The non-fungible token (nft) gaming market size is expected to see rapid growth in the next few years. It will grow to $1.28 trillion in 2030 at a compound annual growth rate (CAGR) of 17%. The growth in the forecast period can be attributed to increasing regulation clarity around digital assets, rising demand for cross-platform nft utility, expansion of metaverse economies, growing integration of defi mechanisms in gaming, increasing focus on sustainable blockchain networks. Major trends in the forecast period include increasing adoption of play-to-earn gaming models, rising integration of blockchain-based ownership systems, growing demand for interoperable in-game assets, expansion of nft marketplaces within games, enhanced focus on secure digital asset trading.
The increasing influence of social media is expected to drive the growth of the Temporary Tattoo market in the coming years. Social media refers to digital platforms and applications that enable users to create, share, and engage with content while interacting with online communities. This growing influence is fueled by the rising number of users worldwide, which enhances digital connectivity and content engagement. Temporary tattoos benefit from this trend by gaining visibility and adoption on social media platforms, where users discover new designs, share their looks, and participate in trending content, thereby boosting demand. For example, in January 2024, DataReportal, a UK-based digital insights source, reported that global social media users had grown to 5.04 billion, an increase of 266 million users (5.6 %) compared to the previous year. Consequently, the expanding role of social media is supporting the growth of the Temporary Tattoo market.
Key players in the temporary tattoo market are focusing on developing licensed and character-based collections, such as Peanuts-themed tattoos, to attract fans and drive sales. Peanuts-themed tattoos feature characters and designs from the Peanuts comic strip. For instance, in October 2024, Tattly Inc., a US-based design-focused company, launched a collection of 16 temporary tattoos showcasing artwork from the Peanuts comic strip, including popular characters such as Snoopy and Charlie Brown. This reflects a broader industry trend where major brands leverage licensed characters to engage consumers and enhance sales growth.
In May 2024, Like Ink AB, a Sweden-based temporary tattoo provider, acquired the assets of Fake Tattoos AB for an undisclosed amount. Through this acquisition, Like Ink aims to strengthen its position in the temporary tattoo market by combining both companies’ expertise and networks to offer high-quality, custom-designed temporary tattoos to private customers, associations, and businesses across Europe and the UK. Fake Tattoos AB is a Sweden-based temporary tattoo company with over a decade of experience in the industry.
Major companies operating in the non-fungible token (nft) gaming market are Animoca Brands Corporation Ltd., Sky Mavis, Dapper Labs Inc., Yuga Labs Inc., Immutable Pty Ltd., Gala Games, Mythical Games, Enjin Pte. Ltd., Sorare SAS, Horizon Blockchain Games Inc., Decentraland Foundation, Splinterlands (Steem Monsters), Illuvium, Ultra.io, Wemade Co. Ltd., Netmarble Corporation, Uplandme Inc., Axie Infinity Studios, Blockchain Game Alliance, PlayDapp.
North America was the largest region in the non-fungible token (NFT) gaming market in 2025. Asia-Pacific is expected to be the fastest-growing region in the forecast period. The regions covered in the non-fungible token (nft) gaming market report are Asia-Pacific, South East Asia, Western Europe, Eastern Europe, North America, South America, Middle East, Africa. The countries covered in the non-fungible token (nft) gaming market report are Australia, Brazil, China, France, Germany, India, Indonesia, Japan, Taiwan, Russia, South Korea, UK, USA, Canada, Italy, Spain.
The non-fungible token (NFT) gaming market consists of revenues earned by entities by providing services such as smart contract development, wallet and payment gateway integration, in-game asset management, blockchain consulting, and security audits. The market value includes the value of related goods sold by the service provider or included within the service offering. The non-fungible token (NFT) gaming market also includes sales of collectible non-fungible token (NFT) games, metaverse games, digital avatars, and casual NFT games. Values in this market are ‘factory gate’ values, that is the value of goods sold by the manufacturers or creators of the goods, whether to other entities (including downstream manufacturers, wholesalers, distributors and retailers) or directly to end customers. The value of goods in this market includes related services sold by the creators of the goods.
The market value is defined as the revenues that enterprises gain from the sale of goods and/or services within the specified market and geography through sales, grants, or donations in terms of the currency (in USD unless otherwise specified).
The revenues for a specified geography are consumption values that are revenues generated by organizations in the specified geography within the market, irrespective of where they are produced. It does not include revenues from resales along the supply chain, either further along the supply chain or as part of other products.
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Table of Contents
Executive Summary
Non-Fungible Token (NFT) Gaming Market Global Report 2026 provides strategists, marketers and senior management with the critical information they need to assess the market.This report focuses non-fungible token (nft) gaming market which is experiencing strong growth. The report gives a guide to the trends which will be shaping the market over the next ten years and beyond.
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Description
Where is the largest and fastest growing market for non-fungible token (nft) gaming? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward, including technological disruption, regulatory shifts, and changing consumer preferences? The non-fungible token (nft) gaming market global report answers all these questions and many more.The report covers market characteristics, size and growth, segmentation, regional and country breakdowns, total addressable market (TAM), market attractiveness score (MAS), competitive landscape, market shares, company scoring matrix, trends and strategies for this market. It traces the market’s historic and forecast market growth by geography.
