The Web3 gaming market size accounted for USD 25.63 billion in 2024 and is estimated to reach USD 124.74 billion by 2032, expanding at a CAGR of 19.34% during 2025-2032.
The growth of the Web3 gaming market is determined by the rising number of distributed platforms, economies owned by players, and NFT incorporation demand globally. Improved user engagement, blockchain security, and play-to-earn models are appealing to gamers as well as developers. Growing investment and technological advancement further fuel adoption, leading to continued market growth.
For instance, in 2024, Telegram's Web3 gaming environment has achieved great success, and clicker games alone have added 50 million new users to the platform. Moreover, more than 2,000 game developers have switched their attention to Web3 gaming over the past two years, fueled by emerging decentralized platforms and monetization avenues.
Another instance is The Sandbox Alpha Season 4, which garnered 580,000 unique gamers, completed 39 million quests, and accrued more than 1 million gameplay hours in 2024, indicating increasing interest and popularity of Web3 games.
As a fact, 40% of the Web3 audience are millennials, with 76% of blockchain gamers identifying asset ownership as the primary advantage of Web3 games. In addition, most Web3 users are men, which showcases a clear demographic trend in this category.
The U.S. Web3 Gaming Market size was valued at USD 8.58 billion in 2024 and is expected to reach USD 34.64 billion by 2032, growing at a CAGR of 19.07% over 2025-2032. The growth of the U.S. Web3 gaming market is boosting owing to the surging interest of users in blockchain games, play-to-earn, and player ownership of assets via NFTs. Growing venture capital investment and developments in the decentralized technology are also boosting the adoption and long-term market expansion.
Approximately, 45% of the Web3 gamers in the U.S. are opting for play-to-earn (P2E) mechanics, with more than 60% of their in-game expenditure, which is coming from their earnings made on NFTs and in-game assets.
For instance, in 2024, Epic Games Store on-boarded 81 new Web3 games, highlighting the mainstream recognition and wide exposure for blockchain games to a prolonged and mainstream non-crypto gaming community.
Drivers:
Play-to-earn Model Integration is Opening up New Revenue Streams and Redefining User Interaction on New Gaming Platforms
The Web3 gaming is propelled by the play-to-earn (P2E) models, which is in high demand, as players earn NFTs and crypto rewards, incorporating income generation with entertainment. Especially, in the emerging markets, the P2E presents alternate incomes where lack of traditional employment is witnessed. Developers are getting benefitted by the surging bases of users and scalable tokenized economies. Community governance increases participation, providing players with ownership and voting rights, as opposed to free-to-play games. With the growing blockchain infrastructure, such revenue models boost innovation and also bring capital to the Web3 gaming sector.
For instance, Alien Worlds has seen a boost in user activity, with more than 1 million unique active wallets engaging with the platform within the last 30 days, representing a 10% growth in user activity. The game also handled by approximately 427 million transactions within the same timeframe, further highlighting the high player activity. With an average of 11 million transactions per day approximately, and Alien Worlds is one of the most active blockchain games played globally.
Restraints:
Lack of Technical Knowledge and Wallet Setup Hamper the Engagement of Mainstream Gamers with Web3 Platforms
Web3 gaming is still difficult for non-technical users owing to their complex onboarding procedures with gas, seed phrases, and wallets. The majority of games require third-party software, launching unfamiliarity, which prevents casual gamers to experience end-to-end plug-and-play. Delays in blockchain fees, transactions, and distrustment from past scams continue to hamper the adoption. lack of easy-to-use interfaces and streamlined user experiences, further hamper the mainstream appeal. These difficulties create a splintered surrounding, which is not as accessible and instant as projected by the larger gaming public who are used to conventional platforms.
By 2024, 54% of industry professionals have witnessed poor user experience and are facing major hurdles while onboarding, reduced from 80% in 2023.
A survey revealed that 32% of mainstream gamers had not yet experimented with Web3 games because they were unsure where to begin, and 11% were discouraged by the difficulty of installing crypto wallets, highlighting the need to simplify user interfaces to match the industry's technical development.
