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Blockchain in Gaming Market By Game Type (Role Playing Games, Open World Games, Collectible Games), By Platform (ETH, BNB Chain, Polygon, Others), By Device Type (Android, Web, iOS): Global Opportunity Analysis and Industry Forecast, 2023-2032

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    Report

  • 290 Pages
  • April 2023
  • Region: Global
  • Allied Market Research
  • ID: 5835777
The blockchain in gaming market refers to the integration of blockchain technology in the gaming industry to create a more transparent, secure, and player-centric environment. The use of blockchain technology in gaming enables true ownership of in-game assets, secure and transparent transactions, and player-driven economies. This allows players to earn real-world value from their in-game activities and assets, while also providing developers with new tools to create innovative and engaging gaming experiences. The blockchain in gaming includes various blockchain-based games, marketplaces, platforms, and tools that are designed to enhance the gaming experience and provide new opportunities for players and developers.

Technological advancements in the smartphone technology is a key driver for the growth of the blockchain in gaming market. The widespread adoption of smartphones has led to an increase in the number of mobile gamers, and this has created a demand for more advanced and secure gaming platforms. In addition, blockchain technology provides a decentralized and transparent system that allows gamers to have more control over their in-game assets, as well as ensuring the integrity of the game by preventing cheating and hacking. In addition, increasing demand for decentralized games and assets and the rising interest in blockchain gaming are major driving factors for the market. However, the lack of regulatory clarity is one of the key restraints for the adoption of blockchain technology in the gaming industry. Blockchain technology is still a relatively new and rapidly evolving area, and regulatory frameworks have not kept pace with its development. This creates uncertainty for game developers and players, as they may not know how existing regulations apply to blockchain-based games or what new regulations may be introduced in the future. On the contrary, increasing demand for virtual assets is likely to continue in the coming years. By leveraging blockchain technology to create secure and transparent marketplaces for virtual assets, game developers can create new revenue streams and enhance the gaming experience for players, which will provide an opportunity to scale up the blockchain in gaming market in the forecast period.

The blockchain in gaming market is segmented on the basis of game type, platform, device type, and region. Based on game type, the market is segmented into role playing games, open world games, and collectible games. As per platform, it is segmented into ETH, BNB chain, polygon, and others. According to device type, it is segmented into android, web, and iOS. Region wise, it is analyzed across North America, Europe, Asia-Pacific, and LAMEA.

The report analyzes the profiles of key players operating in the blockchain in gaming market such as Animoca Brands Corporation Limited, Appinventiv, Cubix, IBM, LeewayHertz, Lumighost Ltd., Maticz Technologies Private Limited, Sara Technologies Inc., Unicsoft, and Webllisto. These players have adopted various strategies to increase their market penetration and strengthen their position in the blockchain in gaming industry.

Key benefits for stakeholders

  • The study provides an in-depth analysis of the global blockchain in gaming market along with the current trends and future estimations to elucidate the imminent investment pockets.
  • Information about key drivers, restrains, and opportunities and their impact analysis on the market size is provided in the report.
Porter’s five forces analysis illustrates the potency of buyers and suppliers operating in the industry.

  • The quantitative analysis of the global blockchain in gaming market for the period 2022-2032 is provided to determine the market potential.

Key Market Segments

By Game Type

  • Role Playing Games
  • Open World Games
  • Collectible Games

By Platform

  • ETH
  • BNB Chain
  • Polygon
  • Others

By Device Type

  • Android
  • Web
  • iOS

By Region

  • North America
  • U.S.
  • Canada
  • Europe
  • UK
  • Germany
  • France
  • Italy
  • Spain
  • Rest of Europe
  • Asia-Pacific
  • China
  • Japan
  • India
  • Australia
  • South Korea
  • Rest of Asia-Pacific
  • LAMEA
  • Latin America
  • Middle East
  • Africa

Key Market Players

  • Cubix
  • Sara Technologies Inc.
  • Lumighost Ltd.
  • Webllisto
  • IBM
  • Unicsoft
  • Animoca Brands Corporation Limited
  • LeewayHertz
  • Appinventiv
  • Maticz Technologies Private Limited

