Report Content
Chapter 1 Scope & Methodology
1.1 Market scope & definition
1.2 Base estimates & calculations
1.3 Forecast parameters
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 360º synopsis, 2021 - 2032
Chapter 3 Industry Insights
3.1 Industry ecosystem analysis
3.2 Vendor matrix
3.3 Technology & innovation landscape
3.4 Patent analysis
3.5 Key news and initiatives
3.6 Regulatory landscape
3.7 Impact forces
3.7.1 Growth drivers
3.7.1.1 Increasing adoption of blockchain technology
3.7.1.2 Growth of non-fungible tokens (NFTs)
3.7.1.3 Growing popularity of Play-to-earn (P2E) models
3.7.1.4 Enhanced security and transparency
3.7.1.5 Increasing investment and funding
3.7.2 Industry pitfalls & challenges
3.7.2.1 Technical complexity
3.7.2.2 Volatility of cryptocurrencies and NFTs
3.8 Growth potential analysis
3.9 Porter’s analysis
3.9.1 Supplier power
3.9.2 Buyer power
3.9.3 Threat of new entrants
3.9.4 Threat of substitutes
3.9.5 Industry rivalry
3.10 PESTEL analysis
Chapter 4 Competitive Landscape, 2023
4.1 Company market share analysis
4.2 Competitive positioning matrix
4.3 Strategic outlook matrix
Chapter 5 Market Estimates & Forecast, By Game Type, 2021 - 2032 (USD Million)
5.1 Key trends
5.2 Puzzle and trivia games
5.3 Role-playing games (RPGs)
5.4 Sports and racing games
5.5 Strategy games
5.6 Virtual worlds
5.7 Others
Chapter 6 Market Estimates & Forecast, By Device Type, 2021 – 2032 (USD Million)
6.1 Key trends
6.2 PC/desktop
6.3 Mobile
6.4 Consoles
6.5 VR/AR
Chapter 7 Market Estimates & Forecast, By In-Game Purchase, 2021 – 2032 (USD Million)
7.1 Key trends
7.2 USD
7.3 Ethereum
7.4 USDC
7.5 Others
Chapter 8 Market Estimates & Forecast, By Mode, 2021 – 2032 (USD Million)
8.1 Key trends
8.2 Play-to-earn (P2E)
8.3 Free-to-play (F2P)
8.4 Subscription-based
8.5 Hybrid models
Chapter 9 Market Estimates & Forecast, By End User, 2021 – 2032 (USD Million)
9.1 Key trends
9.2 Casual gamers
9.3 Hardcore gamers
9.4 Investors/speculators
9.5 Collectors
9.6 Community builders
Chapter 10 Market Estimates & Forecast, By Region, 2021 - 2032 (USD Million)
10.1 Key trends
10.2 North America
10.2.1 U.S.
10.2.2 Canada
10.3 Europe
10.3.1 UK
10.3.2 Germany
10.3.3 France
10.3.4 Italy
10.3.5 Spain
10.3.6 Rest of Europe
10.4 Asia Pacific
10.4.1 China
10.4.2 India
10.4.3 Japan
10.4.4 South Korea
10.4.5 ANZ
10.4.6 Rest of Asia Pacific
10.5 Latin America
10.5.1 Brazil
10.5.2 Mexico
10.5.3 Rest of Latin America
10.6 MEA
10.6.1 UAE
10.6.2 Saudi Arabia
10.6.3 South Africa
10.6.4 Rest of MEA
Chapter 11 Company Profiles
11.1 Axie Infinity (Sky Mavis Pte. Ltd.)
11.2 Aavegotchi (Pixelcraft Studios Ltd.)
11.3 Alien Worlds
11.4 Animoca Brands Corporation Limited
11.5 Aurory Project Inc.
11.6 Dapper Labs Inc.
11.7 Decentraland Foundation
11.8 Enjin Pte. Ltd.
11.9 Forte Labs, Inc.
11.10 Gala Games, Inc.
11.11 Gods Unchained
11.12 Illuvium Labs Ltd.
11.13 Immutable Pty Ltd
11.14 MOBOX Ltd.
11.15 Mythical, Inc.
11.16 OpenSea (Ozone Networks, Inc.)
11.17 Sky Mavis Pte. Ltd.
11.18 Sorare SAS
11.19 Splinterlands Inc.
11.20 Star Atlas (Automata Pte. Ltd.)
11.21 SuperRare Labs, Inc.
11.22 The Sandbox, a subsidiary of Animoca Brands
11.23 Ubisoft Entertainment S.A.
11.24 Vulcan Forged Ltd.
11.25 Yield Guild Games Ltd.