Virtual Goods Market Size and Share

Virtual Goods Market (2025 - 2030)
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Virtual Goods Market Analysis by Mordor Intelligence

The virtual goods market size stands at USD 112.3 billion in 2025 and is on course to reach USD 261.4 billion by 2030, advancing at an 18.4% CAGR. Solid momentum comes from rising digital ownership, stronger Web3 wallet penetration, and government-backed metaverse programs across high-growth regions. Blockchain-enabled assets, although they represented only 35.5% of 2024 spending, are expanding faster than centralized alternatives at a 21.8% CAGR, encouraged by verifiable scarcity and cross-platform portability. Asia retains leadership through virtual goods market share powered by an extensive mobile-gaming audience and seamless digital payments. Meanwhile the Middle East & Africa is positioned for the quickest expansion as 5G coverage widens and initiatives such as Dubai’s “VR City 2030” stimulate demand. Subscription-based business models are accelerating at consumers prefer predictable access to rotating content over random loot boxes.

Key Report Takeaways

  • By type, in-game virtual goods led with 45.2% of the virtual goods market share in 2024; virtual land and property is forecast to expand at a 22.1% CAGR through 2030.
  • By platform, mobile applications captured 39.6% revenue share in 2024 while metaverse worlds are projected to climb at a 20.9% CAGR to 2030.
  • By device, smartphones and tablets accounted for 47.3% of the virtual goods market size in 2024; VR/AR head-mounted displays are advancing at 20.9% CAGR.
  • By technology, non-blockchain systems controlled 64.5% of 2024 revenue, yet blockchain-enabled assets will post the fastest 21.8% CAGR.
  • By payment model, micro-transactions and loot boxes held 55.2% of the virtual goods market size in 2024, while subscriptions show the highest 19.4% CAGR outlook.
  • By geography, Asia generated 40.3% of 2024 spending; the Middle East & Africa is set to log the strongest 20.7% CAGR through 2030.

Segment Analysis

By Type: Virtual Land Leads Digital Real Estate Boom

In-game assets retained 45.2% virtual goods market share in 2024, underscoring the entrenched monetization of cosmetics and power-ups. Virtual land is scaling fastest at 22.1% CAGR as brands acquire parcels for flagship experiences, sending premium plots above the USD 1 million threshold. The shift from speculative flips to revenue-yielding retail, event, and advertising spaces strengthens the investment story.

Digital collectibles splinter into NFT-backed drops with immutable scarcity and traditional locked-platform skins. Verified rarity commands mark-ups that enrich creators and collectors alike. Virtual currencies act as payment rails that keep user spending inside ecosystem loops, boosting lifetime value. Emerging service categories such as avatar styling build experiential depth, while tokenized physical assets blur lines between tangible and virtual ownership, enlarging the overall virtual goods market.

Virtual Goods Market: Market Share by Type
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By Platform: Metaverse Environments Redefine Engagement

Mobile titles generated 39.6% of 2024 revenue owing to their reach and low friction. Even so, metaverse worlds are charting a 20.9% CAGR, making them the new epicenter of social commerce. User time spent in persistent 3D venues rises each quarter, which increases demand for identity items that work across multiple spaces. Social networks amplify gifting functions, as 17 million US Twitch members and 5.6 million DouYu users purchase tips and badges.

PC and console ecosystems retain high-ARPU audiences who buy intricate skins and mods, while crypto-native hubs entice early adopters with self-custody and resale rights. Convergence is underway, yielding cross-platform bundles that sustain value wherever users log in. This alignment of user expectations cements the virtual goods market as a multi-platform economy.

By Device: AR/VR Headsets Drive Premium Experiences

Smartphones and tablets contributed 47.3% to the 2024 virtual goods market size thanks to vast install bases and instant payment links. Yet VR/AR headsets top the growth chart at 20.9% CAGR, helped by Meta’s cumulative USD 100 billion investment that pushes hardware prices lower.[2]Slashdot, “Meta's Investment in Virtual Reality on Track To Top USD 100 Billion,” slashdot.org VR shoppers exhibit 46% higher engagement and 17.5% better conversion, which allows premium pricing.