Opportunities:
Institutional Investment and Venture Capital are Driving Infrastructure Development Forward and are Indicating Optimism for the Future of Web3 Gaming
Substantial capital inflows by VCs, game publishers, and blockchain funds are hastening innovation in Web3 gaming. Investment spurs development of scalable blockchains, Layer 2 solutions, and user-focused platforms. Top-tier studios are entering the scene, adding legitimacy and invoking traditional interest. Increased funding powers talent recruitment and game development of high quality. Gaming accelerators and DAOs are also making independent creators' access more democratized. With investments increasing in tooling and cross-chain tech, the ecosystem matures, simplifying entry and enabling global scalability for Web3 gaming.
For instance, Immutable, in collaboration with King River Capital and Polygon Labs, launched the USD 100 million Inevitable Games Fund to invest in early-stage Web3 gaming and infrastructure projects.
The Sandbox rolled out a 100 million SAND fund (around USD 60 million) to boost the development of user-generated content via its Game Maker Fund.
Meanwhile, Anichess, a Web3 chess game developed in partnership with Chess.com, raised USD 1.8 million in April 2024, following a USD 1.5 million seed round in 2023, with backing from investors such as Sfermion, Amber Group, and others.
Challenges
Doubt Regarding the Sustainability and Validity of Token Economies still Hinders the Credibility of the Web3 Gaming Industry
Numerous Web3 gaming games are criticized through token inflation, unsustainable reward dynamics, and speculative behavior. The haste to lure users makes other games emphasize immediate growth at the expense of fundamental game and economic design, producing token crashes as well as users dropping off. Imbalanced gameplay economies and incompetent tokenomics enrage. They disintegrate trust, too. Without sustainable value, strong governance, and incentive alignment, retention does not work. There needs to be transparency, enduring utility, and sound economic planning in order to overcome. Trust. Skepticism, of course, gets to extend to the point. of institutionalized adoption in the Web3 gaming space.
For instance, the token of Axie Infinity, Smooth Love Potion (SLP), experienced a spectacular 99% decline in value by early 2022. This collapse was due to token inflation, an excess of SLP, and a failure of sustained demand, resulting in a massive loss of players and investor confidence.
By Device Type
PC/Desktop segment led the Web3 gaming market in 2024 with 40% of revenues owing largely to infrastructure maturity, improved processing power, and available user base familiar with crypto tools. Interoperability within interface customization and improved graphics experience draw developers and users to the platform. Wallet and decentralized application integration is smoother on the desktops, encouraging greater user interaction and more transactions.
VR/AR will continue to expand at the fastest CAGR of 22.24% during 2025-2032 when immersive technologies will blend with decentralized ecosystems. VR/AR's interactive model goes well with Web3's philosophy of experiential ownership. As hardware becomes less expensive and Web3 platforms prepare for spatial computing, the space is likely to draw in gamers and developers alike in pursuit of next-gen experiences.
By Mode
Play-to-earn (P2E) led the Web3 gaming space in 2024 by virtue of a 39% revenue share based on its robust economic incentive model. P2E frameworks offer users the power to capture digital properties or tokens as rewards for playing, driving engagement both in nascent and mature markets. P2E games mobilized huge player bases rapidly, particularly in poorer areas where they presented a supplementary source of income.
Hybrid models are expected to grow at the fastest CAGR of 21.39% throughout 2025-2032 because they are more sustainable and interactive gameplay model. Combining play-to-earn with subscription elements or vanilla gameplay, hybrid models avoid token fatigue and retain long-term users. The general and crypto-native gamers appreciate the balanced approach, which further boosts the larger acceptance and growth among user bases.
By Game Type
Play-to-Earn Games held the dominant market share of 44% in terms of revenue in 2024 due to the increased financial rewards and user engagement. With the incorporation of blockchain-based earnings into the game, these games have generated stringent value propositions, and they were also adopted by users, which were seeking for entertainment and rewards, especially among economically weak groups.
