, particularly among millennials and Gen Z consumers who demonstrate higher propensity for digital spending, significantly drives market expansion.

Key Features of the Study

  • This report provides in-depth analysis of the global virtual goods market, and provides market size (USD Bn) and compound annual growth rate (CAGR%) for the forecast period (2026-2033), considering 2025 as the base year
  • It elucidates potential revenue opportunities across different segments and explains attractive investment proposition matrices for this market
  • This study also provides key insights about market drivers, restraints, opportunities, new product launches or approvals, market trends, regional outlook, and competitive strategies adopted by key players
  • It profiles key players in the global virtual goods market based on the following parameters - company highlights, products portfolio, key highlights, financial performance, and strategies
  • Key companies covered as a part of this study include Valve Corporation, Tencent Holdings Ltd., Supercell Ltd., Fortnite, Zynga Inc., Roblox Corporation, Facebook, Inc. (Meta Platforms, Inc.), Activision Blizzard, Inc., Niantic, Inc., Electronic Arts Inc. (EA), and Unity Technologies, Inc.
  • Insights from this report would allow marketers and the management authorities of the companies to make informed decisions regarding their future product launches, type up-gradation, market expansion, and marketing tactics
  • The global virtual goods market report caters to various stakeholders in this industry including investors, suppliers, product manufacturers, distributors, new entrants, and financial analysts
  • Stakeholders would have ease in decision-making through various strategy matrices used in analyzing the global virtual goods market

Market Segmentation

  • Type Insights (Revenue, USD Bn, 2021 - 2033)
    • In-Game Virtual Goods
    • Digital Collectibles (Non-NFT)
    • Non-Fungible Tokens (NFT-Based Collectibles)
    • Virtual Currency (Coins, Gems, Tokens)
    • Virtual Land and Property
    • Virtual Services (Avatar Styling, Event Tickets, etc.)
  • Device Insights (Revenue, USD Bn, 2021 - 2033)
    • Smartphones and Tablets
    • PCs and Consoles
    • VR / AR Head-Mounted Displays
  • Payment Mode Insights (Revenue, USD Bn, 2021 - 2033)
    • Micro-transactions and Loot Boxes
    • Subscription / Season Pass
    • Pay-to-Own (One-Time Purchase)
  • Application Insights (Revenue, USD Bn, 2021 - 2033)
    • Gaming
    • Social Media
    • Virtual Reality (VR)
    • Augmented Reality (AR)
    • Others (e.g., online marketplaces)
  • Regional Insights (Revenue, USD Bn, 2021 - 2033)
    • North America
    • U.S.
    • Canada
    • Latin America
    • Brazil
    • Argentina
    • Mexico
    • Rest of Latin America
    • Europe
    • Germany
    • U.K.
    • Spain
    • France
    • Italy
    • Russia
    • Rest of Europe
    • Asia Pacific
    • China
    • India
    • Japan
    • Australia
    • South Korea
    • ASEAN
    • Rest of Asia Pacific
    • Middle East
    • GCC Countries
    • Israel
    • Rest of Middle East
    • Africa
    • South Africa
    • North Africa
    • Central Africa
  • Key Players Insights
    • Valve Corporation
    • Tencent Holdings Ltd.
    • Supercell Ltd.
    • Fortnite
    • Zynga Inc.
    • Roblox Corporation
    • Facebook, Inc. (Meta Platforms, Inc.)
    • Activision Blizzard, Inc.
    • Niantic, Inc.
    • Electronic Arts Inc. (EA)
    • Unity Technologies, Inc.