PC and console users demand high-fidelity items driven by robust GPUs. Cross-device entitlements let a sword bought on mobile unlock a richer animated version in VR, enlarging cart sizes. Studios increased multi-platform game count by 40% in 2024, reinforcing the need for device-agnostic asset libraries inside the virtual goods market.

By Technology: Blockchain Assets Gain Momentum

Centralized systems still own 64.5% of sales because they deliver turnkey onboarding, but blockchain-enabled goods show the sharpest rise at 21.8% CAGR. Users prize verifiable ownership, secondary resale, and interoperability, while developers leverage token economies for creator royalties. Regulatory probes by the European Commission keep competitive barriers lower by discouraging walled-garden lock-ins.[3]European Commission, “Competition in Generative AI and Virtual Worlds,” competition-policy.ec.europa.eu

Hybrid stacks now surface, embedding custodial wallets inside familiar interfaces. This tolerant architecture absorbs future rule shifts and widens participation beyond crypto-native audiences, enhancing resilience across the virtual goods market.

By Payment Model: Subscriptions Reshape Revenue Streams

Micro-transactions and loot boxes controlled 55.2% of 2024 turnover, yet subscriptions post the brightest 19.4% CAGR. Thirty-six percent of 2024 mobile-game revenue already came from passes that promise steady content refreshes, and consumer spend could reach USD 11 billion in 2025. Predictable cash flows improve working-capital cycles and enable heavier live-ops investments.

One-time pay-to-own items stay relevant for collectibles with enduring appeal. Combined models flourish as studios pair rewarded videos with offerwalls to improve retention, proving that diversified monetization maximizes take-rate across the virtual goods market.

Virtual Goods Market: Market Share by Payment Model
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By Application: Metaverse Events Transform Engagement

Online games accounted for 58.7% of 2024 outlays, yet metaverse and virtual events head the growth board at 24.4% CAGR. Live concerts, branded product launches, and fan conventions inside virtual arenas multiply engagement while removing geographic limits. Brands profit from ticketing, sponsorship, and branded merch skins, embedding virtual goods at every touchpoint.

Social gifting rises on short-form platforms where fans reward creators with stickers and badges. Digital commerce pilots blend showrooming and immediate purchase of digital twins. Educational, tourism, and healthcare simulations appear small now, but they set the stage for specialized asset categories that further diversify the virtual goods market.

Geography Analysis

Asia generated 40.3% of 2024 revenue on the back of an 800-million-strong mobile-gaming audience, advanced QR-code payments, and high ARPU in Japan and South Korea. China’s policy constraints on crypto prompt creative compliance, centering on fiat-settled blockchain proofs that maintain asset legitimacy. Web3 wallet use spreads quickly, catalyzing creator-to-player commerce. Security lapses in NFT markets dampen sentiment, yet investment persists as firms upgrade custodial standards.

North America ranks second, propelled by premium spenders who seek identity signaling inside games, metaverse spaces, and social media. Wearable NFTs flourish as 54% of users prioritize avatar aesthetics.[4] YouGov, “Metaverse in 2025 – What users want and what's holding others back”, yougov.com Regulatory opacity remains a drag, with divergent SEC and CFTC interpretations increasing cost of compliance. Strategic tie-ups like Disney’s USD 1.5 billion Epic Games stake enlarge branded asset pipelines, reshaping content supply chains.

The Middle East & Africa delivers the top 20.7% CAGR outlook as 5G and public-sector metaverse strategies accelerate adoption. Dubai’s VR roadmap induces private builds of retail showrooms and event sites. Tokenized property resonates with investors seeking Sharia-compliant diversification. Sub-Saharan Africa’s mobile-first demographic embraces low-bandwidth collectibles, adding fresh volume to the virtual goods market. Latin America benefits from P2E mechanics that turn gameplay into viable side income amid economic volatility, enhancing platform liquidity and stickiness.

Virtual Goods Market CAGR (%), Growth Rate by Region
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Competitive Landscape

Global leadership is moderate in concentration. Tencent, Roblox, and Meta anchor the centralized sphere through user-scale advantages and proprietary payment rails. Blockchain-native challengers such as Dapper Labs and Animoca Brands carve share via non-custodial wallets and royalty pipelines. Convergence multiplies as incumbents trial tokenized passes and decentralized outfits add comfort layers like credit-card checkout.

