TechNavio today launched its report Global Virtual Goods Market 2012-2016 based on an in-depth analysis covering the Americas, and the EMEA and APAC regions. The report aims to aid decision makers™ understanding of the present and future landscape of the market.
Commenting on the report, an analyst from TechNavio™s IT Services team said: Virtual currencies are the means to make online payments in virtual environments such as gaming. Their usage has risen in recent times with increasing demand on social networking sites and online gaming sites. In the context of games, virtual currencies are utilized to purchase virtual goods for various avatars. Online gamers also spend real money on virtual currency to purchase virtual goods such as swords, houses, or magic wands. Hence with the increase in usage of virtual currencies, the Global Virtual Goods market is witnessing growth.
According to the report, the increase in the number of broadband internet subscribers globally is moving at a fair pace. With the increase in adoption of broadband internet an increase in the user base of virtual goods has been witnessed in recent years. With the increasing sales of tablets and smartphones aiding in the growth of the number of broadband subscribers, the increasing utilization of wireless technology to enter underpenetrated parts of developing countries is also playing a role in increasing broadband penetration. The key leading countries in the Global Virtual Goods market have witnessed a rise in broadband subscribers per 100 residents in recent years and this growth is expected to continue during the forecast years. In 2012, China had 13.96 broadband subscribers per 100 residents, expected to increase to 22.42 by 2016.
Further, the report discusses that due to modernization and technological advancements, people worldwide depend heavily on the internet for business as well as personal purposes. However, many are unaware of the potential cyber threats and the consequences.
The report also includes a discussion of the key vendors operating in this market. The key vendors dominating this market space are Facebook Inc., Gree Inc., Mixi Inc., and Tencent Holdings Ltd. The other vendors mentioned in the report are hi5 Networks Inc., Bebo Inc., Myspace LLC, Tagged Inc., Sonico.com Inc., NHN Japan Corp., CyberAgent Inc., Zynga Inc., Kabam Inc., and DeNA Co. Ltd.
The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to a SWOT analysis of the key vendors. For further information on this report, please visit http://www.technavio.com/content/global-virtual-goods-market-2012-2016
TechNavio, the market research platform of Infiniti Research Ltd, publishes periodic market research reports on niche and emerging technologies. For more information on our IT Services market research, please visit http://www.technavio.com/it-services
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