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COVID-19 Outbreak-Global Virtual Goods Industry Market Report-Development Trends, Threats, Opportunities and Competitive Landscape in 2020

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Published on 01/07/2021| Code: MAR41115D| Category: Utilities| Total Pages: 124

Virtual goods are services and products that are available in games that are procured using real money. These goods do not translate into real-life goods and are particular to a certain game.

The Virtual Goods market revenue was xx.xx Million USD in 2019, and will reach xx.xx Million USD in 2025, with a CAGR of x.x% during 2020-2025.

Under COVID-19 outbreak globally, this report provides 360 degrees of analysis from supply chain, import and export control to regional government policy and future influence on the industry. Detailed analysis about market status (2015-2020), enterprise competition pattern, advantages and disadvantages of enterprise products, industry development trends (2020-2025), regional industrial layout characteristics and macroeconomic policies, industrial policy has also been included. From raw materials to end users of this industry are analyzed scientifically, the trends of product circulation and sales channel will be presented as well. Considering COVID-19, this report provides comprehensive and in-depth analysis on how the epidemic push this industry transformation and reform.

In COVID-19 outbreak, Chapter 2.2 of this report provides an analysis of the impact of COVID-19 on the global economy and the Virtual Goods industry.

Chapter 3.7 covers the analysis of the impact of COVID-19 from the perspective of the industry chain.

In addition, chapters 7-11 consider the impact of COVID-19 on the regional economy.

The Virtual Goods market can be split based on product types, major applications, and important countries as follows:

Key players in the global Virtual Goods market covered in Chapter 12:

Bebo Inc.
Kabam Inc
Mixi Inc.
Facebook Inc.
Tencent Holdings Ltd.
Epic Games, Inc.
Tagged Inc.
Line
Myspace LLC
Hi5 Networks Inc.
Gree Inc.
Zynga Inc.
KakaoTalk

In Chapter 4 and 14.1, on the basis of types, the Virtual Goods market from 2015 to 2025 is primarily split into:

Game Skin Virtual Goods
Game Fashion Virtual Goods
Digital Chat Stickers
Others

In Chapter 5 and 14.2, on the basis of applications, the Virtual Goods market from 2015 to 2025 covers:

Female
Male

Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2015-2025) of the following regions are covered in Chapter 6, 7, 8, 9, 10, 11, 14:

North America (Covered in Chapter 7 and 14)

United States

Canada

Mexico

Europe (Covered in Chapter 8 and 14)

Germany

UK

France

Italy

Spain

Russia

Others

Asia-Pacific (Covered in Chapter 9 and 14)

China

Japan

South Korea

Australia

India

Southeast Asia

Others

Middle East and Africa (Covered in Chapter 10 and 14)

Saudi Arabia

UAE

Egypt

Nigeria

South Africa

Others

South America (Covered in Chapter 11 and 14)

Brazil

Argentina

Columbia

Chile

Others

Years considered for this report:

Historical Years: 2015-2019

Base Year: 2019

Estimated Year: 2020

Forecast Period: 2020-2025

Table of Content

1 Virtual Goods Introduction and Market Overview

1.1 Objectives of the Study

1.2 Overview of Virtual Goods

1.3 Scope of The Study

1.3.1 Key Market Segments

1.3.2 Players Covered

1.3.3 COVID-19's impact on the Virtual Goods industry

1.4 Methodology of The Study

1.5 Research Data Source

2 Executive Summary

2.1 Market Overview

2.1.1 Global Virtual Goods Market Size, 2015 – 2020

2.1.2 Global Virtual Goods Market Size by Type, 2015 – 2020

2.1.3 Global Virtual Goods Market Size by Application, 2015 – 2020

2.1.4 Global Virtual Goods Market Size by Region, 2015 - 2025

2.2 Business Environment Analysis

2.2.1 Global COVID-19 Status and Economic Overview

2.2.2 Influence of COVID-19 Outbreak on Virtual Goods Industry Development

3 Industry Chain Analysis

3.1 Upstream Raw Material Suppliers of Virtual Goods Analysis

3.2 Major Players of Virtual Goods

3.3 Virtual Goods Manufacturing Cost Structure Analysis

3.3.1 Production Process Analysis

3.3.2 Manufacturing Cost Structure of Virtual Goods

3.3.3 Labor Cost of Virtual Goods

3.4 Market Distributors of Virtual Goods

3.5 Major Downstream Buyers of Virtual Goods Analysis

3.6 The Impact of Covid-19 From the Perspective of Industry Chain

3.7 Regional Import and Export Controls Will Exist for a Long Time

3.8 Continued downward PMI Spreads Globally

4 Global Virtual Goods Market, by Type

4.1 Global Virtual Goods Value and Market Share by Type (2015-2020)

4.2 Global Virtual Goods Production and Market Share by Type (2015-2020)

4.3 Global Virtual Goods Value and Growth Rate by Type (2015-2020)

4.3.1 Global Virtual Goods Value and Growth Rate of Game Skin Virtual Goods
4.3.2 Global Virtual Goods Value and Growth Rate of Game Fashion Virtual Goods
4.3.3 Global Virtual Goods Value and Growth Rate of Digital Chat Stickers
4.3.4 Global Virtual Goods Value and Growth Rate of Others
4.4 Global Virtual Goods Price Analysis by Type (2015-2020)

