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レポート概要
Persistence Market Research社の本調査レポートでは、世界のゲーム内ギャンブル&ルートボックス市場について広く調査・分析し、エグゼクティブサマリー、市場概要、市場リスク&動向分析、市場背景&基盤データポイント、主要成功要因、需要分析・予測、種類別(スポーツベッティング、カジノ、宝くじ、ビンゴ)分析、最終用途別(デスクトップ用、モバイル用)分析、地域別分析、市場構造分析、競争分析、仮定、調査手法などの項目を掲載しております。 ・エグゼクティブサマリー ・市場概要 ・市場リスク&動向分析 ・市場背景&基盤データポイント ・主要成功要因 ・需要分析・予測 ・世界のゲーム内ギャンブル&ルートボックス市場規模:種類別(スポーツベッティング、カジノ、宝くじ、ビンゴ) ・世界のゲーム内ギャンブル&ルートボックス市場規模:最終用途別(デスクトップ用、モバイル用) ・世界のゲーム内ギャンブル&ルートボックス市場規模:地域別 ・市場構造分析 ・競争分析 |
In-game Gambling and Loot Boxes Market: Scope of Report
The latest publication by Persistence Market Research on the global in-game gambling and loot boxes market evaluates the opportunities and current market landscape, provides detailed analysis, and updates about corresponding sections affecting the market. The study offers detailed insights on current market dynamics, which include the drivers, restraints, trends, and opportunities in the market. The principal aim of the market study is to present exclusive information about how the market will perform during the forecast period of 2022-2032.
Important indicators for the successful growth of the market are presented in this comprehensive report, which includes a Year-on-Year (Y-o-Y) growth analysis of the market, and compounded annual growth rate (CAGR), which are described exhaustively in Persistence Market Research’s study. This research study can support readers to know the demand for In-game gambling and loot boxes products and the quantitative development opportunities during the study period.
The research is beneficial for shareholders in the landscape, including investors, manufacturers, service providers, distributors, and suppliers, and can help them in developing suitable business strategies to flourish in the In-game gambling and loot boxes market. Shareholders in the In-game gambling and loot boxes market, industry experts, investors, researchers, and reporters, as well as business enthusiasts can leverage insights and information presented in this Persistence Market Research study.
Market statistics, as well as information linked to the macro- as well as micro-economic variables affecting the business scenario in the In-game gambling and loot boxes market, are also included in the current study. Depending on potential developments in the market, substantive insights are also encountered in this report. Additionally, by the data submitted in this report, minor companies and new entrants in the industry can be aided in making suitable company choices to achieve traction in the market.
Key Market Segments
Persistence Market Research’s study on the In-game gambling and loot boxes market offers information divided into three important segments – game type, end user, and region. This report offers comprehensive data and information about the important market dynamics and growth parameters associated with these categories.
Game Type
Sports Betting
Casino
Lottery
Bingo
End User
Desktop
Mobile
Region
North America
Latin America
Europe
APAC
Middle East & Africa
Key Questions Answered in Report
Which regions will continue to remain the most profitable markets for In-game gambling and loot boxes over the coming years?
How will changing trends impact the market?
How has the COVID-19 crisis impacted market growth?
How can market players capture the low-hanging opportunities in developed regions?
What are the strategies of stakeholders in the market to shape their position in this landscape?
What are the restraining factors that investors need to be aware of and might tackle while investing in the market?
What are the developmental trends that will impact the market?
How can companies in the In-game gambling and loot boxes market avail themselves the growth opportunities in developed and emerging sectors?
Research Methodology
In Persistence Market Research’s study, a unique research methodology is utilized to conduct extensive research on the growth of the In-game gambling and loot boxes market, and reach conclusions on the future growth parameters of the market. This research methodology is a combination of primary and secondary research, which helps analysts to ensure the accuracy and reliability of the conclusions.
