The global blockchain in gaming market size was estimated at around USD 4.86 billion in 2022 and it is projected to hit around USD 887.14 billion by 2032, growing at a CAGR of 68.32% from 2023 to 2032.
Key Pointers
Report Scope of the Blockchain In Gaming Market
Report Coverage | Details |
Market Size in 2022 | USD 4.86 billion |
Revenue Forecast by 2032 | USD 887.14 billion |
Growth rate from 2023 to 2032 | CAGR of 68.32% |
Base Year | 2022 |
Forecast Period | 2023 to 2032 |
Market Analysis (Terms Used) | Value (US$ Million/Billion) or (Volume/Units) |
Regions Covered | North America, Europe, Asia Pacific, Latin America, Middle East & Africa |
Companies Covered | Dapper Labs, Inc.; Sky Mavis; Splinterlands; Animoca Brands Corporation Limited; Immutable; Uplandme, Inc.; Illuvium; Mythical Inc.; ROKO GAME STUDIOS; Autonomous Worlds Ltd. |
Blockchain technology is a digital ledger that is decentralized and distributed, enabling secure transactions and the maintenance of records. It has revolutionized the gaming experience for businesses and players, allowing them to use cryptocurrencies and Non-fungible Tokens (NFTs) to purchase in-game assets. For instance, Axie Infinity is a non-fungible token-based game with millions of players worldwide who use cryptocurrencies based on Ethereum to transact within the game.
The growth of the market can be attributed to the need for a secure, transparent, and decentralized gaming ecosystem. Blockchain technology enables transparency in the gaming market by providing a public ledger of all transactions. This allows players to track the ownership and transfer of their in-game assets and ensures that all transactions are fair and transparent. It provides players with ownership of their game assets and transactions, allowing them to conduct secure transactions without intermediaries.
There has been a significant increase in investments and funding in blockchain gaming industry in recent years, which can be attributed to the growing popularity of blockchain technology, the increasing demand for decentralized games and assets, and the potential for blockchain games to provide unique gaming experiences and opportunities. For instance, in October 2022, Horizon Blockchain Games, a game development company focusing on building games and experiences on the Ethereum blockchain, raised USD 40 million to scale operations and grow its product portfolio.
The company aims to expand its operations by growing Sequence, an all-in-one developer platform, and smart wallet, simplifying building web3 games and applications. Additionally, the company plans to extend the reach of its flagship game, Skyweaver, by creating more content and reaching a wider audience. The company also intends to introduce Niftyswap, a marketplace for Semi-fungible Tokens (SFTs).
With Artificial Intelligence (AI) and Machine Learning (ML), gaming companies can detect fraudulent behavior and prevent it from occurring in the future. This can include detecting bot accounts or accounts created solely for fraudulent activities. Additionally, AI and ML analyze player behavior and preferences and provide a personalized gaming experience, which includes recommending games and in-game rewards that are more likely to appeal to the player. Also, AI and ML can be used to analyze game data and player feedback to identify areas for improvement in game design.
One of the major restraints on market growth is the regulations imposed by various governments. Government plays an important role in the blockchain gaming market by providing support and regulations. For instance, the United States Securities and Exchange Commission (SEC) regulates the use of digital assets, including tokens and cryptocurrencies, within the US. blockchain gaming companies that use digital assets. These companies are subject to SEC regulations, which include registration and compliance requirements. The Financial Action Task Force (FATF) is an intergovernmental organization, which sets standards for anti-money laundering and counter-terrorism financing. The FATF has issued guidance on using virtual assets, including cryptocurrency, which affects how blockchain gaming companies handle financial transactions.
Blockchain In Gaming Market Segmentations:
By Game Type | By Platform | By Device |
Role Playing Games Open World Games Collectible Games |
ETH BNB Chain Polygon Others |
Android Web IOS Others |
Chapter 1. Introduction
1.1. Research Objective
1.2. Scope of the Study
1.3. Definition
Chapter 2. Research Methodology
2.1. Research Approach
2.2. Data Sources
2.3. Assumptions & Limitations
Chapter 3. Executive Summary
3.1. Market Snapshot
Chapter 4. Market Variables and Scope
4.1. Introduction
4.2. Market Classification and Scope
4.3. Industry Value Chain Analysis
4.3.1. Raw Material Procurement Analysis
4.3.2. Sales and Distribution Game Type Analysis
4.3.3. Downstream Buyer Analysis
Chapter 5. COVID 19 Impact on Blockchain In Gaming Market
5.1. COVID-19 Landscape: Blockchain In Gaming Industry Impact
5.2. COVID 19 - Impact Assessment for the Industry
5.3. COVID 19 Impact: Global Major Government Policy
5.4. Market Trends and Opportunities in the COVID-19 Landscape
Chapter 6. Market Dynamics Analysis and Trends
6.1. Market Dynamics
6.1.1. Market Drivers
6.1.2. Market Restraints
6.1.3. Market Opportunities
6.2. Porter’s Five Forces Analysis
6.2.1. Bargaining power of suppliers
6.2.2. Bargaining power of buyers
6.2.3. Threat of substitute
6.2.4. Threat of new entrants
6.2.5. Degree of competition
Chapter 7. Competitive Landscape
7.1.1. Company Market Share/Positioning Analysis
7.1.2. Key Strategies Adopted by Players
7.1.3. Vendor Landscape
7.1.3.1. List of Suppliers
7.1.3.2. List of Buyers
Chapter 8. Global Blockchain In Gaming Market, By Game Type
8.1. Blockchain In Gaming Market, by Game Type, 2023-2032
8.1.1 Role Playing Games
8.1.1.1. Market Revenue and Forecast (2020-2032)
8.1.2. Open World Games
8.1.2.1. Market Revenue and Forecast (2020-2032)
8.1.3. Collectible Games
8.1.3.1. Market Revenue and Forecast (2020-2032)
Chapter 9. Global Blockchain In Gaming Market, By Platform
9.1. Blockchain In Gaming Market, by Platform, 2023-2032
9.1.1. ETH
9.1.1.1. Market Revenue and Forecast (2020-2032)
9.1.2. BNB Chain
9.1.2.1. Market Revenue and Forecast (2020-2032)
9.1.3. Polygon
9.1.3.1. Market Revenue and Forecast (2020-2032)
9.1.4. Others
9.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 10. Global Blockchain In Gaming Market, By Device
10.1. Blockchain In Gaming Market, by Device, 2023-2032
10.1.1. Android
10.1.1.1. Market Revenue and Forecast (2020-2032)
10.1.2. Web
10.1.2.1. Market Revenue and Forecast (2020-2032)
10.1.3. IOS
10.1.3.1. Market Revenue and Forecast (2020-2032)
10.1.4. Others
10.1.4.1. Market Revenue and Forecast (2020-2032)
Chapter 11. Global Blockchain In Gaming Market, Regional Estimates and Trend Forecast
11.1. North America
11.1.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.1.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.3. Market Revenue and Forecast, by Device (2020-2032)
