61 datasets found
  1. Global consumer likelihood of buying limited edition video games 2024

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.

  2. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
    + more versions
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    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
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    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.

    Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.

    This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.

    This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  3. Electronic Arts (EA) net bookings as of Q1 2026, by composition

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). Electronic Arts (EA) net bookings as of Q1 2026, by composition [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the first quarter of the fiscal year 2026, game publisher Electronic Arts (EA) generated over 1.08 billion U.S. dollars in net bookings via live services. Full game sales generated 214 million U.S. dollars in net bookings during the same period. Net bookings are defined as the net number of products and services sold digitally or sold-in physically in the period. Net bookings are calculated by adding total net revenue to the change in deferred net revenue for online-enabled games. Live services are EA’s revenue generator Gaming companies have pivoted to monetizing their titles beyond the initial purchase and are constantly working on keeping online players engaged via new characters, battle seasons and other in-game content. EA’s portfolio of live service games includes sports franchises EA Sports FC, and Madden NFL, as well as Battle Royale title Apex Legends, first-person shooter Battlefield V, and life simulation the Sims. All these titles are long-running series with new installments and downloadable content (DLC) being released regularly. On the flip side, the focus on live-service games means fewer big new releases, leading to a stagnation of the market in regard to new IPs (IP is short for intellectual property and a new IP refers to a new game which is not a spin-off or sequel of an existing game). Sports gamers are likely to spend money EA is constantly seeking to expand its EA Sports portfolio. In July 2025, EA released its first College Football video game after an eleven-year break since NCAA Football 14. This strategic decision is driven by several factors. First, sports gaming audiences are highly engaged and willing to spend money on additional gaming content. Second, any college football game will include rosters without names, images or likenesses or real college players to adhere to NCAA rules, which works in EA’s favor as the company as this keeps licensing costs low. And last, college football is a major pastime in EA’s biggest single market, the United States. All the pieces are lining up for EA to have another major moneymaker on their hands. This strategy paid off, as EA Sports College Football 25 became one of the top-selling video games in the United States in 2024.

  4. t

    Online Microtransaction Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 28, 2024
    + more versions
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    The Business Research Company (2024). Online Microtransaction Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/online-microtransaction-global-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 28, 2024
    Dataset authored and provided by
    The Business Research Company
    License

    https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

    Description

    Global Online Microtransaction market size is expected to reach $125.82 billion by 2029 at 10.6%, segmented as by type, in-game currencies, random chance purchases, in-game items, expiration

  5. Electronic Arts (EA) net revenue as of Q1 2026, by composition

    • statista.com
    Updated Jun 25, 2025
    + more versions
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    Jessica Clement (2025). Electronic Arts (EA) net revenue as of Q1 2026, by composition [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the first fiscal quarter of 2026, gaming publisher Electronic Arts (EA) generated 1.38 billion U.S. dollars through its live service segment. The full game segment (including game downloads and packaged goods) generated 289 million U.S. dollars in revenues.

  6. Use of microtransactions in video games in Germany 2021

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Use of microtransactions in video games in Germany 2021 [Dataset]. https://www.statista.com/statistics/1388249/microtransactions-use-video-games-germany/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Dec 2020 - Feb 2021
    Area covered
    Germany
    Description

    In 2021, around ** percent of gamers in Germany had completed a microtransaction in a video game. Microtransactions allow users to purchase virtual goods within video games.

  7. Purchasing rate of mobile in-game money or items in South Korea 2018-2023

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). Purchasing rate of mobile in-game money or items in South Korea 2018-2023 [Dataset]. https://www.statista.com/statistics/1310761/south-korea-microtransaction-rate-of-mobile-in-game-money-or-items/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    South Korea
    Description

    According to a survey conducted in South Korea in 2023, around ** percent of respondents stated that they had bought in-game money or items for mobile games. This represents an increase from the previous year, as well as the highest figured recorded over the past five years.

  8. Physical, digital and microtransactions PC games in the Netherlands...

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Physical, digital and microtransactions PC games in the Netherlands 2012-2023 [Dataset]. https://www.statista.com/statistics/602813/pc-gaming-market-revenue-in-the-netherlands-by-transaction-type/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Netherlands
    Description

    This statistic illustrates the annual revenue of the PC gaming market in the Netherlands from 2012 to 2018, with a forecast for 2019 to 2023 (in million euros), by transaction type. As of 2018, the annual revenue of the Dutch online and microtransaction PC gaming revenue amounted to approximately *** million euros.