NFT-Based Games are anticipated to advance at the fastest CAGR of 20.40% during 2025-2032 based on increasing demand for digital ownership and collectibles-based economies. NFT-based games allow players to purchase, sell, and exchange specific in-game assets, offering real-world value to gaming experiences. As interoperability and secondaries grow, NFT-based games will transform gamers' perspectives regarding time and assets within worlds.
By End-Use
Casual gamers have led the market with the highest revenue share in 2024 with approximately 40% of the Web3 gaming market share due to their accessibility and low entry constraint. These games typically consume little time, making them attractive to a larger audience. Easier onboarding, mobile-first compatibility, and rewarding reward structures made them more accessible, thus leading to more adoption geographically and higher contribution to overall revenues.
Hardcore gamers are expected to expand at the highest CAGR of 21.17% during 2025-2032 due to immersive gameplay, strategic mechanics, and monetary rewards aligning with their level of commitment. Web3 games are developing in terms of complexity, serving skill-based ecosystems. These players also participate actively in governance and staking, hence being crucial to ecosystem maturity and drawing higher lifetime value per user over time.
North America dominated the Web3 gaming market in 2024 with a 40% share of revenues, thanks to sophisticated blockchain infrastructure, high levels of digital literacy, and early embracement of decentralized technologies. High venture capital investment, powerful top-tier game studios' base, and well-designed regulatory structures has allowed for user acquisition and innovation. In addition, mature gaming culture in the region, high disposable income, have boosted the participation in play-to-earn mechanisms and game economies driven by NFTs.
The U.S. led the Web3 gaming sector because of firm venture capital dominance, superior tech infrastructure, and prior adoption of blockchain game platforms.
Asia Pacific is anticipated to expand at the highest CAGR of 21.27% during 2025-2032 owing to the reason that it has an enormous, mobile-first gaming populace and high digitalization. Smartphone penetration hyper growth, growing crypto-asset demand, and favoring government policies in nations, such as South Korea and Japan are important drivers. India and Southeast Asia, the emerging economies, are also adopting Web3 games for purposes of generating revenues, causing growth in the region to be explosive.
China is leading the Web3 Gaming Market in Asia Pacific due to its huge gaming population, fast-paced blockchain adoption, and robust government-supported tech innovation efforts.
China-based Animoca Brands Corporation Limited is making strides in the Web3 space. Their EDU Chain, launched as a Layer 3 blockchain on Arbitrum Orbit, recorded 2.3 million unique active wallets and 116 million transactions during its testnet phase, with the mainnet launching in January 2025.
Europe is expected to witness a strong growth in the Web3 gaming market owing to its mature tech ecosystem, favorable regulatory environment, and high digital growth emphasis, and favorable. The rise of investment in blockchain technology and decentralized gaming platforms in Europe fuels robust market growth and user adoption.
The U.K. is Europe's leading region in the Web3 gaming market driven by its strong technology infrastructure, high gamer engagement, and substantial investments in blockchain-based gaming platforms and startups.
The Middle East & Africa is experiencing substantial growth in the Web3 gaming market, due to the growing internet penetration, heightened interest in blockchain, and growing digital economies. Latin America is emerging quickly, powered by a young, tech-empowered populace and play-to-earn adoption.
The key players in the market are Animoca Brands Corporation Limited, Sky Mavis Pte. Ltd., Dapper Labs Inc., Immutable Pty Ltd, Gala Games, Inc., The Sandbox, Decentraland Foundation, Mythical, Inc., Enjin, Forte, Sorare, Ubisoft, Gods Unchained, Alien Worlds, and Axie Infinity.
In 2025, Enjin introduced significant upgrades in 2025, launching Bugis and Matrixchain to enhance their blockchain’s scalability and user experience.
In 2025, Forte acquired Sealance Corp, improving Web3 privacy and identity solutions, further expanding its reach in the gaming ecosystem.
