Blockchain In Gaming Market (By Game Type: Role Playing Games, Open World Games, Collectible Games; By Platform; By Device) - Global Industry Analysis, Size, Share, Growth, Trends, Revenue, Regional Outlook and Forecast 2023-2032

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.

Blockchain In Gaming Market Size 2023 to 2032

Key Pointers

  • The role playing games segment dominated the market in 2022 and accounted for a revenue share of more than 36.04%. The segment's growth can be attributed to the highly immersive and engaging gameplay experience they offer. 
  • The collectible games segment is anticipated to witness significant growth over the forecast period. 
  • The ETH segment dominated the market in 2022 and accounted for a revenue share of more than 32.02%. The segment's dominance can be attributed to its smart contract functionality that allows developers to create decentralized applications (dApps), including blockchain-based games.
  • The polygon segment is anticipated to register the highest CAGR over the forecast period. 
  • The web segment dominated the market in 2022 and accounted for more than 31.0% revenue share. The growth can be attributed to the accessible and user-friendly gaming experience provided by it. 
  • The android segment is anticipated to register significant growth over the forecast period. The growth can be attributed to the widespread usage, open-source nature, and ease of development of android.
  • Asia Pacific region dominated the market in 2022 and accounted for more than 26.0% global revenue share. The growth can be attributed to the growing interest in cryptocurrency and high internet and mobile penetration. 
  • North America is expected to witness significant growth over the forecast period. The region's growth can be attributed to the presence of prominent industry players such as Splinterlands, Uplandme, Inc., Mythical Inc., and ROKO GAME STUDIOS and its large tech-savvy population.

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

Frequently Asked Questions

The global blockchain in gaming market size was reached at USD 4.86 billion in 2022 and it is projected to hit around USD 887.14 billion by 2032.

The global blockchain in gaming market is growing at a compound annual growth rate (CAGR) of 68.32% from 2023 to 2032.

The Asia Pacific region has accounted for the largest blockchain in gaming market share in 2022.

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

Proceed To Buy

USD 4500
USD 3800
USD 1900
USD 1200

Customization Offered

  • check-imgCross-segment Market Size and Analysis for Mentioned Segments
  • check-imgAdditional Company Profiles (Upto 5 With No Cost)
  • check-img Additional Countries (Apart From Mentioned Countries)
  • check-img Country/Region-specific Report
  • check-img Go To Market Strategy
  • check-imgRegion Specific Market Dynamics
  • check-imgRegion Level Market Share
  • check-img Import Export Analysis
  • check-imgProduction Analysis
  • check-imgOthers