Secondary resources referred to by analysts during the production of the market study include statistics from governmental organizations, trade journals, white papers, and internal and external proprietary databases. Analysts have interviewed senior managers, product portfolio managers, CEOs, VPs, marketing/product managers, and market intelligence managers, who contributed to the development of this report as a primary resource.
Comprehensive information acquired from primary and secondary resources acts as validation from companies in the market, and makes Persistence Market Research’s projections on the growth prospects of the in-game gambling and loot boxes market are more accurate and reliable.
レポート目次1. Executive Summary
1.1. Global Market Outlook
1.2. Summary of Statistics
1.3. Key Market Characteristics & Attributes
1.4. Fact.MR Analysis and Recommendations
2. Market Overview
2.1. Market Coverage / Taxonomy
2.2. Market Definition / Scope / Limitations
3. Market Risks and Trends Assessment
3.1. Risk Assessment
3.1.1. COVID-19 Crisis and Impact on In-Game Gambling and Loot Boxes Demand
3.1.2. COVID-19 Impact Benchmark with Previous Crisis
3.1.3. Impact on Market Value (US$ Mn)
3.1.4. Assessment by Key Countries
3.1.5. Assessment by Key Market Segments
3.1.6. Action Points and Recommendation for Suppliers
3.2. Key Trends Impacting the Market
3.3. Formulation and Product Development Trends
4. Market Background and Foundation Data Points
4.1. Global Protective Coatings Market (US$ Mn)
4.2. In-Game Gambling and Loot Boxes Market Opportunity Assessment (US$ Mn)
4.2.1. Total Available Market
4.2.2. Serviceable Addressable Market
4.2.3. Serviceable Obtainable Market
4.3. Market Scenario Forecast
4.3.1. Demand in optimistic Scenario
4.3.2. Demand in Likely Scenario
4.3.3. Demand in Conservative Scenario
4.4. Investment Feasibility Analysis
4.4.1. Investment in Established Markets
4.4.1.1. In Short Term
4.4.1.2. In Long Term
4.4.2. Investment in Emerging Markets
4.4.2.1. In Short Term
4.4.2.2. In Long Term
4.5. Forecast Factors – Relevance & Impact
4.5.1. Top Companies Historical Growth
4.5.2. Global Protective Coatings Market Growth
4.5.3. In-Game Gambling and Loot Boxes Adoption Rate, By Country
4.6. Market Dynamics
4.6.1. Market Driving Factors and Impact Assessment
4.6.2. Prominent Market Challenges and Impact Assessment
4.6.3. In-Game Gambling and Loot Boxes Market Opportunities
4.6.4. Prominent Trends in the Global Market & Their Impact Assessment
5. Key Success Factors
5.1. Manufacturers’ Focus on Low Penetration High Growth Markets
5.2. Banking on with Segments High Incremental Opportunity
5.3. Peer Benchmarking
6. Global In-Game Gambling and Loot Boxes Market Demand Analysis 2015-2021 and Forecast, 2022-2032
6.1. Historical Market Analysis, 2015-2021
6.2. Current and Future Market Projections, 2022-2032
6.3. Y-o-Y Growth Trend Analysis
7. Global In-Game Gambling and Loot Boxes Market Value Analysis 2015-2021 and Forecast, 2022-2032
7.1. Historical Market Value (US$ Mn) Analysis, 2015-2021
7.2. Current and Future Market Value (US$ Mn) Projections, 2022-2032
7.2.1. Y-o-Y Growth Trend Analysis
7.2.2. Absolute $ Opportunity Analysis
8. Global In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032, By Game Type
8.1. Introduction / Key Findings
8.2. Historical Market Size (US$ Mn) Analysis By Game Type, 2015-2021
8.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By Game Type, 2022-2032
8.3.1. Sports Betting
8.3.2. Casino
8.3.3. Lottery
8.3.4. Bingo
8.4. Market Attractiveness Analysis By Game Type
9. Global In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032, By End User
9.1. Introduction / Key Findings
9.2. Historical Market Size (US$ Mn) Analysis By End User, 2015-2021
9.3. Current and Future Market Size (US$ Mn) Analysis and Forecast By End User, 2022-2032
9.3.1. Desktop
9.3.2. Mobile
9.4. Market Attractiveness Analysis By End User
10. Global In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032, By Region
10.1. Introduction
10.2. Historical Market Size (US$ Mn) Analysis By Region, 2015-2021