In 2024, Animoca launched One Fight Arena, a match-3 fighter game featuring ONE Championship’s roster, available on iOS and Android.
In 2024, The Sandbox launched its decentralized autonomous organization (DAO) and further developed its virtual world, enabling user-driven governance and enhanced metaverse experiences.
In 2024, Alien Worlds launched several games, including Milky Way Miner, Battlefleet Armageddon, and Mercenary Battlegrounds, expanding its reach through platforms like Steam and mobile app stores.
Report Attributes | Details |
---|---|
Market Size in 2024 | USD 25.63 Billion |
Market Size by 2032 | USD 124.74 Billion |
CAGR | CAGR of 19.34% From 2025 to 2032 |
Base Year | 2024 |
Forecast Period | 2025-2032 |
Historical Data | 2021-2023 |
Report Scope & Coverage | Market Size, Segments Analysis, Competitive Landscape, Regional Analysis, DROC & SWOT Analysis, Forecast Outlook |
Key Segments | • By Game Type (NFT-Based Games, Play-to-Earn Games, Decentralized Games) • By Device Type (PC/Desktop, Mobile, Consoles, VR/AR) • By End-Use (Casual Gamers, Hardcore Gamers, Investors/Speculators, Collectors, Community Builders) • By Mode (Play-to-Earn (P2E), Free-to-Play (F2P), Subscription-Based, Hybrid Models) |
Regional Analysis/Coverage | North America (US, Canada, Mexico), Europe (Germany, France, UK, Italy, Spain, Poland, Turkey, Rest of Europe), Asia Pacific (China, India, Japan, South Korea, Singapore, Australia, Rest of Asia Pacific), Middle East & Africa (UAE, Saudi Arabia, Qatar, South Africa, Rest of Middle East & Africa), Latin America (Brazil, Argentina, Rest of Latin America) |
Company Profiles | Animoca Brands Corporation Limited, Sky Mavis Pte. Ltd., Dapper Labs Inc., Immutable Pty Ltd, Gala Games, Inc., The Sandbox, Decentraland Foundation, Mythical, Inc., Enjin, Forte, Sorare, Ubisoft, Gods Unchained, Alien Worlds, Axie Infinity |
Ans: Web3 Gaming Market was valued at USD 25.63 billion in 2024 and is expected to reach USD 124.74 billion by 2032, growing at a CAGR of 19.34% from 2025-2032
Ans: The U.S. Web3 Gaming Market was USD 8.58 billion in 2024 and is expected to reach USD 34.64 billion by 2032.
Ans: VR/AR is expected to grow at a CAGR of 22.24%, driven by immersive, interactive, and experiential gameplay demand.
Ans: Play-to-earn dominated with a 39% revenue share in 2024, popular for rewarding users with crypto and in-game tokens.
Ans: North America dominated with 40% revenue share, supported by advanced blockchain infrastructure and strong gaming culture.