Table of Contents

CHAPTER 1: INTRODUCTION
1.1. Report description
1.2. Key market segments
1.3. Key benefits to the stakeholders
1.4. Research Methodology
1.4.1. Primary research
1.4.2. Secondary research
1.4.3. Analyst tools and models
CHAPTER 2: EXECUTIVE SUMMARY
2.1. CXO Perspective
CHAPTER 3: MARKET OVERVIEW
3.1. Market definition and scope
3.2. Key findings
3.2.1. Top impacting factors
3.2.2. Top investment pockets
3.3. Porter’s five forces analysis
3.3.1. Bargaining power of suppliers
3.3.2. Bargaining power of buyers
3.3.3. Threat of substitutes
3.3.4. Threat of new entrants
3.3.5. Intensity of rivalry
3.4. Market dynamics
3.4.1. Drivers
3.4.1.1. The rising interest in blockchain gaming
3.4.1.2. Increasing demand for decentralized games and assets
3.4.1.3. Technological advancements in the smartphone technology
3.4.2. Restraints
3.4.2.1. The implementation of blockchain technology requires technical expertise and resources
3.4.2.2. Lack of regulatory clarity
3.4.3. Opportunities
3.4.3.1. Increasing demand for virtual assets
3.5. COVID-19 Impact Analysis on the market
CHAPTER 4: BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE
4.1. Overview
4.1.1. Market size and forecast
4.2. Role Playing Games
4.2.1. Key market trends, growth factors and opportunities
4.2.2. Market size and forecast, by region
4.2.3. Market share analysis by country
4.3. Open World Games
4.3.1. Key market trends, growth factors and opportunities
4.3.2. Market size and forecast, by region
4.3.3. Market share analysis by country
4.4. Collectible Games
4.4.1. Key market trends, growth factors and opportunities
4.4.2. Market size and forecast, by region
4.4.3. Market share analysis by country
CHAPTER 5: BLOCKCHAIN IN GAMING MARKET, BY PLATFORM
5.1. Overview
5.1.1. Market size and forecast
5.2. ETH
5.2.1. Key market trends, growth factors and opportunities
5.2.2. Market size and forecast, by region
5.2.3. Market share analysis by country
5.3. BNB Chain
5.3.1. Key market trends, growth factors and opportunities
5.3.2. Market size and forecast, by region
5.3.3. Market share analysis by country
5.4. Polygon
5.4.1. Key market trends, growth factors and opportunities
5.4.2. Market size and forecast, by region
5.4.3. Market share analysis by country
5.5. Others
5.5.1. Key market trends, growth factors and opportunities
5.5.2. Market size and forecast, by region
5.5.3. Market share analysis by country
CHAPTER 6: BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE
6.1. Overview
6.1.1. Market size and forecast
6.2. Android
6.2.1. Key market trends, growth factors and opportunities
6.2.2. Market size and forecast, by region
6.2.3. Market share analysis by country
6.3. Web
6.3.1. Key market trends, growth factors and opportunities
6.3.2. Market size and forecast, by region
6.3.3. Market share analysis by country
6.4. iOS
6.4.1. Key market trends, growth factors and opportunities
6.4.2. Market size and forecast, by region
6.4.3. Market share analysis by country
CHAPTER 7: BLOCKCHAIN IN GAMING MARKET, BY REGION
7.1. Overview
7.1.1. Market size and forecast By Region
7.2. North America
7.2.1. Key trends and opportunities
7.2.2. Market size and forecast, by Game Type
7.2.3. Market size and forecast, by Platform
7.2.4. Market size and forecast, by Device Type
7.2.5. Market size and forecast, by country
7.2.5.1. U.S.
7.2.5.1.1. Key market trends, growth factors and opportunities
7.2.5.1.2. Market size and forecast, by Game Type
7.2.5.1.3. Market size and forecast, by Platform
7.2.5.1.4. Market size and forecast, by Device Type
7.2.5.2. Canada
7.2.5.2.1. Key market trends, growth factors and opportunities
7.2.5.2.2. Market size and forecast, by Game Type
7.2.5.2.3. Market size and forecast, by Platform
7.2.5.2.4. Market size and forecast, by Device Type
7.3. Europe
7.3.1. Key trends and opportunities
7.3.2. Market size and forecast, by Game Type
7.3.3. Market size and forecast, by Platform
7.3.4. Market size and forecast, by Device Type
7.3.5. Market size and forecast, by country
7.3.5.1. UK
7.3.5.1.1. Key market trends, growth factors and opportunities
7.3.5.1.2. Market size and forecast, by Game Type
7.3.5.1.3. Market size and forecast, by Platform