10.3. Current Market Size (US$ Mn) & Analysis and Forecast By Region, 2022-2032
10.3.1. North America
10.3.2. Latin America
10.3.3. Europe
10.3.4. Asia Pacific
10.3.5. Middle East and Africa (MEA)
10.4. Market Attractiveness Analysis By Region
11. North America In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
11.1. Introduction
11.2. Pricing Analysis
11.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
11.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
11.4.1. By Country
11.4.1.1. U.S.
11.4.1.2. Canada
11.4.1.3. Rest of North America
11.4.2. By Game Type
11.4.3. By End User
11.5. Market Attractiveness Analysis
11.5.1. By Country
11.5.2. By Game Type
11.5.3. By End User
12. Latin America In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
12.1. Introduction
12.2. Pricing Analysis
12.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
12.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
12.4.1. By Country
12.4.1.1. Brazil
12.4.1.2. Mexico
12.4.1.3. Rest of Latin America
12.4.2. By Game Type
12.4.3. By End User
12.5. Market Attractiveness Analysis
12.5.1. By Country
12.5.2. By Game Type
12.5.3. By End User
13. Europe In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
13.1. Introduction
13.2. Pricing Analysis
13.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
13.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
13.4.1. By Country
13.4.1.1. Germany
13.4.1.2. France
13.4.1.3. U.K.
13.4.1.4. Italy
13.4.1.5. Benelux
13.4.1.6. Nordic Countries
13.4.1.7. Rest of Europe
13.4.2. By Game Type
13.4.3. By End User
13.5. Market Attractiveness Analysis
13.5.1. By Country
13.5.2. By Game Type
13.5.3. By End User
14. Asia Pacific In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
14.1. Introduction
14.2. Pricing Analysis
14.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
14.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
14.4.1. By Country
14.4.1.1. China
14.4.1.2. Japan
14.4.1.3. South Korea
14.4.1.4. Rest of Asia Pacific
14.4.2. By Game Type
14.4.3. By End User
14.5. Market Attractiveness Analysis
14.5.1. By Country
14.5.2. By Game Type
14.5.3. By End User
15. Middle East and Africa In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
15.1. Introduction
15.2. Pricing Analysis
15.3. Historical Market Value (US$ Mn) Trend Analysis By Market Taxonomy, 2015-2021
15.4. Market Value (US$ Mn) & Forecast By Market Taxonomy, 2022-2032
15.4.1. By Country
15.4.1.1. GCC Countries
15.4.1.2. South Africa
15.4.1.3. Turkey
15.4.1.4. Rest of Middle East and Africa
15.4.2. By Game Type
15.4.3. By End User
15.5. Market Attractiveness Analysis
15.5.1. By Country
15.5.2. By Game Type
15.5.3. By End User
16. Key Countries In-Game Gambling and Loot Boxes Market Analysis 2015-2021 and Forecast 2022-2032
16.1. Introduction
16.1.1. Market Value Proportion Analysis, By Key Countries
16.1.2. Global Vs. Country Growth Comparison
16.2. US In-Game Gambling and Loot Boxes Market Analysis
16.2.1. Value Proportion Analysis by Market Taxonomy
16.2.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.2.2.1. By Game Type
16.2.2.2. By End User
16.3. Canada In-Game Gambling and Loot Boxes Market Analysis
16.3.1. Value Proportion Analysis by Market Taxonomy
16.3.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.3.2.1. By Game Type
16.3.2.2. By End User
16.4. Mexico In-Game Gambling and Loot Boxes Market Analysis
16.4.1. Value Proportion Analysis by Market Taxonomy
16.4.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.4.2.1. By Game Type
16.4.2.2. By End User
16.5. Brazil In-Game Gambling and Loot Boxes Market Analysis
16.5.1. Value Proportion Analysis by Market Taxonomy
16.5.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.5.2.1. By Game Type
16.5.2.2. By End User
16.6. Germany In-Game Gambling and Loot Boxes Market Analysis
16.6.1. Value Proportion Analysis by Market Taxonomy
16.6.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.6.2.1. By Game Type
16.6.2.2. By End User
16.7. France In-Game Gambling and Loot Boxes Market Analysis
16.7.1. Value Proportion Analysis by Market Taxonomy