Table Of Content
1. Introduction
1.1 Market Definition
1.2 Scope (Inclusion and Exclusions)
1.3 Research Assumptions
2. Executive Summary
2.1 Market Overview
2.2 Regional Synopsis
2.3 Competitive Summary
3. Research Methodology
3.1 Top-Down Approach
3.2 Bottom-up Approach
3.3. Data Validation
3.4 Primary Interviews
4. Market Dynamics Impact Analysis
4.1 Market Driving Factors Analysis
4.1.1 Drivers
4.1.2 Restraints
4.1.3 Opportunities
4.1.4 Challenges
4.2 PESTLE Analysis
4.3 Porter’s Five Forces Model
5. Statistical Insights and Trends Reporting
5.1 Blockchain & Token Usage Metrics
5.2 Game Development & Platform Statistics
5.3 Security & Compliance Metrics
5.4 Community & Ecosystem Engagement
6. Competitive Landscape
6.1 List of Major Companies By Region
6.2 Market Share Analysis By Region
6.3 Product Benchmarking
6.3.1 Product specifications and features
6.3.2 Pricing
6.4 Strategic Initiatives
6.4.1 Marketing and promotional activities
6.4.2 Distribution and Supply Chain Strategies
6.4.3 Expansion plans and new product launches
6.4.4 Strategic partnerships and collaborations
6.5 Technological Advancements
6.6 Market Positioning and Branding
7. Web3 Gaming Market Segmentation By Device Type
7.1 Chapter Overview
7.2 PC/Desktop
7.2.1 PC/Desktop Market Trends Analysis (2020-2032)
7.2.2 PC/Desktop Market Size Estimates and Forecasts to 2032 (USD Billion)
7.3 Mobile
7.3.1 Mobile Market Trends Analysis (2020-2032)
7.3.2 Mobile Market Size Estimates and Forecasts to 2032 (USD Billion)
7.4 Consoles
7.4.1 Consoles Market Trends Analysis (2020-2032)
7.4.2 Consoles Market Size Estimates and Forecasts to 2032 (USD Billion)
7.5 VR/AR
7.5.1 VR/AR Market Trends Analysis (2020-2032)
7.5.2 VR/AR Market Size Estimates and Forecasts to 2032 (USD Billion)
8. Web3 Gaming Market Segmentation By Mode
8.1 Chapter Overview
8.2 Play-to-earn (P2E)
8.2.1 Play-to-earn (P2E) Market Trends Analysis (2020-2032)
8.2.2 Play-to-earn (P2E) Market Size Estimates and Forecasts to 2032 (USD Billion)
8.3 Free-to-play (F2P)
8.3.1 Free-to-play (F2P) Market Trends Analysis (2020-2032)
8.3.2 Free-to-play (F2P) Market Size Estimates and Forecasts to 2032 (USD Billion)
8.4 Subscription-based
8.4.1 Subscription-based Market Trends Analysis (2020-2032)
8.4.2 Subscription-based Market Size Estimates and Forecasts to 2032 (USD Billion)
8.5 Hybrid models
8.5.1 Hybrid models Market Trends Analysis (2020-2032)
8.5.2 Hybrid models Market Size Estimates and Forecasts To 2032 (USD Billion)
9. Web3 Gaming Market Segmentation By Game Type
9.1 Chapter Overview
9.2 NFT-Based Games
9.2.1 NFT-Based Games Market Trends Analysis (2020-2032)
9.2.2 NFT-Based Games Market Size Estimates and Forecasts to 2032 (USD Billion)
9.3 Play-to-Earn Games
9.3.1 Play-to-Earn Games Market Trends Analysis (2020-2032)
9.3.2 Play-to-Earn Games Market Size Estimates and Forecasts to 2032 (USD Billion)
9.4 Decentralized Games
9.4.1 Decentralized Games Market Trends Analysis (2020-2032)
9.4.2 Decentralized Games Market Size Estimates and Forecasts to 2032 (USD Billion)
10. Web3 Gaming Market Segmentation By End-Use
10.1 Chapter Overview
10.2 Casual gamers
10.2.1 Casual gamers Market Trends Analysis (2020-2032)
10.2.2 Casual gamers Market Size Estimates and Forecasts to 2032 (USD Billion)
10.3 Hardcore gamers
10.3.1 Hardcore gamers Market Trend Analysis (2020-2032)
10.3.2 Hardcore gamers Market Size Estimates and Forecasts to 2032 (USD Billion)
10.4 Investors/Speculators
10.4.1 Investors/Speculators Market Trends Analysis (2020-2032)
10.4.2 Investors/Speculators Market Size Estimates and Forecasts to 2032 (USD Billion)
10.5 Collectors
10.5.1 Collectors Market Trends Analysis (2020-2032)
10.5.2 Collectors Market Size Estimates and Forecasts to 2032 (USD Billion)
10.6 Community builders
10.6.1 Community builders Market Trends Analysis (2020-2032)
10.6.2 Community builders Market Size Estimates and Forecasts to 2032 (USD Billion)
11. Regional Analysis
11.1 Chapter Overview
11.2 North America
11.2.1 Trend Analysis
11.2.2 North America Web3 Gaming Market Estimates and Forecasts by Country (2020-2032) (USD Billion)
11.2.3 North America Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.2.4 North America Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.2.5 North America Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.2.6 North America Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.2.7 USA
11.2.7.1 USA Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.2.7.2 USA Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.2.7.3 USA Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.2.7.4 USA Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.2.8 Canada
11.2.8.1 Canada Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.2.8.2 Canada Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.2.8.3 Canada Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.2.8.4 Canada Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.2.9 Mexico
11.2.9.1 Mexico Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.2.9.2 Mexico Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.2.9.3 Mexico Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.2.9.4 Mexico Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3 Europe
11.3.1 Trend Analysis
11.3.2 Europe Web3 Gaming Market Estimates and Forecasts by Country (2020-2032) (USD Billion)