  9. e

    Research Data for The Role of Microtransactions in Mobile Game...

    • research-9bx2a03.lolm.eu.org
    csv, json
    Updated Jul 16, 2025
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    Dr. Donna Perez (2025). Research Data for The Role of Microtransactions in Mobile Game Sustainability [Dataset]. http://doi.org/10.1069/9bx2a03121213343209094136052112-data
    Explore at:
    csv, jsonAvailable download formats
    Dataset updated
    Jul 16, 2025
    Authors
    Dr. Donna Perez
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Role of Microtransactions in Mobile Game Sustainability by Dr. Donna Perez

  10. e

    Research Data for Microtransactions in Mobile Games: Ethical Considerations

    • lolm.eu.org
    csv, json
    Updated Jul 12, 2025
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    Dr. James Williams (2025). Research Data for Microtransactions in Mobile Games: Ethical Considerations [Dataset]. http://doi.org/10.1069/ro11e-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 12, 2025
    Authors
    Dr. James Williams
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Microtransactions in Mobile Games: Ethical Considerations by Dr. James Williams

  11. e

    Research Data for Analyzing the Impact of In-Game Microtransactions

    • scholar-4xyv6.lolm.eu.org
    csv, json
    Updated Jul 11, 2025
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    Dr. Sandra Scott (2025). Research Data for Analyzing the Impact of In-Game Microtransactions [Dataset]. http://doi.org/10.1069/6meos-data
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    csv, jsonAvailable download formats
    Dataset updated
    Jul 11, 2025
    Authors
    Dr. Sandra Scott
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Analyzing the Impact of In-Game Microtransactions by Dr. Sandra Scott

  12. Global video game loot box market value 2020-2025, by region

    • statista.com
    Updated Jun 27, 2025
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    Statista (2025). Global video game loot box market value 2020-2025, by region [Dataset]. https://www.statista.com/statistics/1240234/consumer-spending-loot-boxes-skins/
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    Dataset updated
    Jun 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2020
    Area covered
    Worldwide
    Description

    In 2025, loot boxes are projected to generate **** billion U.S. dollars in annual revenues, up from an estimated ** billion U.S. dollars in 2020. Users in North America are projected to spend more than *** billion U.S. dollars per year on loot boxes in 2025.

  13. R

    Online Microtransaction Market Size - Growth Trends 2037

    • researchnester.com
    Updated May 22, 2025
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    Research Nester (2025). Online Microtransaction Market Size - Growth Trends 2037 [Dataset]. https://www.researchnester.com/reports/online-microtransaction-market/3738
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    Dataset updated
    May 22, 2025
    Dataset authored and provided by
    Research Nester
    License

    https://www.researchnester.comhttps://www.researchnester.com

    Description

    The online microtransaction market size was over USD 87 billion in 2024 and is set to cross USD 220 billion by the end of 2037, growing at more than 11% CAGR during the forecast period i.e., between 2025-2037. North America is projected to hold the highest share of 40% by 2037, driven by the rising demand for digital entertainment, especially gaming.

  14. Ways to receive refund for unauthorized microtransactions U.S. 2020

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Ways to receive refund for unauthorized microtransactions U.S. 2020 [Dataset]. https://www.statista.com/statistics/1107260/unauthorized-in-app-purchases-refunds-measures/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 20, 2020 - Feb 29, 2020
    Area covered
    United States
    Description

    Mobile gaming is a hobby enjoyed by adults and children alike. However, the potential to spend money on these addictive mobile games is high and this can be a point of tension between parents and children. According to a 2020 SellCell survey, around **** percent of parents stated that they alerted the bank in order to get a refund on unwarranted app purchases carried out by their children.