7.3.5.1.4. Market size and forecast, by Device Type
7.3.5.2. Germany
7.3.5.2.1. Key market trends, growth factors and opportunities
7.3.5.2.2. Market size and forecast, by Game Type
7.3.5.2.3. Market size and forecast, by Platform
7.3.5.2.4. Market size and forecast, by Device Type
7.3.5.3. France
7.3.5.3.1. Key market trends, growth factors and opportunities
7.3.5.3.2. Market size and forecast, by Game Type
7.3.5.3.3. Market size and forecast, by Platform
7.3.5.3.4. Market size and forecast, by Device Type
7.3.5.4. Italy
7.3.5.4.1. Key market trends, growth factors and opportunities
7.3.5.4.2. Market size and forecast, by Game Type
7.3.5.4.3. Market size and forecast, by Platform
7.3.5.4.4. Market size and forecast, by Device Type
7.3.5.5. Spain
7.3.5.5.1. Key market trends, growth factors and opportunities
7.3.5.5.2. Market size and forecast, by Game Type
7.3.5.5.3. Market size and forecast, by Platform
7.3.5.5.4. Market size and forecast, by Device Type
7.3.5.6. Rest of Europe
7.3.5.6.1. Key market trends, growth factors and opportunities
7.3.5.6.2. Market size and forecast, by Game Type
7.3.5.6.3. Market size and forecast, by Platform
7.3.5.6.4. Market size and forecast, by Device Type
7.4. Asia-Pacific
7.4.1. Key trends and opportunities
7.4.2. Market size and forecast, by Game Type
7.4.3. Market size and forecast, by Platform
7.4.4. Market size and forecast, by Device Type
7.4.5. Market size and forecast, by country
7.4.5.1. China
7.4.5.1.1. Key market trends, growth factors and opportunities
7.4.5.1.2. Market size and forecast, by Game Type
7.4.5.1.3. Market size and forecast, by Platform
7.4.5.1.4. Market size and forecast, by Device Type
7.4.5.2. Japan
7.4.5.2.1. Key market trends, growth factors and opportunities
7.4.5.2.2. Market size and forecast, by Game Type
7.4.5.2.3. Market size and forecast, by Platform
7.4.5.2.4. Market size and forecast, by Device Type
7.4.5.3. India
7.4.5.3.1. Key market trends, growth factors and opportunities
7.4.5.3.2. Market size and forecast, by Game Type
7.4.5.3.3. Market size and forecast, by Platform
7.4.5.3.4. Market size and forecast, by Device Type
7.4.5.4. Australia
7.4.5.4.1. Key market trends, growth factors and opportunities
7.4.5.4.2. Market size and forecast, by Game Type
7.4.5.4.3. Market size and forecast, by Platform
7.4.5.4.4. Market size and forecast, by Device Type
7.4.5.5. South Korea
7.4.5.5.1. Key market trends, growth factors and opportunities
7.4.5.5.2. Market size and forecast, by Game Type
7.4.5.5.3. Market size and forecast, by Platform
7.4.5.5.4. Market size and forecast, by Device Type
7.4.5.6. Rest of Asia-Pacific
7.4.5.6.1. Key market trends, growth factors and opportunities
7.4.5.6.2. Market size and forecast, by Game Type
7.4.5.6.3. Market size and forecast, by Platform
7.4.5.6.4. Market size and forecast, by Device Type
7.5. LAMEA
7.5.1. Key trends and opportunities
7.5.2. Market size and forecast, by Game Type
7.5.3. Market size and forecast, by Platform
7.5.4. Market size and forecast, by Device Type
7.5.5. Market size and forecast, by country
7.5.5.1. Latin America
7.5.5.1.1. Key market trends, growth factors and opportunities
7.5.5.1.2. Market size and forecast, by Game Type
7.5.5.1.3. Market size and forecast, by Platform
7.5.5.1.4. Market size and forecast, by Device Type
7.5.5.2. Middle East
7.5.5.2.1. Key market trends, growth factors and opportunities
7.5.5.2.2. Market size and forecast, by Game Type
7.5.5.2.3. Market size and forecast, by Platform
7.5.5.2.4. Market size and forecast, by Device Type
7.5.5.3. Africa
7.5.5.3.1. Key market trends, growth factors and opportunities
7.5.5.3.2. Market size and forecast, by Game Type
7.5.5.3.3. Market size and forecast, by Platform
7.5.5.3.4. Market size and forecast, by Device Type
CHAPTER 8: COMPETITIVE LANDSCAPE
8.1. Introduction
8.2. Top winning strategies
8.3. Product Mapping of Top 10 Player
8.4. Competitive Dashboard
8.5. Competitive Heatmap
8.6. Top player positioning, 2022
CHAPTER 9: COMPANY PROFILES
9.1. Animoca Brands Corporation Limited
9.1.1. Company overview
9.1.2. Key Executives
9.1.3. Company snapshot
9.1.4. Operating business segments
