Language of the Report – English
ただし、追加料金で日本語のレポートが入手できる場合もある。
1 Preface
2 Scope and Methodology
2.1 Objectives of the Study
2.2 Stakeholders
2.3 Data Sources
2.3.1 Primary Sources
2.3.2 Secondary Sources
2.4 Market Estimation
2.4.1 Bottom-Up Approach
2.4.2 Top-Down Approach
2.5 Forecasting Methodology
3 Executive Summary
4 Global Blockchain Gaming Market - Introduction
4.1 Overview
4.2 Market Dynamics
4.3 Industry Trends
4.4 Competitive Intelligence
5 Global Blockchain Gaming Market Landscape
5.1 Historical and Current Market Trends (2019-2024)
5.2 Market Forecast (2025-2033)
6 Global Blockchain Gaming Market - Breakup by Game Type
6.1 Role Playing Games
6.1.1 Overview
6.1.2 Historical and Current Market Trends (2019-2024)
6.1.3 Market Segmentation
6.1.4 Market Forecast (2025-2033)
6.2 Open World Games
6.2.1 Overview
6.2.2 Historical and Current Market Trends (2019-2024)
6.2.3 Market Segmentation
6.2.4 Market Forecast (2025-2033)
6.3 Collectible Games
6.3.1 Overview
6.3.2 Historical and Current Market Trends (2019-2024)
6.3.3 Market Segmentation
6.3.4 Market Forecast (2025-2033)
6.4 Attractive Investment Proposition by Game Type
7 Global Blockchain Gaming Market - Breakup by Platform
7.1 ETH
7.1.1 Overview
7.1.2 Historical and Current Market Trends (2019-2024)
7.1.3 Market Segmentation
7.1.4 Market Forecast (2025-2033)
7.2 BNB Chain
7.2.1 Overview
7.2.2 Historical and Current Market Trends (2019-2024)
7.2.3 Market Segmentation
7.2.4 Market Forecast (2025-2033)
7.3 Polygon
7.3.1 Overview
7.3.2 Historical and Current Market Trends (2019-2024)
7.3.3 Market Segmentation
7.3.4 Market Forecast (2025-2033)
7.4 Attractive Investment Proposition by Platform
8 Global Blockchain Gaming Market – Breakup by Region
8.1 North America
8.1.1 United States
8.1.1.1 Market Drivers
8.1.1.2 Historical and Current Market Trends (2019-2024)
8.1.1.3 Market Breakup by Game Type
8.1.1.4 Market Breakup by Platform
8.1.1.5 Key Players
8.1.1.6 Market Forecast (2025-2033)
8.1.2 Canada
8.1.2.1 Market Drivers
8.1.2.2 Historical and Current Market Trends (2019-2024)
8.1.2.3 Market Breakup by Game Type
8.1.2.4 Market Breakup by Platform
8.1.2.5 Key Players
8.1.2.6 Market Forecast (2025-2033)
8.2 Europe
8.2.1 Germany
8.2.1.1 Market Drivers
8.2.1.2 Historical and Current Market Trends (2019-2024)
8.2.1.3 Market Breakup by Game Type
8.2.1.4 Market Breakup by Platform
8.2.1.5 Key Players
8.2.1.6 Market Forecast (2025-2033)
8.2.2 France
8.2.2.1 Market Drivers
8.2.2.2 Historical and Current Market Trends (2019-2024)
8.2.2.3 Market Breakup by Game Type
8.2.2.4 Market Breakup by Platform
8.2.2.5 Key Players
8.2.2.6 Market Forecast (2025-2033)
8.2.3 United Kingdom
8.2.3.1 Market Drivers
8.2.3.2 Historical and Current Market Trends (2019-2024)
8.2.3.3 Market Breakup by Game Type
8.2.3.4 Market Breakup by Platform
8.2.3.5 Key Players
8.2.3.6 Market Forecast (2025-2033)
8.2.4 Italy
8.2.4.1 Market Drivers
8.2.4.2 Historical and Current Market Trends (2019-2024)
8.2.4.3 Market Breakup by Game Type
8.2.4.4 Market Breakup by Platform
8.2.4.5 Key Players
8.2.4.6 Market Forecast (2025-2033)
8.2.5 Spain
8.2.5.1 Market Drivers
8.2.5.2 Historical and Current Market Trends (2019-2024)
8.2.5.3 Market Breakup by Game Type
8.2.5.4 Market Breakup by Platform
8.2.5.5 Key Players
8.2.5.6 Market Forecast (2025-2033)
8.2.6 Others
8.2.6.1 Historical and Current Market Trends (2019-2024)
8.2.6.2 Market Forecast (2025-2033)
8.3 Asia Pacific
8.3.1 China
8.3.1.1 Market Drivers
8.3.1.2 Historical and Current Market Trends (2019-2024)
8.3.1.3 Market Breakup by Game Type
8.3.1.4 Market Breakup by Platform
8.3.1.5 Key Players
8.3.1.6 Market Forecast (2025-2033)
8.3.2 Japan
8.3.2.1 Market Drivers
8.3.2.2 Historical and Current Market Trends (2019-2024)
8.3.2.3 Market Breakup by Game Type
8.3.2.4 Market Breakup by Platform
8.3.2.5 Key Players
8.3.2.6 Market Forecast (2025-2033)
8.3.3 India
8.3.3.1 Market Drivers
8.3.3.2 Historical and Current Market Trends (2019-2024)