11.3.3 Europe Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.4 Europe Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.5 Europe Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.6 Europe Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.7 Germany
11.3.7.1 Germany Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.7.2 Germany Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.7.3 Germany Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.7.4 Germany Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.8 France
11.3.8.1 France Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.8.2 France Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.8.3 France Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.8.4 France Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.9 UK
11.3.9.1 UK Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.9.2 UK Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.9.3 UK Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.9.4 UK Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.10 Italy
11.3.10.1 ItalyWeb3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.10.2 Italy Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.10.3 Italy Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.10.4 Italy Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.11 Spain
11.3.11.1 Spain Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.11.2 Spain Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.11.3 Spain Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.11.4 Spain Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.12 Poland
11.3.12.1 Poland Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.12.2 Poland Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.12.3 Poland Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.12.4 Poland Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.13 Turkey
11.3.13.1 Turkey Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.13.2 Turkey Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.13.3 Turkey Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.13.4 Turkey Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.3.14 Rest of Europe
11.3.14.1 Rest of Europe Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.3.14.2 Rest of Europe Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.3.14.3 Rest of Europe Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.3.14.4 Rest of Europe Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4 Asia Pacific
11.4.1 Trend Analysis
11.4.2 Asia Pacific Web3 Gaming Market Estimates and Forecasts by Country (2020-2032) (USD Billion)
11.4.3 Asia Pacific Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.4 Asia Pacific Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.5 Asia Pacific Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.6 Asia Pacific Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.7 China
11.4.7.1 China Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.7.2 China Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.7.3 China Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.7.4 China Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.8 India
11.4.8.1 India Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.8.2 India Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.8.3 India Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.8.4 India Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.9 Japan
11.4.9.1 Japan Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.9.2 Japan Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.9.3 Japan Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.9.4 Japan Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.10 South Korea
11.4.10.1 South Korea Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.10.2 South Korea Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.10.3 South Korea Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.10.4 South Korea Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.11 Singapore
11.4.11.1 Singapore Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.11.2 Singapore Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.11.3 Singapore Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.11.4 Singapore Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.12 Australia
11.4.12.1 Australia Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.12.2 Australia Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.12.3 Australia Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.12.4 Australia Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.4.13 Rest of Asia Pacific
11.4.13.1 Rest of Asia Pacific Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.4.13.2 Rest of Asia Pacific Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.4.13.3 Rest of Asia Pacific Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.4.13.4 Rest of Asia Pacific Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5 Middle East and Africa
11.5.1 Trend Analysis
11.5.2 Middle East and Africa Web3 Gaming Market Estimates and Forecasts by Country (2020-2032) (USD Billion)
11.5.3 Middle East and Africa Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.4 Middle East and Africa Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.5 Middle East and Africa Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.6 Middle East and Africa Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5.7 UAE