Strategic control of the value chain is rising. Disney’s minority equity in Epic Games fuses IP, engine technology, and storefront access, setting a template for vertical synergies. Regulatory developments reshape alliances: the US Department of Defense listing of Tencent injects geopolitical risk that may reroute sourcing and co-development. Large studios deploy AI to trim asset-creation cycles, with 62% adoption across workflows, enabling rapid response to trend spikes.

White-space opportunities lie in interoperability middleware, creator tooling, and sector-specific asset libraries. Nordic studios gain public funding that accelerates niche genre experimentation, while Gulf developers secure capital to infuse regional culture into skins and environments. Competitive intensity will hinge on the pace at which cross-platform standards mature, as those standards can dilute lock-in advantages and redistribute rents within the virtual goods market.

Virtual Goods Industry Leaders

  1. Tencent Holdings Ltd.

  2. Meta Platforms Inc.

  3. Roblox Corporation

  4. Epic Games Inc.

  5. Valve Corporation

  6. *Disclaimer: Major Players sorted in no particular order
Virtual Goods Market Concentration
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Recent Industry Developments

  • May 2025: Meta launched a USD 50 million Creator Fund to sponsor user-generated virtual goods across its portfolio.
  • March 2025: Tencent lifted its stake in Kadokawa Corporation, broadening Japanese IP access for future asset pipelines.
  • March 2025: Tilting Point opened a USD 150 million user-acquisition fund aimed at scaling mobile titles with heavy virtual goods monetization.
  • March 2025: Tripledot agreed to acquire AppLovin’s games unit for USD 900 million, boosting cross-promotion reach.

Table of Contents for Virtual Goods Industry Report

1. INTRODUCTION

  • 1.1 Study Assumptions and Market Definition
  • 1.2 Scope of the Study

2. RESEARCH METHODOLOGY

3. EXECUTIVE SUMMARY

4. MARKET LANDSCAPE

  • 4.1 Market Overview
  • 4.2 Market Drivers
    • 4.2.1 Proliferation of Metaverse Platforms Driving Demand for Wearable NFTs in North America
    • 4.2.2 Integration of Web3 Wallets Enabling Ownership and Monetization of Digital Assets in Asia-Pacific
    • 4.2.3 Rise of Play-to-Earn Models Accelerating Purchase of In-Game Virtual Currency in Latin America
    • 4.2.4 Brand Collaborations for Limited-Edition Digital Collectibles Boosting Revenue in Europe
    • 4.2.5 Increasing 5G and Cloud Gaming Adoption Expanding Market for Real-Time Skins in the Nordics
    • 4.2.6 Tokenization of Real-World Assets Catalyzing Virtual Land Sales in the Middle East
  • 4.3 Market Restraints
    • 4.3.1 Regulatory Uncertainty Around Digital-Asset Classification in US and EU
    • 4.3.2 High Volatility of Crypto-Payment Methods Deterring Mainstream Consumers
    • 4.3.3 Copyright Infringement Risks for User-Generated Content on Metaverse Platforms
    • 4.3.4 Security Breaches in NFT Marketplaces Undermining Consumer Trust in Asia
  • 4.4 Value / Supply-Chain Analysis
  • 4.5 Regulatory and Technological Outlook
  • 4.6 Porter's Five Forces
    • 4.6.1 Threat of New Entrants
    • 4.6.2 Bargaining Power of Buyers
    • 4.6.3 Bargaining Power of Suppliers
    • 4.6.4 Threat of Substitutes
    • 4.6.5 Intensity of Competitive Rivalry