- The market characteristics section of the report defines and explains the market. This section also examines key products and services offered in the market, evaluates brand-level differentiation, compares product features, and highlights major innovation and product development trends.
- The supply chain analysis section provides an overview of the entire value chain, including key raw materials, resources, and supplier analysis. It also provides a list competitor at each level of the supply chain.
- The updated trends and strategies section analyses the shape of the market as it evolves and highlights emerging technology trends such as digital transformation, automation, sustainability initiatives, and AI-driven innovation. It suggests how companies can leverage these advancements to strengthen their market position and achieve competitive differentiation.
- The regulatory and investment landscape section provides an overview of the key regulatory frameworks, regularity bodies, associations, and government policies influencing the market. It also examines major investment flows, incentives, and funding trends shaping industry growth and innovation.
- The market size section gives the market size ($b) covering both the historic growth of the market, and forecasting its development.
- The forecasts are made after considering the major factors currently impacting the market. These include the technological advancements such as AI and automation, Russia-Ukraine war, trade tariffs (government-imposed import/export duties), elevated inflation and interest rates.
- The total addressable market (TAM) analysis section defines and estimates the market potential compares it with the current market size, and provides strategic insights and growth opportunities based on this evaluation.
- The market attractiveness scoring section evaluates the market based on a quantitative scoring framework that considers growth potential, competitive dynamics, strategic fit, and risk profile. It also provides interpretive insights and strategic implications for decision-makers.
- Market segmentations break down the market into sub markets.
- The regional and country breakdowns section gives an analysis of the market in each geography and the size of the market by geography and compares their historic and forecast growth.
- Expanded geographical coverage includes Taiwan and Southeast Asia, reflecting recent supply chain realignments and manufacturing shifts in the region. This section analyzes how these markets are becoming increasingly important hubs in the global value chain.
- The competitive landscape chapter gives a description of the competitive nature of the market, market shares, and a description of the leading companies. Key financial deals which have shaped the market in recent years are identified.
- The company scoring matrix section evaluates and ranks leading companies based on a multi-parameter framework that includes market share or revenues, product innovation, and brand recognition.
Report Scope
Markets Covered:
1) By Non-Fungible Token Type: in-Game Assets; Collectibles; Trading Cards; Virtual Real Estate2) By Gaming Platform: Personal Computer Games; Mobile Games; Augmented Reality or Virtual Reality Games; Web-Based Games
3) By Functionality: Purely Collectibles; Reward Tokens; Access Pass; Utility-Based
4) By Blockchain Network: Ethereum; Binance Smart Chain; Flow; Polygon; Solana; Other Blockchain Networks
Subsegments:
1) By in-Game Assets: Weapons and Armor; Skins and Avatars; Power-Ups and Boosters; Game Levels and Maps2) By Collectibles: Digital Artworks; Virtual Trading Figures; Limited Edition Items; Virtual Memorabilia
3) By Trading Cards: Sports Cards; Fantasy Game Cards; Digital Card Packs; Limited Edition Cards
4) By Virtual Real Estate: Virtual Land Parcels; Virtual Commercial Properties; Virtual Residential Properties; Virtual Event Venues; Virtual Infrastructure
Companies Mentioned: Animoca Brands Corporation Ltd.; Sky Mavis; Dapper Labs Inc.; Yuga Labs Inc.; Immutable Pty Ltd.; Gala Games; Mythical Games; Enjin Pte. Ltd.; Sorare SAS; Horizon Blockchain Games Inc.; Decentraland Foundation; Splinterlands (Steem Monsters); Illuvium; Ultra.io; Wemade Co. Ltd.; Netmarble Corporation; Uplandme Inc.; Axie Infinity Studios; Blockchain Game Alliance; PlayDapp
Countries: Australia; Brazil; China; France; Germany; India; Indonesia; Japan; Taiwan; Russia; South Korea; UK; USA; Canada; Italy; Spain.
Regions: Asia-Pacific; South East Asia; Western Europe; Eastern Europe; North America; South America; Middle East; Africa
Time Series: Five years historic and ten years forecast.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita.
Data Segmentation: Country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes.
Delivery Format: Word, PDF or Interactive Report + Excel Dashboard
Added Benefits:
- Bi-Annual Data Update
- Customisation
- Expert Consultant Support
Companies Mentioned
The companies featured in this Non-Fungible Token (NFT) Gaming market report include:- Animoca Brands Corporation Ltd.
- Sky Mavis
- Dapper Labs Inc.
- Yuga Labs Inc.
- Immutable Pty Ltd.
- Gala Games
- Mythical Games
- Enjin Pte. Ltd.
- Sorare SAS
- Horizon Blockchain Games Inc.
- Decentraland Foundation
- Splinterlands (Steem Monsters)
- Illuvium
- Ultra.io
- Wemade Co. Ltd.
- Netmarble Corporation
- Uplandme Inc.
- Axie Infinity Studios
- Blockchain Game Alliance
- PlayDapp
Table Information
| Report Attribute | Details |
|---|---|
| No. of Pages | 250 |
| Published | January 2026 |
| Forecast Period | 2026 - 2030 |
| Estimated Market Value ( USD | $ 683.79 Billion |
| Forecasted Market Value ( USD | $ 1280 Billion |
| Compound Annual Growth Rate | 17.0% |
| Regions Covered | Global |
| No. of Companies Mentioned | 21 |