11.5.7.1 UAE Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.7.2 UAE Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.7.3 UAE Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.7.4 UAE Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5.8 Saudi Arabia
11.5.8.1 Saudi Arabia Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.8.2 Saudi Arabia Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.8.3 Saudi Arabia Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.8.4 Saudi Arabia Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5.1.9 Qatar
11.5.9.1 Qatar Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.9.2 Qatar Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.9.3 Qatar Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.1.9.4 Qatar Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5.10 South Africa
11.5.10.1 South Africa Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.10.2 South Africa Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.10.3 South Africa Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.10.4 South Africa Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.5.11 Rest of Middle East & Africa
11.5.11.1 Rest of Middle East & Africa Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.5.11.2 Rest of Middle East & Africa Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.5.11.3 Rest of Middle East & Africa Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.5.11.4 Rest of Middle East & Africa Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.6 Latin America
11.6.1 Trend Analysis
11.6.2 Latin America Web3 Gaming Market Estimates and Forecasts by Country (2020-2032) (USD Billion)
11.6.3 Latin America Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.6.4 Latin America Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.6.5 Latin America Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.6.6 Latin America Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.6.7 Brazil
11.6.7.1 Brazil Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.6.7.2 Brazil Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.6.7.3 Brazil Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.6.7.4 Brazil Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.6.8 Argentina
11.6.8.1 Argentina Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.6.8.2 Argentina Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.6.8.3 Argentina Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.6.8.4 Argentina Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
11.6.9 Rest of Latin America
11.6.9.1 Rest of Latin America Web3 Gaming Market Estimates and Forecasts By Device Type (2020-2032) (USD Billion)
11.6.9.2 Rest of Latin America Web3 Gaming Market Estimates and Forecasts By Mode (2020-2032) (USD Billion)
11.6.9.3 Rest of Latin America Web3 Gaming Market Estimates and Forecasts By Game Type (2020-2032) (USD Billion)
11.6.9.4 Rest of Latin America Web3 Gaming Market Estimates and Forecasts By End-Use (2020-2032) (USD Billion)
12. Company Profiles
12.1 Animoca Brands Corporation Limited
12.1.1 Company Overview
12.1.2 Financial
12.1.3 Products/ Services Offered
12.1.4 SWOT Analysis
12.2 Sky Mavis Pte. Ltd.
12.2.1 Company Overview
12.2.2 Financial
12.2.3 Products/ Services Offered
12.2.4 SWOT Analysis
12.3 Dapper Labs Inc.
12.3.1 Company Overview
12.3.2 Financial
12.3.3 Products/ Services Offered
12.3.4 SWOT Analysis
12.4 Immutable Pty Ltd
12.4.1 Company Overview
12.4.2 Financial
12.4.3 Products/ Services Offered
12.4.4 SWOT Analysis
12.5 Gala Games
12.5.1 Company Overview
12.5.2 Financial
12.5.3 Products/ Services Offered
12.5.4 SWOT Analysis
12.6 The Sandbox
12.6.1 Company Overview
12.6.2 Financial
12.6.3 Products/ Services Offered
12.6.4 SWOT Analysis
12.7 Decentraland Foundation
12.7.1 Company Overview
12.7.2 Financial
12.7.3 Products/ Services Offered
12.7.4 SWOT Analysis
12.8 Mythical, Inc.
12.8.1 Company Overview
12.8.2 Financial
12.8.3 Products/ Services Offered
12.8.4 SWOT Analysis
12.9 Enjin
12.9.1 Company Overview
12.9.2 Financial
12.9.3 Products/ Services Offered
12.9.4 SWOT Analysis
12.10 Forte
12.10.1 Company Overview
12.10.2 Financial
12.10.3 Products/ Services Offered
12.10.4 SWOT Analysis
13. Use Cases and Best Practices
14. Conclusion
An accurate research report requires proper strategizing as well as implementation. There are multiple factors involved in the completion of good and accurate research report and selecting the best methodology to compete the research is the toughest part. Since the research reports we provide play a crucial role in any company’s decision-making process, therefore we at SNS Insider always believe that we should choose the best method which gives us results closer to reality. This allows us to reach at a stage wherein we can provide our clients best and accurate investment to output ratio.
Each report that we prepare takes a timeframe of 350-400 business hours for production. Starting from the selection of titles through a couple of in-depth brain storming session to the final QC process before uploading our titles on our website we dedicate around 350 working hours. The titles are selected based on their current market cap and the foreseen CAGR and growth.