5. MARKET SIZE AND GROWTH FORECASTS (VALUE)

  • 5.1 By Type
    • 5.1.1 In-Game Virtual Goods
    • 5.1.2 Digital Collectibles (Non-NFT)
    • 5.1.3 Non-Fungible Tokens (NFT-Based Collectibles)
    • 5.1.4 Virtual Currency (Coins, Gems, Tokens)
    • 5.1.5 Virtual Land and Property
    • 5.1.6 Virtual Services (Avatar Styling, Event Tickets, etc.)
  • 5.2 By Platform
    • 5.2.1 PC / Console Games
    • 5.2.2 Mobile Games and Apps
    • 5.2.3 Metaverse Platforms and Virtual Worlds
    • 5.2.4 Social-Media Networks
    • 5.2.5 Crypto-Native Marketplaces
  • 5.3 By Device
    • 5.3.1 Smartphones and Tablets
    • 5.3.2 PCs and Consoles
    • 5.3.3 VR / AR Head-Mounted Displays
  • 5.4 By Technology
    • 5.4.1 Blockchain-Enabled
    • 5.4.2 Non-Blockchain (Centralized)
  • 5.5 By Payment Model
    • 5.5.1 Micro-transactions and Loot Boxes
    • 5.5.2 Subscription / Season Pass
    • 5.5.3 Pay-to-Own (One-Time Purchase)
  • 5.6 By Application
    • 5.6.1 Online Games
    • 5.6.2 Metaverse and Virtual Events
    • 5.6.3 Social-Media Gifting and Tipping
    • 5.6.4 Digital Commerce and Advertising
    • 5.6.5 Others (Education, Virtual Tourism)
  • 5.7 By Geography
    • 5.7.1 North America
    • 5.7.1.1 United States
    • 5.7.1.2 Canada
    • 5.7.1.3 Mexico
    • 5.7.2 South America
    • 5.7.2.1 Brazil
    • 5.7.2.2 Argentina
    • 5.7.2.3 Rest of South America
    • 5.7.3 Europe
    • 5.7.3.1 United Kingdom
    • 5.7.3.2 Germany
    • 5.7.3.3 France
    • 5.7.3.4 Nordics
    • 5.7.3.5 Rest of Europe
    • 5.7.4 APAC
    • 5.7.4.1 China
    • 5.7.4.2 Japan
    • 5.7.4.3 South Korea
    • 5.7.4.4 India
    • 5.7.4.5 Southeast Asia
    • 5.7.4.6 Australia and New Zealand
    • 5.7.4.7 Rest of APAC
    • 5.7.5 Middle East
    • 5.7.5.1 GCC
    • 5.7.5.2 Turkey
    • 5.7.5.3 Rest of Middle East
    • 5.7.6 Africa
    • 5.7.6.1 South Africa
    • 5.7.6.2 Nigeria
    • 5.7.6.3 Rest of Africa

6. COMPETITIVE LANDSCAPE

  • 6.1 Market Concentration
  • 6.2 Strategic Moves (M&A, Funding, Partnerships)
  • 6.3 Market Share Analysis
  • 6.4 Company Profiles (includes Global-level Overview, Market-level Overview, Core Segments, Financials, Strategic Information, Market Rank/Share, Products and Services, Recent Developments)
    • 6.4.1 Tencent Holdings Ltd.
    • 6.4.2 Meta Platforms Inc.
    • 6.4.3 Roblox Corporation
    • 6.4.4 Epic Games Inc.
    • 6.4.5 Valve Corporation
    • 6.4.6 Unity Technologies Inc.
    • 6.4.7 Activision Blizzard Inc.
    • 6.4.8 Electronic Arts Inc.
    • 6.4.9 NetEase Inc.
    • 6.4.10 Linden Lab (Second Life)
    • 6.4.11 Decentraland Foundation
    • 6.4.12 Animoca Brands Corporation Ltd.
    • 6.4.13 Dapper Labs Inc.
    • 6.4.14 Ozone Networks Inc. (OpenSea)
    • 6.4.15 Immutable
    • 6.4.16 Mythical Games
    • 6.4.17 The Sandbox
    • 6.4.18 Sky Mavis Pte Ltd. (Axie Infinity)
    • 6.4.19 Ubisoft Entertainment SA
    • 6.4.20 Microsoft Corporation (Xbox and Minecraft)

7. MARKET OPPORTUNITIES AND FUTURE OUTLOOK

  • 7.1 White-Space and Unmet-Need Assessment
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Global Virtual Goods Market Report Scope

Virtual goods, existing in digital form, are non-physical items commonly found on online platforms, games, or in virtual environments. While intangible and lacking a physical presence, these goods can be bought, sold, traded, or utilized within digital experiences. Typically acquired using real-world or in-game currency, virtual goods enhance user experiences, offer customization, or introduce added functionality in virtual spaces.

