Global Virtual Goods Market Research Report 2021 - Impact of COVID-19 on the Market

SKU ID :Maia-19632406 | Published Date: 02-Dec-2021 | No. of pages: 123
Virtual goods are services and products that are available in games that are procured using real money. These goods do not translate into real-life goods and are particular to a certain game.
The Virtual Goods market revenue was xx Million USD in 2016, grew to xx Million USD in 2021, and will reach xx Million USD in 2026, with a CAGR of xx during 2021-2026.

Considering the influence of COVID-19 on the global Virtual Goods market, this report analyzed the impact from both global and regional perspectives. From production end to consumption end in regions such as North America, Europe, China, and Japan, the report put emphasis on analysis of market under COVID-19 and corresponding response policy in different regions.

This report also analyzes the strategies for different companies to deal with the impact of COVID-19 in detail to seek a path to recovery.

Under COVID-19 Outbreak, how the Virtual Goods Industry will develop is also analyzed in detail in Chapter 1.8 of this report.

Major Players in Virtual Goods market are:
Hi5 Networks Inc.
Kabam Inc
Facebook Inc.
Bebo Inc.
Line
Tagged Inc.
Epic Games, Inc.
Myspace LLC
KakaoTalk
Tencent Holdings Ltd.
Gree Inc.
Mixi Inc.
Zynga Inc.

Most important types of Virtual Goods products covered in this report are:
Game Skin Virtual Goods
Game Fashion Virtual Goods
Digital Chat Stickers
Others

Most widely used downstream fields of Virtual Goods market covered in this report are:
Female
Male

Major Region

s or countries covered in this report:
North America
Europe
China
Japan
Middle East and Africa
South America
India
South Korea
Southeast Asia
Others

In Chapter 3.4, the report provides analysis of the reasons behind price fluctuations.

In chapters 5, 6, and 7, the impact of COVID-19 on the different regions in both production and consumption end and SWOT analysis are pointed out.

In Chapters 8, the report presents company's recent development and strategies to deal with the impact of COVID-19.

Years considered for this report:


Historical Years:

2016-2020

Base Year:

2020

Estimated Year:

2021

Forecast Period:

2021-2026
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