9.1.5. Product portfolio
9.1.6. Key strategic moves and developments
9.2. Appinventiv
9.2.1. Company overview
9.2.2. Key Executives
9.2.3. Company snapshot
9.2.4. Operating business segments
9.2.5. Product portfolio
9.3. Cubix
9.3.1. Company overview
9.3.2. Key Executives
9.3.3. Company snapshot
9.3.4. Operating business segments
9.3.5. Product portfolio
9.3.6. Key strategic moves and developments
9.4. IBM
9.4.1. Company overview
9.4.2. Key Executives
9.4.3. Company snapshot
9.4.4. Operating business segments
9.4.5. Product portfolio
9.4.6. Business performance
9.5. LeewayHertz
9.5.1. Company overview
9.5.2. Key Executives
9.5.3. Company snapshot
9.5.4. Operating business segments
9.5.5. Product portfolio
9.5.6. Key strategic moves and developments
9.6. Lumighost Ltd.
9.6.1. Company overview
9.6.2. Key Executives
9.6.3. Company snapshot
9.6.4. Operating business segments
9.6.5. Product portfolio
9.7. Maticz Technologies Private Limited
9.7.1. Company overview
9.7.2. Key Executives
9.7.3. Company snapshot
9.7.4. Operating business segments
9.7.5. Product portfolio
9.8. Sara Technologies Inc.
9.8.1. Company overview
9.8.2. Key Executives
9.8.3. Company snapshot
9.8.4. Operating business segments
9.8.5. Product portfolio
9.9. Unicsoft
9.9.1. Company overview
9.9.2. Key Executives
9.9.3. Company snapshot
9.9.4. Operating business segments
9.9.5. Product portfolio
9.10. Webllisto
9.10.1. Company overview
9.10.2. Key Executives
9.10.3. Company snapshot
9.10.4. Operating business segments
9.10.5. Product portfolio
List of Tables
TABLE 01. GLOBAL BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 02. BLOCKCHAIN IN GAMING MARKET FOR ROLE PLAYING GAMES, BY REGION, 2022-2032 ($MILLION)
TABLE 03. BLOCKCHAIN IN GAMING MARKET FOR OPEN WORLD GAMES, BY REGION, 2022-2032 ($MILLION)
TABLE 04. BLOCKCHAIN IN GAMING MARKET FOR COLLECTIBLE GAMES, BY REGION, 2022-2032 ($MILLION)
TABLE 05. GLOBAL BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 06. BLOCKCHAIN IN GAMING MARKET FOR ETH, BY REGION, 2022-2032 ($MILLION)
TABLE 07. BLOCKCHAIN IN GAMING MARKET FOR BNB CHAIN, BY REGION, 2022-2032 ($MILLION)
TABLE 08. BLOCKCHAIN IN GAMING MARKET FOR POLYGON, BY REGION, 2022-2032 ($MILLION)
TABLE 09. BLOCKCHAIN IN GAMING MARKET FOR OTHERS, BY REGION, 2022-2032 ($MILLION)
TABLE 10. GLOBAL BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 11. BLOCKCHAIN IN GAMING MARKET FOR ANDROID, BY REGION, 2022-2032 ($MILLION)
TABLE 12. BLOCKCHAIN IN GAMING MARKET FOR WEB, BY REGION, 2022-2032 ($MILLION)
TABLE 13. BLOCKCHAIN IN GAMING MARKET FOR IOS, BY REGION, 2022-2032 ($MILLION)
TABLE 14. BLOCKCHAIN IN GAMING MARKET, BY REGION, 2022-2032 ($MILLION)
TABLE 15. NORTH AMERICA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 16. NORTH AMERICA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 17. NORTH AMERICA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 18. NORTH AMERICA BLOCKCHAIN IN GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 19. U.S. BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 20. U.S. BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 21. U.S. BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 22. CANADA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 23. CANADA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 24. CANADA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 25. EUROPE BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 26. EUROPE BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 27. EUROPE BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 28. EUROPE BLOCKCHAIN IN GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 29. UK BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 30. UK BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 31. UK BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 32. GERMANY BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 33. GERMANY BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 34. GERMANY BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 35. FRANCE BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 36. FRANCE BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 37. FRANCE BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 38. ITALY BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 39. ITALY BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 40. ITALY BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 41. SPAIN BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 42. SPAIN BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 43. SPAIN BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 44. REST OF EUROPE BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 45. REST OF EUROPE BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 46. REST OF EUROPE BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 47. ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 48. ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 49. ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 50. ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 51. CHINA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 52. CHINA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 53. CHINA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 54. JAPAN BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 55. JAPAN BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 56. JAPAN BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 57. INDIA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 58. INDIA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 59. INDIA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 60. AUSTRALIA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 61. AUSTRALIA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 62. AUSTRALIA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 63. SOUTH KOREA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 64. SOUTH KOREA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 65. SOUTH KOREA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 66. REST OF ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 67. REST OF ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 68. REST OF ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 69. LAMEA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 70. LAMEA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 71. LAMEA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 72. LAMEA BLOCKCHAIN IN GAMING MARKET, BY COUNTRY, 2022-2032 ($MILLION)
TABLE 73. LATIN AMERICA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 74. LATIN AMERICA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 75. LATIN AMERICA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 76. MIDDLE EAST BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 77. MIDDLE EAST BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 78. MIDDLE EAST BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 79. AFRICA BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022-2032 ($MILLION)
TABLE 80. AFRICA BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022-2032 ($MILLION)
TABLE 81. AFRICA BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022-2032 ($MILLION)
TABLE 82. ANIMOCA BRANDS CORPORATION LIMITED: KEY EXECUTIVES
TABLE 83. ANIMOCA BRANDS CORPORATION LIMITED: COMPANY SNAPSHOT
TABLE 84. ANIMOCA BRANDS CORPORATION LIMITED: SERVICE SEGMENTS
TABLE 85. ANIMOCA BRANDS CORPORATION LIMITED: PRODUCT PORTFOLIO
TABLE 86. ANIMOCA BRANDS CORPORATION LIMITED: KEY STRATEGIES
TABLE 87. APPINVENTIV: KEY EXECUTIVES
TABLE 88. APPINVENTIV: COMPANY SNAPSHOT
TABLE 89. APPINVENTIV: SERVICE SEGMENTS
TABLE 90. APPINVENTIV: PRODUCT PORTFOLIO
TABLE 91. CUBIX: KEY EXECUTIVES
TABLE 92. CUBIX: COMPANY SNAPSHOT
TABLE 93. CUBIX: SERVICE SEGMENTS
TABLE 94. CUBIX: PRODUCT PORTFOLIO
TABLE 95. CUBIX: KEY STRATEGIES
TABLE 96. IBM: KEY EXECUTIVES
TABLE 97. IBM: COMPANY SNAPSHOT
TABLE 98. IBM: SERVICE SEGMENTS
TABLE 99. IBM: PRODUCT PORTFOLIO
TABLE 100. LEEWAYHERTZ: KEY EXECUTIVES
TABLE 101. LEEWAYHERTZ: COMPANY SNAPSHOT
TABLE 102. LEEWAYHERTZ: SERVICE SEGMENTS
TABLE 103. LEEWAYHERTZ: PRODUCT PORTFOLIO
TABLE 104. LEEWAYHERTZ: KEY STRATEGIES
TABLE 105. LUMIGHOST LTD.: KEY EXECUTIVES
TABLE 106. LUMIGHOST LTD.: COMPANY SNAPSHOT
TABLE 107. LUMIGHOST LTD.: SERVICE SEGMENTS
TABLE 108. LUMIGHOST LTD.: PRODUCT PORTFOLIO