5 Virtual Goods Market, by Application

5.1 Downstream Market Overview

5.2 Global Virtual Goods Consumption and Market Share by Application (2015-2020)

5.3 Global Virtual Goods Consumption and Growth Rate by Application (2015-2020)

5.3.1 Global Virtual Goods Consumption and Growth Rate of Female (2015-2020)
5.3.2 Global Virtual Goods Consumption and Growth Rate of Male (2015-2020)

6 Global Virtual Goods Market Analysis by Regions

6.1 Global Virtual Goods Sales, Revenue and Market Share by Regions

6.1.1 Global Virtual Goods Sales by Regions (2015-2020)

6.1.2 Global Virtual Goods Revenue by Regions (2015-2020)

6.2 North America Virtual Goods Sales and Growth Rate (2015-2020)

6.3 Europe Virtual Goods Sales and Growth Rate (2015-2020)

6.4 Asia-Pacific Virtual Goods Sales and Growth Rate (2015-2020)

6.5 Middle East and Africa Virtual Goods Sales and Growth Rate (2015-2020)

6.6 South America Virtual Goods Sales and Growth Rate (2015-2020)

7 North America Virtual Goods Market Analysis by Countries

7.1 The Influence of COVID-19 on North America Market

7.2 North America Virtual Goods Sales, Revenue and Market Share by Countries

7.2.1 North America Virtual Goods Sales by Countries (2015-2020)

7.2.2 North America Virtual Goods Revenue by Countries (2015-2020)

7.3 United States Virtual Goods Sales and Growth Rate (2015-2020)

7.4 Canada Virtual Goods Sales and Growth Rate (2015-2020)

7.5 Mexico Virtual Goods Sales and Growth Rate (2015-2020)

8 Europe Virtual Goods Market Analysis by Countries

8.1 The Influence of COVID-19 on Europe Market

8.2 Europe Virtual Goods Sales, Revenue and Market Share by Countries

8.2.1 Europe Virtual Goods Sales by Countries (2015-2020)

8.2.2 Europe Virtual Goods Revenue by Countries (2015-2020)

8.3 Germany Virtual Goods Sales and Growth Rate (2015-2020)

8.4 UK Virtual Goods Sales and Growth Rate (2015-2020)

8.5 France Virtual Goods Sales and Growth Rate (2015-2020)

8.6 Italy Virtual Goods Sales and Growth Rate (2015-2020)

8.7 Spain Virtual Goods Sales and Growth Rate (2015-2020)

8.8 Russia Virtual Goods Sales and Growth Rate (2015-2020)

9 Asia Pacific Virtual Goods Market Analysis by Countries

9.1 The Influence of COVID-19 on Asia Pacific Market

9.2 Asia Pacific Virtual Goods Sales, Revenue and Market Share by Countries

9.2.1 Asia Pacific Virtual Goods Sales by Countries (2015-2020)

9.2.2 Asia Pacific Virtual Goods Revenue by Countries (2015-2020)

9.3 China Virtual Goods Sales and Growth Rate (2015-2020)

9.4 Japan Virtual Goods Sales and Growth Rate (2015-2020)

9.5 South Korea Virtual Goods Sales and Growth Rate (2015-2020)

9.6 India Virtual Goods Sales and Growth Rate (2015-2020)

9.7 Southeast Asia Virtual Goods Sales and Growth Rate (2015-2020)

9.8 Australia Virtual Goods Sales and Growth Rate (2015-2020)

10 Middle East and Africa Virtual Goods Market Analysis by Countries

10.1 The Influence of COVID-19 on Middle East and Africa Market

10.2 Middle East and Africa Virtual Goods Sales, Revenue and Market Share by Countries

10.2.1 Middle East and Africa Virtual Goods Sales by Countries (2015-2020)

10.2.2 Middle East and Africa Virtual Goods Revenue by Countries (2015-2020)

10.3 Saudi Arabia Virtual Goods Sales and Growth Rate (2015-2020)

10.4 UAE Virtual Goods Sales and Growth Rate (2015-2020)

10.5 Egypt Virtual Goods Sales and Growth Rate (2015-2020)

10.6 Nigeria Virtual Goods Sales and Growth Rate (2015-2020)

10.7 South Africa Virtual Goods Sales and Growth Rate (2015-2020)

11 South America Virtual Goods Market Analysis by Countries

11.1 The Influence of COVID-19 on Middle East and Africa Market

11.2 South America Virtual Goods Sales, Revenue and Market Share by Countries

11.2.1 South America Virtual Goods Sales by Countries (2015-2020)

11.2.2 South America Virtual Goods Revenue by Countries (2015-2020)

11.3 Brazil Virtual Goods Sales and Growth Rate (2015-2020)

