Online Microtransaction Global Market Report 2021: Focus on In-Game Currencies, Random Chance Purchases, In-Game Items, Expiration -

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DUBLIN, August 19, 2021--(BUSINESS WIRE)--The "Online Microtransaction Global Market Report 2021: COVID-19 Impact and Recovery to 2030" report has been added to's offering.

The global online microtransaction market is expected to grow from $33.4 billion in 2020 to $34.59 billion in 2021 at a compound annual growth rate (CAGR) of 3.6%. The market is expected to reach $51.09 billion in 2025 at a CAGR of 10%.

Major players in the online microtransaction market are SmileGate (CrossFire), Riot Games, Inc., Nexon Co., Ltd.,, NCSoft, Activision Blizzard Inc., Electronic Arts Inc., Valve Corporation, Tencent Holdings Ltd. and NetEase Inc.

The online microtransaction market consists of sales of in-game virtual goods and its related services. Microtransactions are in-game purchases of virtual items for small amounts of money. These often appear in free-to-play games that do not have any cost for downloading the game and only includes the online cost for virtual goods. Microtransactions are done to unlock specific features or enhance the special abilities, content or character in a game.

The expansion of the gaming industry is to act as a major driver for the development of the online microtransaction market. Online microtransaction uses real money to gain access to currency in-game or virtual items, which improves the gaming experience of the player.

The video gaming industry generated revenues of $ 152.1 billion in 2019 and is anticipated to grow over the forthcoming years. Therefore, the growth of the gaming and video gaming industry is expected to propel the revenues for online microtransaction market in the near future.

The online microtransaction market covered in this report is segmented by type into in-game currencies, random chance purchases, in-game items, expiration and by device into mobile, console, PC.

Stringent regulations imposed on the microtransactions are projected to limit the market growth during the period. According to NPR's news published in November 2019, China introduced restrictions on video games and online microtransactions for minors. Chinese officials limited the online microtransactions value at $ 28 or $ 57 depending on the age of the minor.

These restrictions imposed is likely to reduce the number of transactions done by a minor, thus, reducing the revenues for microtransactions market from the minor group. Therefore, stringent regulations imposed by the government on setting the limit of transactions is to have an adverse effect on the growth of online microtransactions market over the forecast period.

Key Topics Covered:

1. Executive Summary

2. Online Microtransaction Market Characteristics

3. Online Microtransaction Market Trends and Strategies

4. Impact of COVID-19 on Online Microtransaction

5. Online Microtransaction Market Size and Growth

5.1. Global Online Microtransaction Historic Market, 2015-2020, $ Billion

5.1.1. Drivers of the Market

5.1.2. Restraints on the Market

5.2. Global Online Microtransaction Forecast Market, 2020-2025F, 2030F, $ Billion

5.2.1. Drivers of the Market

5.2.2. Restraints on the Market

6. Online Microtransaction Market Segmentation

6.1. Global Online Microtransaction Market, Segmentation by Type, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

  • In-Game Currencies

  • Random Chance Purchases

  • In-Game Items

  • Expiration

6.2. Global Online Microtransaction Market, Segmentation by Device, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

  • Mobile

  • Console

  • PC

6.3. Global Online Microtransaction Market, Segmentation by Model, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

  • Prepay Model

  • Postpay Model

  • Others

7. Online Microtransaction Market Regional and Country Analysis

7.1. Global Online Microtransaction Market, Split by Region, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

7.2. Global Online Microtransaction Market, Split by Country, Historic and Forecast, 2015-2020, 2020-2025F, 2030F, $ Billion

Companies Mentioned

  • SmileGate (CrossFire)

  • Riot Games, Inc.

  • Nexon Co., Ltd.


  • NCSoft

  • Activision Blizzard Inc.

  • Electronic Arts Inc.

  • Valve Corporation

  • Tencent Holdings Ltd.

  • NetEase Inc.

  • Microsoft Corp.

  • GungHo Online Entertainment Inc.

  • CyberAgent Inc.

  • The Walt Disney Co.

  • Ubisoft Entertainment.

  • Niantic Inc.

  • Take-Two Interactive

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