  15. F

    Free Roam Game Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Apr 13, 2025
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    Data Insights Market (2025). Free Roam Game Report [Dataset]. https://www.datainsightsmarket.com/reports/free-roam-game-1414781
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    ppt, doc, pdfAvailable download formats
    Dataset updated
    Apr 13, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The free-roam game market, encompassing titles across computer, mobile, and console platforms, exhibits robust growth potential. Driven by advancements in game engine technology, increasing accessibility through mobile platforms, and the persistent demand for immersive and engaging gameplay experiences, this sector is poised for significant expansion. The B2P (Buy-to-Play) segment currently holds a larger market share than P2P (Pay-to-Play), but the latter is experiencing faster growth due to the increasing popularity of in-app purchases and microtransactions. Major players like Tencent, MiHoYo (known for Genshin Impact), and established studios like Ubisoft and Bethesda are strategically investing in free-roam game development, contributing to market expansion. Geographical distribution shows North America and Asia Pacific as leading regions, fueled by strong gaming cultures and high smartphone penetration. However, the market faces challenges such as increasing development costs and the need for constant content updates to retain player engagement. Competition is fierce, requiring studios to innovate constantly with engaging narratives, high-quality graphics, and robust multiplayer features. The forecast period of 2025-2033 suggests a substantial increase in market value, driven by expanding user bases and technological innovation. Considering the provided data and industry trends, the market is projected to grow at a healthy CAGR (let's assume a conservative estimate of 12% for illustrative purposes). With a base year market size (2025) estimated at $25 billion (a reasonable estimation given the involvement of major gaming companies), this translates to significant growth by 2033. Regional growth will likely be uneven, with Asia Pacific potentially outpacing North America due to expanding markets in regions like Southeast Asia and India. The continued success of free-roam games relies on delivering high-quality, engaging experiences, effectively monetizing through balanced in-app purchase strategies, and adapting to evolving player preferences across different platforms. The industry's future hinges on creating immersive worlds and compelling narratives that captivate players worldwide.

  16. Microtransaction payments distribution for in-game money or items in South...

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). Microtransaction payments distribution for in-game money or items in South Korea 2024 [Dataset]. https://www.statista.com/statistics/1309718/south-korea-pc-in-game-microtransaction-distribution/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 25, 2024 - Oct 8, 2024
    Area covered
    South Korea
    Description

    According to a survey conducted in South Korea in 2024, around ** percent of respondents stated that they spent between 10,000 and ****** South Korean won monthly on in-game purchases in PC games. Over half did not spend anything on microtransactions.

  17. M

    Music Competitive Mobile Games Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Feb 22, 2025
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    Market Research Forecast (2025). Music Competitive Mobile Games Report [Dataset]. https://www.marketresearchforecast.com/reports/music-competitive-mobile-games-23579
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Feb 22, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

    https://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Market Overview The global competitive music mobile games market is projected to reach a value of USD 717 million by 2033, exhibiting a remarkable CAGR of XX% over the forecast period (2025-2033). The market is primarily driven by the increasing popularity of mobile gaming, the growing demand for immersive and engaging gaming experiences, and the rising adoption of smartphones and tablets. The free-to-play segment is expected to dominate the market, with a significant share of the revenue generated. The Android platform is anticipated to witness the highest growth due to its wider user base. Key Trends and Restraints Key trends in the competitive music mobile games market include the integration of innovative technologies such as augmented reality (AR) and virtual reality (VR), the rise of cloud gaming, and the increasing popularity of esports competitions. However, restraints include concerns over microtransactions, data privacy issues, and the potential for addiction. The market is also facing competition from other mobile game genres, such as action, adventure, and role-playing games.

  18. Physical, digital and microtransactions console games in the Netherlands...

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Physical, digital and microtransactions console games in the Netherlands 2012-2023 [Dataset]. https://www.statista.com/statistics/602789/console-games-market-revenue-in-the-netherlands-by-transaction-type/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Netherlands
    Description

    This statistic illustrates the annual revenue of the console gaming market in the Netherlands from 2014 to 2018 with a forecast for 2019 to 2023, by transaction type (in million euros). In 2018, the annual revenue of the Dutch online and microtransaction console gaming revenue amounted to almost *** million euros.

  19. f

    Means and standard deviation of both loot box spending and other...

    • plos.figshare.com
    xls
    Updated May 31, 2023
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    David Zendle; Paul Cairns (2023). Means and standard deviation of both loot box spending and other microtransaction spending, split by problem gambling severity. [Dataset]. http://doi.org/10.1371/journal.pone.0206767.t001
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    xlsAvailable download formats
    Dataset updated
    May 31, 2023
    Dataset provided by
    PLOS ONE
    Authors
    David Zendle; Paul Cairns
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Standard deviations in brackets. The spend statistics reported here are mean categories, rather than a conversion into dollar figures. Relevant categories for each mean score are given below each statistic.

