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Gaming NFT Market Size - By NFT Type (In-game Assets, Collectibles, Trading Cards, Virtual Real Estate, Cryptocurrency Tokens), By Gaming Platform, By Functionality, By Blockchain Network & Forecast, 2024 - 2032

  • Report ID: GMI10172
  • Published Date: Jul 2024
  • Report Format: PDF

Report Content

Chapter 1   Methodology & Scope

1.1    Market scope & definition

1.2    Base estimates & calculations

1.3    Forecast calculation

1.4    Data sources

1.4.1    Primary

1.4.2    Secondary

1.4.2.1    Paid sources

1.4.2.2    Public sources

Chapter 2   Executive Summary

2.1    Industry 3600 synopsis, 2021 - 2032

Chapter 3   Industry Insights

3.1    Industry ecosystem analysis

3.2    Vendor matrix

3.3    Profit margin analysis

3.4    Technology & innovation landscape

3.5    Patent analysis

3.6    Key news and initiatives

3.7    Regulatory landscape

3.8    Impact forces

3.8.1    Growth drivers

3.8.1.1    Increasing blockchain adoption in gaming

3.8.1.2    Rise of play-to-earn models

3.8.1.3    Mainstream acceptance and corporate engagement

3.8.1.4    Vibrant community and ecosystem growth

3.8.1.5    Interoperability and standardization of NFTs

3.8.2    Industry pitfalls & challenges

3.8.2.1    Regulatory complexity and uncertainty

3.8.2.2    Environmental impact and sustainability concerns

3.9    Growth potential analysis

3.10    Porter’s analysis

3.10.1    Supplier power

3.10.2    Buyer power

3.10.3    Threat of new entrants

3.10.4    Threat of substitutes

3.10.5    Industry rivalry

3.11    PESTEL analysis

Chapter 4   Competitive Landscape, 2023

4.1    Introduction

4.2    Company market share analysis

4.3    Competitive positioning matrix

4.4    Strategic outlook matrix

Chapter 5   Market Estimates & Forecast, By NFT Type, 2021 - 2032 (USD million)

5.1    Key trends

5.2    In-game assets

5.3    Collectibles

5.4    Trading cards

5.5    Virtual real estate

5.6    Cryptocurrency tokens

Chapter 6   Market Estimates & Forecast, By Gaming Platform, 2021 - 2032 (USD million)

6.1    Key trends

6.2    PC games

6.3    Console games

6.4    Mobile games

6.5    AR/VR games

6.6    Web-based games

Chapter 7   Market Estimates & Forecast, By Functionality, 2021 - 2032 (USD million)

7.1    Key trends

7.2    Purely collectibles

7.3    Reward tokens

7.4    Access pass

7.5    Utility-based

Chapter 8   Market Estimates & Forecast, By Blockchain Network, 2021 - 2032 (USD million)

8.1    Key trends

8.2    Ethereum

8.3    Binance smart chain

8.4    Flow

8.5    Polygon

8.6    Solana

8.7    Others

Chapter 9   Market Estimates & Forecast, By Region, 2021 - 2032 (USD million)

9.1    Key trends

9.2    North America

9.2.1    U.S.

9.2.2    Canada

9.3    Europe

9.3.1    UK

9.3.2    Germany

9.3.3    France

9.3.4    Italy

9.3.5    Spain

9.3.6    Rest of Europe

9.4    Asia Pacific

9.4.1    China

9.4.2    India

9.4.3    Japan

9.4.4    South Korea

9.4.5    Rest of Asia Pacific

9.5    Latin America

9.5.1    Brazil

9.5.2    Mexico

9.5.3    Rest of Latin America

9.6    MEA

9.6.1    UAE

9.6.2    Saudi Arabia

9.6.3    Rest of MEA

Chapter 10   Company Profiles

10.1    Activision Blizzard

10.2    Axie Infinity

10.3    Bandai Namco Entertainment

10.4    Dapper Labs

10.5    Decentraland

10.6    Electronic Arts (EA)

10.7    Epic Games

10.8    Konami

10.9    Meta (formerly Facebook Gaming)

10.10    Microsoft (Xbox Game Studios)

10.11    NetEase

10.12    Niantic

10.13    Nintendo

10.14    Riot Games

10.15    Roblox Corporation

10.16    Sega

10.17    Sony Interactive Entertainment

10.18    Square Enix

10.19    Supercell

10.20    Take-Two Interactive

10.21    Tencent Games

10.22    Ubisoft

10.23    Unity Technologies

10.24    Valve Corporation

10.25    Zynga
 

Authors: Suraj Gujar, Saptadeep Das

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Premium Report Details

  • Base Year: 2023
  • Companies covered: 25
  • Tables & Figures: 524
  • Countries covered: 19
  • Pages: 220
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