TABLE 109. MATICZ TECHNOLOGIES PRIVATE LIMITED: KEY EXECUTIVES
TABLE 110. MATICZ TECHNOLOGIES PRIVATE LIMITED: COMPANY SNAPSHOT
TABLE 111. MATICZ TECHNOLOGIES PRIVATE LIMITED: SERVICE SEGMENTS
TABLE 112. MATICZ TECHNOLOGIES PRIVATE LIMITED: PRODUCT PORTFOLIO
TABLE 113. SARA TECHNOLOGIES INC.: KEY EXECUTIVES
TABLE 114. SARA TECHNOLOGIES INC.: COMPANY SNAPSHOT
TABLE 115. SARA TECHNOLOGIES INC.: SERVICE SEGMENTS
TABLE 116. SARA TECHNOLOGIES INC.: PRODUCT PORTFOLIO
TABLE 117. UNICSOFT: KEY EXECUTIVES
TABLE 118. UNICSOFT: COMPANY SNAPSHOT
TABLE 119. UNICSOFT: SERVICE SEGMENTS
TABLE 120. UNICSOFT: PRODUCT PORTFOLIO
TABLE 121. WEBLLISTO: KEY EXECUTIVES
TABLE 122. WEBLLISTO: COMPANY SNAPSHOT
TABLE 123. WEBLLISTO: SERVICE SEGMENTS
TABLE 124. WEBLLISTO: PRODUCT PORTFOLIO
List of Figures
FIGURE 01. BLOCKCHAIN IN GAMING MARKET, 2022-2032
FIGURE 02. SEGMENTATION OF BLOCKCHAIN IN GAMING MARKET, 2022-2032
FIGURE 03. TOP INVESTMENT POCKETS IN BLOCKCHAIN IN GAMING MARKET (2023-2032)
FIGURE 04. MODERATE BARGAINING POWER OF SUPPLIERS
FIGURE 05. LOW BARGAINING POWER OF BUYERS
FIGURE 06. MODERATE THREAT OF SUBSTITUTES
FIGURE 07. HIGH THREAT OF NEW ENTRANTS
FIGURE 08. MODERATE INTENSITY OF RIVALRY
FIGURE 09. DRIVERS, RESTRAINTS AND OPPORTUNITIES: GLOBALBLOCKCHAIN IN GAMING MARKET
FIGURE 10. BLOCKCHAIN IN GAMING MARKET, BY GAME TYPE, 2022(%)
FIGURE 11. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR ROLE PLAYING GAMES, BY COUNTRY 2022 AND 2032(%)
FIGURE 12. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR OPEN WORLD GAMES, BY COUNTRY 2022 AND 2032(%)
FIGURE 13. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR COLLECTIBLE GAMES, BY COUNTRY 2022 AND 2032(%)
FIGURE 14. BLOCKCHAIN IN GAMING MARKET, BY PLATFORM, 2022(%)
FIGURE 15. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR ETH, BY COUNTRY 2022 AND 2032(%)
FIGURE 16. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR BNB CHAIN, BY COUNTRY 2022 AND 2032(%)
FIGURE 17. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR POLYGON, BY COUNTRY 2022 AND 2032(%)
FIGURE 18. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR OTHERS, BY COUNTRY 2022 AND 2032(%)
FIGURE 19. BLOCKCHAIN IN GAMING MARKET, BY DEVICE TYPE, 2022(%)
FIGURE 20. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR ANDROID, BY COUNTRY 2022 AND 2032(%)
FIGURE 21. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR WEB, BY COUNTRY 2022 AND 2032(%)
FIGURE 22. COMPARATIVE SHARE ANALYSIS OF BLOCKCHAIN IN GAMING MARKET FOR IOS, BY COUNTRY 2022 AND 2032(%)
FIGURE 23. BLOCKCHAIN IN GAMING MARKET BY REGION, 2022
FIGURE 24. U.S. BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 25. CANADA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 26. UK BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 27. GERMANY BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 28. FRANCE BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 29. ITALY BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 30. SPAIN BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 31. REST OF EUROPE BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 32. CHINA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 33. JAPAN BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 34. INDIA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 35. AUSTRALIA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 36. SOUTH KOREA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 37. REST OF ASIA-PACIFIC BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 38. LATIN AMERICA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 39. MIDDLE EAST BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 40. AFRICA BLOCKCHAIN IN GAMING MARKET, 2022-2032 ($MILLION)
FIGURE 41. TOP WINNING STRATEGIES, BY YEAR
FIGURE 42. TOP WINNING STRATEGIES, BY DEVELOPMENT
FIGURE 43. TOP WINNING STRATEGIES, BY COMPANY
FIGURE 44. PRODUCT MAPPING OF TOP 10 PLAYERS
FIGURE 45. COMPETITIVE DASHBOARD
FIGURE 46. COMPETITIVE HEATMAP: BLOCKCHAIN IN GAMING MARKET
FIGURE 47. TOP PLAYER POSITIONING, 2022
FIGURE 48. IBM: NET REVENUE, 2019-2021 ($MILLION)
FIGURE 49. IBM: REVENUE SHARE BY SEGMENT, 2021 (%)
FIGURE 50. IBM: REVENUE SHARE BY REGION, 2021 (%)