16.7.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.7.2.1. By Game Type
16.7.2.2. By End User
16.8. Italy In-Game Gambling and Loot Boxes Market Analysis
16.8.1. Value Proportion Analysis by Market Taxonomy
16.8.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.8.2.1. By Game Type
16.8.2.2. By End User
16.9. BENELUX In-Game Gambling and Loot Boxes Market Analysis
16.9.1. Value Proportion Analysis by Market Taxonomy
16.9.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.9.2.1. By Game Type
16.9.2.2. By End User
16.10. UK In-Game Gambling and Loot Boxes Market Analysis
16.10.1. Value Proportion Analysis by Market Taxonomy
16.10.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.10.2.1. By Game Type
16.10.2.2. By End User
16.11. Nordic Countries In-Game Gambling and Loot Boxes Market Analysis
16.11.1. Value Proportion Analysis by Market Taxonomy
16.11.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.11.2.1. By Game Type
16.11.2.2. By End User
16.12. China In-Game Gambling and Loot Boxes Market Analysis
16.12.1. Value Proportion Analysis by Market Taxonomy
16.12.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.12.2.1. By Game Type
16.12.2.2. By End User
16.13. Japan In-Game Gambling and Loot Boxes Market Analysis
16.13.1. Value Proportion Analysis by Market Taxonomy
16.13.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.13.2.1. By Game Type
16.13.2.2. By End User
16.14. South Korea In-Game Gambling and Loot Boxes Market Analysis
16.14.1. Value Proportion Analysis by Market Taxonomy
16.14.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.14.2.1. By Game Type
16.14.2.2. By End User
16.15. GCC Countries In-Game Gambling and Loot Boxes Market Analysis
16.15.1. Value Proportion Analysis by Market Taxonomy
16.15.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.15.2.1. By Game Type
16.15.2.2. By End User
16.16. South Africa In-Game Gambling and Loot Boxes Market Analysis
16.16.1. Value Proportion Analysis by Market Taxonomy
16.16.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.16.2.1. By Game Type
16.16.2.2. By End User
16.17. Turkey In-Game Gambling and Loot Boxes Market Analysis
16.17.1. Value Proportion Analysis by Market Taxonomy
16.17.2. Value & Analysis and Forecast by Market Taxonomy, 2015-2032
16.17.2.1. By Game Type
16.17.2.2. By End User
16.17.3. Competition Landscape and Player Concentration in the Country
17. Market Structure Analysis
17.1. Market Analysis by Tier of Companies
17.2. Market Concentration
17.3. Market Share Analysis of Top Players
17.4. Market Presence Analysis
17.4.1. By Regional footprint of Players
17.4.2. Product footprint by Players
18. Competition Analysis
18.1. Competition Dashboard
18.2. Competition Benchmarking
18.3. Competition Deep Dive
18.3.1. 2K Games
18.3.1.1. Overview
18.3.1.2. Product Portfolio
18.3.1.3. Sales Footprint
18.3.1.4. Strategy Overview
18.3.2. ARJEL (National Gaming Authority)
18.3.2.1. Overview
18.3.2.2. Product Portfolio
18.3.2.3. Sales Footprint
18.3.2.4. Strategy Overview
18.3.3. Belgian Gaming Commission
18.3.3.1. Overview
18.3.3.2. Product Portfolio
18.3.3.3. Sales Footprint
18.3.3.4. Strategy Overview
18.3.4. Bet365
18.3.4.1. Overview
18.3.4.2. Product Portfolio
18.3.4.3. Sales Footprint
18.3.4.4. Strategy Overview
18.3.5. Bethesda
18.3.5.1. Overview
18.3.5.2. Product Portfolio
18.3.5.3. Sales Footprint
18.3.5.4. Strategy Overview
18.3.6. Big Fish Games
18.3.6.1. Overview
18.3.6.2. Product Portfolio
18.3.6.3. Sales Footprint
18.3.6.4. Strategy Overview
18.3.7. Bungie
18.3.7.1. Overview
18.3.7.2. Product Portfolio
18.3.7.3. Sales Footprint
18.3.7.4. Strategy Overview
18.3.8. CS:GO Diamonds
18.3.8.1. Overview
18.3.8.2. Product Portfolio
18.3.8.3. Sales Footprint
18.3.8.4. Strategy Overview
18.3.9. CSGO Lotto
18.3.9.1. Overview
18.3.9.2. Product Portfolio
18.3.9.3. Sales Footprint
18.3.9.4. Strategy Overview
19. Assumptions and Acronyms Used
20. Research Methodology