11.1.4. U.S.
11.1.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.1.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.1.5. Rest of North America
11.1.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.1.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.1.5.3. Market Revenue and Forecast, by Device (2020-2032)
11.2. Europe
11.2.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.2.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.3. Market Revenue and Forecast, by Device (2020-2032)
11.2.4. UK
11.2.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.2.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.2.5. Germany
11.2.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.2.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.5.3. Market Revenue and Forecast, by Device (2020-2032)
11.2.6. France
11.2.6.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.2.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.6.3. Market Revenue and Forecast, by Device (2020-2032)
11.2.7. Rest of Europe
11.2.7.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.2.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.2.7.3. Market Revenue and Forecast, by Device (2020-2032)
11.3. APAC
11.3.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.3.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.3. Market Revenue and Forecast, by Device (2020-2032)
11.3.4. India
11.3.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.3.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.3.5. China
11.3.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.3.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.5.3. Market Revenue and Forecast, by Device (2020-2032)
11.3.6. Japan
11.3.6.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.3.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.6.3. Market Revenue and Forecast, by Device (2020-2032)
11.3.7. Rest of APAC
11.3.7.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.3.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.3.7.3. Market Revenue and Forecast, by Device (2020-2032)
11.4. MEA
11.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.4.4. GCC
11.4.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.4.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.4.5. North Africa
11.4.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.4.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.5.3. Market Revenue and Forecast, by Device (2020-2032)
11.4.6. South Africa
11.4.6.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.4.6.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.6.3. Market Revenue and Forecast, by Device (2020-2032)
11.4.7. Rest of MEA
11.4.7.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.4.7.2. Market Revenue and Forecast, by Platform (2020-2032)
11.4.7.3. Market Revenue and Forecast, by Device (2020-2032)
11.5. Latin America
11.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.3. Market Revenue and Forecast, by Device (2020-2032)
11.5.4. Brazil
11.5.4.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.5.4.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.4.3. Market Revenue and Forecast, by Device (2020-2032)
11.5.5. Rest of LATAM
11.5.5.1. Market Revenue and Forecast, by Game Type (2020-2032)
11.5.5.2. Market Revenue and Forecast, by Platform (2020-2032)
11.5.5.3. Market Revenue and Forecast, by Device (2020-2032)
Chapter 12. Company Profiles
12.1. Dapper Labs, Inc.
12.1.1. Company Overview
12.1.2. Product Offerings
12.1.3. Financial Performance
12.1.4. Recent Initiatives
12.2. Sky Mavis
12.2.1. Company Overview
12.2.2. Product Offerings
12.2.3. Financial Performance
12.2.4. Recent Initiatives
12.3. Splinterlands
12.3.1. Company Overview
12.3.2. Product Offerings
12.3.3. Financial Performance
12.3.4. Recent Initiatives
12.4. Animoca Brands Corporation Limited
12.4.1. Company Overview
12.4.2. Product Offerings
12.4.3. Financial Performance
12.4.4. Recent Initiatives
12.5. Immutable
12.5.1. Company Overview
12.5.2. Product Offerings
12.5.3. Financial Performance
12.5.4. Recent Initiatives
12.6. Uplandme, Inc.
12.6.1. Company Overview
12.6.2. Product Offerings
12.6.3. Financial Performance
12.6.4. Recent Initiatives
12.7. Illuvium
12.7.1. Company Overview
12.7.2. Product Offerings
12.7.3. Financial Performance
12.7.4. Recent Initiatives
12.8. Mythical Inc.
12.8.1. Company Overview
12.8.2. Product Offerings
12.8.3. Financial Performance
12.8.4. Recent Initiatives
12.9. ROKO GAME STUDIOS
12.9.1. Company Overview
12.9.2. Product Offerings
12.9.3. Financial Performance
12.9.4. Recent Initiatives
12.10. Autonomous Worlds Ltd.
12.10.1. Company Overview
12.10.2. Product Offerings
12.10.3. Financial Performance
12.10.4. Recent Initiatives
Chapter 13. Research Methodology
13.1. Primary Research
13.2. Secondary Research
13.3. Assumptions
Chapter 14. Appendix
14.1. About Us
14.2. Glossary of Terms