Companies Mentioned

  • Cubix
  • Sara Technologies Inc.
  • Lumighost Ltd.
  • Webllisto
  • IBM
  • Unicsoft
  • Animoca Brands Corporation Limited
  • LeewayHertz
  • Appinventiv
  • Maticz Technologies Private Limited

Methodology

The analyst offers exhaustive research and analysis based on a wide variety of factual inputs, which largely include interviews with industry participants, reliable statistics, and regional intelligence. The in-house industry experts play an instrumental role in designing analytic tools and models, tailored to the requirements of a particular industry segment. The primary research efforts include reaching out participants through mail, tele-conversations, referrals, professional networks, and face-to-face interactions.

They are also in professional corporate relations with various companies that allow them greater flexibility for reaching out to industry participants and commentators for interviews and discussions.

They also refer to a broad array of industry sources for their secondary research, which typically include; however, not limited to:

  • Company SEC filings, annual reports, company websites, broker & financial reports, and investor presentations for competitive scenario and shape of the industry
  • Scientific and technical writings for product information and related preemptions
  • Regional government and statistical databases for macro analysis
  • Authentic news articles and other related releases for market evaluation
  • Internal and external proprietary databases, key market indicators, and relevant press releases for market estimates and forecast

Furthermore, the accuracy of the data will be analyzed and validated by conducting additional primaries with various industry experts and KOLs. They also provide robust post-sales support to clients.

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