8.3.3.3 Market Breakup by Game Type
8.3.3.4 Market Breakup by Platform
8.3.3.5 Key Players
8.3.3.6 Market Forecast (2025-2033)
8.3.4 South Korea
8.3.4.1 Market Drivers
8.3.4.2 Historical and Current Market Trends (2019-2024)
8.3.4.3 Market Breakup by Game Type
8.3.4.4 Market Breakup by Platform
8.3.4.5 Key Players
8.3.4.6 Market Forecast (2025-2033)
8.3.5 Australia
8.3.5.1 Market Drivers
8.3.5.2 Historical and Current Market Trends (2019-2024)
8.3.5.3 Market Breakup by Game Type
8.3.5.4 Market Breakup by Platform
8.3.5.5 Key Players
8.3.5.6 Market Forecast (2025-2033)
8.3.6 Indonesia
8.3.6.1 Market Drivers
8.3.6.2 Historical and Current Market Trends (2019-2024)
8.3.6.3 Market Breakup by Game Type
8.3.6.4 Market Breakup by Platform
8.3.6.5 Key Players
8.3.6.6 Market Forecast (2025-2033)
8.3.7 Others
8.3.7.1 Historical and Current Market Trends (2019-2024)
8.3.7.2 Market Forecast (2025-2033)
8.4 Latin America
8.4.1 Brazil
8.4.1.1 Market Drivers
8.4.1.2 Historical and Current Market Trends (2019-2024)
8.4.1.3 Market Breakup by Game Type
8.4.1.4 Market Breakup by Platform
8.4.1.5 Key Players
8.4.1.6 Market Forecast (2025-2033)
8.4.2 Mexico
8.4.2.1 Market Drivers
8.4.2.2 Historical and Current Market Trends (2019-2024)
8.4.2.3 Market Breakup by Game Type
8.4.2.4 Market Breakup by Platform
8.4.2.5 Key Players
8.4.2.6 Market Forecast (2025-2033)
8.4.3 Others
8.4.3.1 Historical and Current Market Trends (2019-2024)
8.4.3.2 Market Forecast (2025-2033)
8.5 Middle East and Africa
8.5.1.1 Market Drivers
8.5.1.2 Historical and Current Market Trends (2019-2024)
8.5.1.3 Market Breakup by Game Type
8.5.1.4 Market Breakup by Platform
8.5.1.5 Market Breakup by Country
8.5.1.6 Key Players
8.5.1.7 Market Forecast (2025-2033)
8.6 Attractive Investment Proposition by Region
9 Global Blockchain Gaming Market – Competitive Landscape
9.1 Overview
9.2 Market Structure
9.3 Market Share by Key Players
9.4 Market Player Positioning
9.5 Top Winning Strategies
9.6 Competitive Dashboard
9.7 Company Evaluation Quadrant
10 Profiles of Key Players
10.1 Animoca Brands Corporation Limited
10.1.1 Business Overview
10.1.2 Product Portfolio
10.1.3 Business Strategies
10.1.4 SWOT Analysis
10.1.5 Major News and Events
10.2 Dapper Labs Inc.
10.2.1 Business Overview
10.2.2 Product Portfolio
10.2.3 Business Strategies
10.2.4 SWOT Analysis
10.2.5 Major News and Events
10.3 double jump.tokyo Inc.
10.3.1 Business Overview
10.3.2 Product Portfolio
10.3.3 Business Strategies
10.3.4 SWOT Analysis
10.3.5 Major News and Events
10.4 Illuvium
10.4.1 Business Overview
10.4.2 Product Portfolio
10.4.3 Business Strategies
10.4.4 SWOT Analysis
10.4.5 Major News and Events
10.5 Immutable Pty Ltd.
10.5.1 Business Overview
10.5.2 Product Portfolio
10.5.3 Business Strategies
10.5.4 SWOT Analysis
10.5.5 Major News and Events
10.6 Mythical Inc
10.6.1 Business Overview
10.6.2 Product Portfolio
10.6.3 Business Strategies
10.6.4 SWOT Analysis
10.6.5 Major News and Events
10.7 Sky Mavis
10.7.1 Business Overview
10.7.2 Product Portfolio
10.7.3 Business Strategies
10.7.4 SWOT Analysis
10.7.5 Major News and Events
10.8 Uplandme Inc.
10.8.1 Business Overview
10.8.2 Product Portfolio
10.8.3 Business Strategies
10.8.4 SWOT Analysis
10.8.5 Major News and Events
10.9 WeMade Co. Ltd.
10.9.1 Business Overview
10.9.2 Product Portfolio
10.9.3 Business Strategies
10.9.4 SWOT Analysis
10.9.5 Major News and Events
Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.
11 Global Blockchain Gaming Market - Industry Analysis
11.1 Drivers, Restraints, and Opportunities
11.1.1 Overview
11.1.2 Drivers
11.1.3 Restraints
11.1.4 Opportunities
11.1.5 Impact Analysis
11.2 Porters Five Forces Analysis
11.2.1 Overview
11.2.2 Bargaining Power of Buyers
11.2.3 Bargaining Power of Suppliers
11.2.4 Degree of Competition
11.2.5 Threat of New Entrants
11.2.6 Threat of Substitutes
11.3 Value Chain Analysis
12 Strategic Recommendations
13 Appendix