11.4 Argentina Virtual Goods Sales and Growth Rate (2015-2020)

11.5 Columbia Virtual Goods Sales and Growth Rate (2015-2020)

11.6 Chile Virtual Goods Sales and Growth Rate (2015-2020)

12 Competitive Landscape

12.1 Bebo Inc.
12.1.1 Bebo Inc. Basic Information
12.1.2 Virtual Goods Product Introduction
12.1.3 Bebo Inc. Production, Value, Price, Gross Margin 2015-2020
12.2 Kabam Inc
12.2.1 Kabam Inc Basic Information
12.2.2 Virtual Goods Product Introduction
12.2.3 Kabam Inc Production, Value, Price, Gross Margin 2015-2020
12.3 Mixi Inc.
12.3.1 Mixi Inc. Basic Information
12.3.2 Virtual Goods Product Introduction
12.3.3 Mixi Inc. Production, Value, Price, Gross Margin 2015-2020
12.4 Facebook Inc.
12.4.1 Facebook Inc. Basic Information
12.4.2 Virtual Goods Product Introduction
12.4.3 Facebook Inc. Production, Value, Price, Gross Margin 2015-2020
12.5 Tencent Holdings Ltd.
12.5.1 Tencent Holdings Ltd. Basic Information
12.5.2 Virtual Goods Product Introduction
12.5.3 Tencent Holdings Ltd. Production, Value, Price, Gross Margin 2015-2020
12.6 Epic Games, Inc.
12.6.1 Epic Games, Inc. Basic Information
12.6.2 Virtual Goods Product Introduction
12.6.3 Epic Games, Inc. Production, Value, Price, Gross Margin 2015-2020
12.7 Tagged Inc.
12.7.1 Tagged Inc. Basic Information
12.7.2 Virtual Goods Product Introduction
12.7.3 Tagged Inc. Production, Value, Price, Gross Margin 2015-2020
12.8 Line
12.8.1 Line Basic Information
12.8.2 Virtual Goods Product Introduction
12.8.3 Line Production, Value, Price, Gross Margin 2015-2020
12.9 Myspace LLC
12.9.1 Myspace LLC Basic Information
12.9.2 Virtual Goods Product Introduction
12.9.3 Myspace LLC Production, Value, Price, Gross Margin 2015-2020
12.10 Hi5 Networks Inc.
12.10.1 Hi5 Networks Inc. Basic Information
12.10.2 Virtual Goods Product Introduction
12.10.3 Hi5 Networks Inc. Production, Value, Price, Gross Margin 2015-2020
12.11 Gree Inc.
12.11.1 Gree Inc. Basic Information
12.11.2 Virtual Goods Product Introduction
12.11.3 Gree Inc. Production, Value, Price, Gross Margin 2015-2020
12.12 Zynga Inc.
12.12.1 Zynga Inc. Basic Information
12.12.2 Virtual Goods Product Introduction
12.12.3 Zynga Inc. Production, Value, Price, Gross Margin 2015-2020
12.13 KakaoTalk
12.13.1 KakaoTalk Basic Information
12.13.2 Virtual Goods Product Introduction
12.13.3 KakaoTalk Production, Value, Price, Gross Margin 2015-2020

13 Industry Outlook

13.1 Market Driver Analysis

13.1.2 Market Restraints Analysis

13.1.3 Market Trends Analysis

13.2 Merger, Acquisition and New Investment

13.3 News of Product Release

14 Global Virtual Goods Market Forecast

14.1 Global Virtual Goods Market Value & Volume Forecast, by Type (2020-2025)

14.1.1 Game Skin Virtual Goods Market Value and Volume Forecast (2020-2025)
14.1.2 Game Fashion Virtual Goods Market Value and Volume Forecast (2020-2025)
14.1.3 Digital Chat Stickers Market Value and Volume Forecast (2020-2025)
14.1.4 Others Market Value and Volume Forecast (2020-2025)
14.2 Global Virtual Goods Market Value & Volume Forecast, by Application (2020-2025)

14.2.1 Female Market Value and Volume Forecast (2020-2025)
14.2.2 Male Market Value and Volume Forecast (2020-2025)
14.3 Virtual Goods Market Analysis and Forecast by Region

14.3.1 North America Market Value and Consumption Forecast (2020-2025)

14.3.2 Europe Market Value and Consumption Forecast (2020-2025)

14.3.3 Asia Pacific Market Value and Consumption Forecast (2020-2025)

14.3.4 Middle East and Africa Market Value and Consumption Forecast (2020-2025)

14.3.5 South America Market Value and Consumption Forecast (2020-2025)

15 New Project Feasibility Analysis

15.1 Industry Barriers and New Entrants SWOT Analysis

15.1.1 Porter’s Five Forces Analysis

15.1.2 New Entrants SWOT Analysis

15.2 Analysis and Suggestions on New Project Investment

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