The study tracks the revenue accrued through the sale of virtual goods by various players across the globe. The study also tracks the key market parameters, underlying growth influencers, and major vendors operating in the industry, which supports the market estimations and growth rates over the forecast period. The study further analyses the overall impact of COVID-19 aftereffects and other macroeconomic factors on the market. The report’s scope encompasses market sizing and forecasts for the various market segments.

The virtual goods market is segmented by component(in-game virtual goods, digital collectibles, virtual currency, virtual land and property, and virtual services), application(online games, social media platforms, and others), and geography (North America, Europe, Asia Pacific, Middle East & Africa, and Latin America). The market sizes and forecasts regarding value (USD) for all the above segments are provided.

By Type
In-Game Virtual Goods
Digital Collectibles (Non-NFT)
Non-Fungible Tokens (NFT-Based Collectibles)
Virtual Currency (Coins, Gems, Tokens)
Virtual Land and Property
Virtual Services (Avatar Styling, Event Tickets, etc.)
By Platform
PC / Console Games
Mobile Games and Apps
Metaverse Platforms and Virtual Worlds
Social-Media Networks
Crypto-Native Marketplaces
By Device
Smartphones and Tablets
PCs and Consoles
VR / AR Head-Mounted Displays
By Technology
Blockchain-Enabled
Non-Blockchain (Centralized)
By Payment Model
Micro-transactions and Loot Boxes
Subscription / Season Pass
Pay-to-Own (One-Time Purchase)
By Application
Online Games
Metaverse and Virtual Events
Social-Media Gifting and Tipping
Digital Commerce and Advertising
Others (Education, Virtual Tourism)
By Geography
North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Nordics
Rest of Europe
APAC China
Japan
South Korea
India
Southeast Asia
Australia and New Zealand
Rest of APAC
Middle East GCC
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
By Type In-Game Virtual Goods
Digital Collectibles (Non-NFT)
Non-Fungible Tokens (NFT-Based Collectibles)
Virtual Currency (Coins, Gems, Tokens)
Virtual Land and Property
Virtual Services (Avatar Styling, Event Tickets, etc.)
By Platform PC / Console Games
Mobile Games and Apps
Metaverse Platforms and Virtual Worlds
Social-Media Networks
Crypto-Native Marketplaces
By Device Smartphones and Tablets
PCs and Consoles
VR / AR Head-Mounted Displays
By Technology Blockchain-Enabled
Non-Blockchain (Centralized)
By Payment Model Micro-transactions and Loot Boxes
Subscription / Season Pass
Pay-to-Own (One-Time Purchase)
By Application Online Games
Metaverse and Virtual Events
Social-Media Gifting and Tipping
Digital Commerce and Advertising
Others (Education, Virtual Tourism)
By Geography North America United States
Canada
Mexico
South America Brazil
Argentina
Rest of South America
Europe United Kingdom
Germany
France
Nordics
Rest of Europe
APAC China
Japan
South Korea
India
Southeast Asia
Australia and New Zealand
Rest of APAC
Middle East GCC
Turkey
Rest of Middle East
Africa South Africa
Nigeria
Rest of Africa
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Key Questions Answered in the Report

How big is the Virtual Goods Market?

The Virtual Goods Market size is expected to reach USD 112.33 billion in 2025 and grow at a CAGR of 18.40% to reach USD 261.36 billion by 2030.

What is the current Virtual Goods Market size?

In 2025, the Virtual Goods Market size is expected to reach USD 112.33 billion.

Who are the key players in Virtual Goods Market?

Meta Platforms, Inc. (formerly Facebook Inc.), Tencent Holdings Ltd., Coinbase Global, Inc., Binance Holdings Ltd. and Gree Inc. are the major companies operating in the Virtual Goods Market.

Which is the fastest growing region in Virtual Goods Market?

Asia Pacific is estimated to grow at the highest CAGR over the forecast period (2025-2030).

Which region has the biggest share in Virtual Goods Market?

In 2025, the North America accounts for the largest market share in Virtual Goods Market.

What years does this Virtual Goods Market cover, and what was the market size in 2024?

In 2024, the Virtual Goods Market size was estimated at USD 91.66 billion. The report covers the Virtual Goods Market historical market size for years: 2019, 2020, 2021, 2022, 2023 and 2024. The report also forecasts the Virtual Goods Market size for years: 2025, 2026, 2027, 2028, 2029 and 2030.

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