Table 1: Global In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021Table 2: Global In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 3: Global In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 4: Global In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 5: Global In-Game Gambling and Loot Boxes Market, By Region, 2015 – 2021
Table 6: Global In-Game Gambling and Loot Boxes Market, By Region, 2022 – 2032
Table 7: North America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021
Table 8: North America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 9: North America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 10: North America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 11: North America In-Game Gambling and Loot Boxes Market, By Country, 2015 – 2021
Table 12: North America In-Game Gambling and Loot Boxes Market, By Country, 2022 – 2032
Table 13: Latin America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021
Table 14: Latin America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 15: Latin America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 16: Latin America In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 17: Latin America In-Game Gambling and Loot Boxes Market, By Country, 2015 – 2021
Table 18: Latin America In-Game Gambling and Loot Boxes Market, By Country, 2022 – 2032
Table 19: Europe In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021
Table 20: Europe In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 21: Europe In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 22: Europe In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 23: Europe In-Game Gambling and Loot Boxes Market, By Country, 2015 – 2021
Table 24: Europe In-Game Gambling and Loot Boxes Market, By Country, 2022 – 2032
Table 25: Asia Pacific In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021
Table 26: Asia Pacific In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 27: Asia Pacific In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 28: Asia Pacific In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 29: Asia Pacific In-Game Gambling and Loot Boxes Market, By Country, 2015 – 2021
Table 30: Asia Pacific In-Game Gambling and Loot Boxes Market, By Country, 2022 – 2032
Table 31: MEA In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2015 – 2021
Table 32: MEA In-Game Gambling and Loot Boxes Market Value (US$ Mn), By Game Type, 2022 – 2032
Table 33: MEA In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2015 – 2021
Table 34: MEA In-Game Gambling and Loot Boxes Market Value (US$ Mn), By End User, 2022 – 2032
Table 35: MEA In-Game Gambling and Loot Boxes Market, By Country, 2015 – 2021
Table 36: MEA In-Game Gambling and Loot Boxes Market, By Country, 2022 – 2032
Table 37: Global In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 38: Global In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 39: Global In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Region, 2022 – 2032
Table 40: North America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 41: North America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 42: North America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Country, 2022 – 2032
Table 43: Latin America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 44: Latin America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 45: Latin America In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Country, 2022 – 2032
Table 46: Europe In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 47: Europe In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 48: Europe In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Country, 2022 - 2032
Table 49: Asia Pacific In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 50: Asia Pacific In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 51: Asia Pacific In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Country, 2022 – 2032
Table 52: MEA In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Game Type, 2015 - 2021
Table 53: MEA In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By End User, 2022 – 2032
Table 54: MEA In-Game Gambling and Loot Boxes Market Incremental $ Opportunity, By Country, 2022 - 2032