  20. Subscription Based Gaming Market Analysis APAC, North America, Europe, South...

    • technavio.com
    pdf
    Updated Jan 25, 2024
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    Technavio (2024). Subscription Based Gaming Market Analysis APAC, North America, Europe, South America, Middle East and Africa - US, China, Japan, South Korea, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/subscription-based-gaming-market-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 25, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2024 - 2028
    Area covered
    United States
    Description

    Snapshot img

    Subscription Based Gaming Market Size 2024-2028

    The subscription based gaming market size is forecast to increase by USD 7.79 billion at a CAGR of 12.17% between 2023 and 2028.

    The market is experiencing significant growth, driven by the enhanced features of next-generation gaming consoles and the emergence of mobile cloud video gaming. The advanced functionalities of new gaming consoles, such as high-definition graphics, seamless connectivity, and great gaming experiences, are compelling gamers to opt for subscription models. Additionally, mobile cloud gaming is gaining popularity, enabling users to access games on-demand without the need for high-end hardware or installation. However, the market faces challenges, including the impact of piracy on subscription-based gaming. Piracy continues to be a major concern, with unauthorized access to games and services posing a significant threat to revenue growth. Despite these challenges, the market is expected to grow at a strong pace, driven by the shifting consumer preferences toward flexible and affordable gaming options.
    

    What will be the Size of the Subscription Based Gaming Market During the Forecast Period?

    Request Free Sample

    Subscription-based gaming services have gained significant traction In the global market, offering consumers a new way to access and engage with their favorite games. These services, which require a monthly fee, provide additional benefits beyond the game itself, such as exclusive content, discounts, and community features. Gaming consoles and PCs are popular platforms for subscription-based gaming, with augmented reality (AR) and virtual reality (VR) emerging as new frontiers. The pandemic has accelerated the shift towards subscription models, as more people seek out leisure activities at home. The subscription economy has expanded beyond traditional gaming platforms, with Twitch and cloud-based gaming solutions offering new avenues for engagement.
    AR, VR, and IoT technologies are also influencing the market, while AI and machine learning are enhancing the gaming experience. Smartphone penetration and internet access have expanded the reach of subscription games to mobile gamers, who can now access high-end gaming experiences on their devices. The action and adventure genres continue to dominate the subscription gaming landscape, with microtransactions and paid downloads complementing the subscription model.
    

    How is this Subscription Based Gaming Industry segmented and which is the largest segment?

    The subscription based gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Genre
    
      Action
      Adventure
      Shooting
      Sports
      Others
    
    
    Device
    
      Smartphones
      Console
      PC
    
    
    Geography
    
      APAC
    
        China
        Japan
        South Korea
    
    
      North America
    
        US
    
    
      Europe
    
        Germany
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Genre Insights

    The action segment is estimated to witness significant growth during the forecast period. The action games are packed with thrills, challenges, and entertaining stories that demand to a wide variety of gamers. The thematic element within the action games is driving the growth of the action games segment. Some players are drawn to action games with military themes, such as Battlefield, while others are drawn to fantasy worlds, like Dark Souls, or sci-fi environments, such as Destiny. These thematic differences let developers and marketers target players based on their interests. Thus, the rising adoption of augmented reality and VR in the action genre is a major factor that will fuel the growth of the action segment in the market during the forecast period.
    

    Get a glance at the Subscription Based Gaming Industry report of share of various segments Request Free Sample

    The Action segment was valued at USD 1.61 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 42% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The Subscription-based Gaming Market in APAC is projected to dominate the global landscape due to the region's expanding middle class, increasing smartphone penetration, and thriving gaming industry. Mobile gaming is a significant contributor to this growth, with major players like Tencent, Sony, and Nintendo leading the charge. companies are collaborating with telecom service providers to introduce cloud-based mobile gaming. The APAC region is home to a vast consumer base of mobile gamers. K

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Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
Organization logo

Global consumer likelihood of buying limited edition video games 2024

Explore at:
15 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 25, 2025
Dataset provided by
Statistahttp://statista.com/
Authors
Statista Research Department
Description

A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.

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