The 5 steps process:
Step 1: Secondary Research:
Secondary Research or Desk Research is as the name suggests is a research process wherein, we collect data through the readily available information. In this process we use various paid and unpaid databases which our team has access to and gather data through the same. This includes examining of listed companies’ annual reports, Journals, SEC filling etc. Apart from this our team has access to various associations across the globe across different industries. Lastly, we have exchange relationships with various university as well as individual libraries.
Step 2: Primary Research
When we talk about primary research, it is a type of study in which the researchers collect relevant data samples directly, rather than relying on previously collected data. This type of research is focused on gaining content specific facts that can be sued to solve specific problems. Since the collected data is fresh and first hand therefore it makes the study more accurate and genuine.
We at SNS Insider have divided Primary Research into 2 parts.
Part 1 wherein we interview the KOLs of major players as well as the upcoming ones across various geographic regions. This allows us to have their view over the market scenario and acts as an important tool to come closer to the accurate market numbers. As many as 45 paid and unpaid primary interviews are taken from both the demand and supply side of the industry to make sure we land at an accurate judgement and analysis of the market.
This step involves the triangulation of data wherein our team analyses the interview transcripts, online survey responses and observation of on filed participants. The below mentioned chart should give a better understanding of the part 1 of the primary interview.
Part 2: In this part of primary research the data collected via secondary research and the part 1 of the primary research is validated with the interviews from individual consultants and subject matter experts.
Consultants are those set of people who have at least 12 years of experience and expertise within the industry whereas Subject Matter Experts are those with at least 15 years of experience behind their back within the same space. The data with the help of two main processes i.e., FGDs (Focused Group Discussions) and IDs (Individual Discussions). This gives us a 3rd party nonbiased primary view of the market scenario making it a more dependable one while collation of the data pointers.
Step 3: Data Bank Validation
Once all the information is collected via primary and secondary sources, we run that information for data validation. At our intelligence centre our research heads track a lot of information related to the market which includes the quarterly reports, the daily stock prices, and other relevant information. Our data bank server gets updated every fortnight and that is how the information which we collected using our primary and secondary information is revalidated in real time.
Step 4: QA/QC Process
After all the data collection and validation our team does a final level of quality check and quality assurance to get rid of any unwanted or undesired mistakes. This might include but not limited to getting rid of the any typos, duplication of numbers or missing of any important information. The people involved in this process include technical content writers, research heads and graphics people. Once this process is completed the title gets uploader on our platform for our clients to read it.
Step 5: Final QC/QA Process:
This is the last process and comes when the client has ordered the study. In this process a final QA/QC is done before the study is emailed to the client. Since we believe in giving our clients a good experience of our research studies, therefore, to make sure that we do not lack at our end in any way humanly possible we do a final round of quality check and then dispatch the study to the client.
Key Segments:
By Game Type
NFT-Based Games
Play-to-Earn Games
Decentralized Games
By Device Type
PC/Desktop
Mobile
Consoles
VR/AR
By End-Use
Casual gamers
Hardcore gamers
Investors/Speculators
Collectors
Community builders
By Mode
Play-to-earn (P2E)
Free-to-play (F2P)
Subscription-based
Hybrid models
Request for Segment Customization as per your Business Requirement: Segment Customization Request
Regional Coverage:
North America
US
Canada
Mexico
Europe
Germany
France
UK
Italy
Spain
Poland
Turkey
Rest of Europe
Asia Pacific
China
India
Japan
South Korea
Singapore
Australia
Rest of Asia Pacific
Middle East & Africa
UAE
Saudi Arabia
Qatar
South Africa
Rest of Middle East & Africa
Latin America
Brazil
Argentina
Rest of Latin America
Request for Country Level Research Report: Country Level Customization Request
Available Customization
With the given market data, SNS Insider offers customization as per the company’s specific needs. The following customization options are available for the report:
Detailed Volume Analysis
Criss-Cross segment analysis (e.g. Product X Application)
Competitive Product Benchmarking
Geographic Analysis
Additional countries in any of the regions
Customized Data Representation
Detailed analysis and profiling of additional market players