Table of Contents

1. Research Objectives and Assumptions

  • Research Objectives
  • Assumptions
  • Abbreviations

2. Market Purview

  • Report Description
    • Market Definition and Scope
  • Executive Summary
    • Global Virtual Goods Market, By Type
    • Global Virtual Goods Market, By Device
    • Global Virtual Goods Market, By Payment Mode
    • Global Virtual Goods Market, By Application
    • Global Virtual Goods Market, By Region

3. Market Dynamics, Regulations, and Trends Analysis

  • Market Dynamics
  • Impact Analysis
  • Key Highlights
  • Regulatory Scenario
  • Product Launches/Approvals
  • PEST Analysis
  • PORTER's Analysis
  • Market Opportunities
  • Regulatory Scenario
  • Key Developments
  • Industry Trends

4. Global Virtual Goods Market, By Type, 2021-2033, (USD Bn)

  • Introduction
    • Market Share Analysis, 2026 and 2033 (%)
    • Y-o-Y Growth Analysis, 2022 - 2033
    • Segment Trends
  • In-Game Virtual Goods
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Digital Collectibles (Non-NFT)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Non-Fungible Tokens (NFT-Based Collectibles)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Virtual Currency (Coins, Gems, Tokens)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Virtual Land and Property
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Virtual Services (Avatar Styling, Event Tickets, etc.)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)

5. Global Virtual Goods Market, By Device, 2021-2033, (USD Bn)

  • Introduction
    • Market Share Analysis, 2026 and 2033 (%)
    • Y-o-Y Growth Analysis, 2022 - 2033
    • Segment Trends
  • Smartphones and Tablets
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • PCs and Consoles
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • VR / AR Head-Mounted Displays
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)

6. Global Virtual Goods Market, By Payment Mode, 2021-2033, (USD Bn)

  • Introduction
    • Market Share Analysis, 2026 and 2033 (%)
    • Y-o-Y Growth Analysis, 2022 - 2033
    • Segment Trends
  • Micro-transactions and Loot Boxes
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Subscription / Season Pass
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Pay-to-Own (One-Time Purchase)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)

7. Global Virtual Goods Market, By Application, 2021-2033, (USD Bn)

  • Introduction
    • Market Share Analysis, 2026 and 2033 (%)
    • Y-o-Y Growth Analysis, 2022 - 2033
    • Segment Trends
  • Gaming
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Social Media
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Virtual Reality (VR)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Augmented Reality (AR)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)
  • Others (e.g., online marketplaces)
    • Introduction
    • Market Size and Forecast, and Y-o-Y Growth, 2021-2033, (USD Bn)

8. Global Virtual Goods Market, By Region, 2021 - 2033, Value (USD Bn)

  • Introduction
    • Market Share (%) Analysis, 2026, 2029 & 2033, Value (USD Bn)
    • Market Y-o-Y Growth Analysis (%), 2022 - 2033, Value (USD Bn)
    • Regional Trends
  • North America
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country, 2021 - 2033, Value (USD Bn)
      • U.S.
      • Canada
  • Latin America
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country, 2021 - 2033, Value (USD Bn)
      • Brazil
      • Argentina
      • Mexico
      • Rest of Latin America
  • Europe
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country, 2021 - 2033, Value (USD Bn)
      • Germany
      • U.K.
      • Spain
      • France
      • Italy
      • Russia
      • Rest of Europe
  • Asia Pacific
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country, 2021 - 2033, Value (USD Bn)
      • China
      • India
      • Japan
      • Australia
      • South Korea
      • ASEAN
      • Rest of Asia Pacific
  • Middle East
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country, 2021 - 2033, Value (USD Bn)
      • GCC Countries
      • Israel
      • Rest of Middle East
  • Africa
    • Introduction
    • Market Size and Forecast, By Type, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Device, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Payment Mode, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Application, 2021 - 2033, Value (USD Bn)
    • Market Size and Forecast, By Country/Region, 2021 - 2033, Value (USD Bn)
      • South Africa
      • North Africa
      • Central Africa

9. Competitive Landscape

  • Valve Corporation
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Tencent Holdings Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Supercell Ltd.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Fortnite
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Zynga Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Roblox Corporation
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Facebook, Inc. (Meta Platforms, Inc.)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Activision Blizzard, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Niantic, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Electronic Arts Inc. (EA)
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies
  • Unity Technologies, Inc.
    • Company Highlights
    • Product Portfolio
    • Key Developments
    • Financial Performance
    • Strategies

10. Analyst Recommendations

  • Wheel of Fortune
  • Analyst View
  • Coherent Opportunity Map

11. References and Research Methodology

  • References
  • Research Methodology
  • About us
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