Asia Pacific Blockchain Gaming Market

Asia Pacific Blockchain Gaming Market Size, Share & Industry Trends Analysis Report By Platform (ETH, BNB Chain, Polygon and Others), By Game Type (Role Playing, Open World and Collectible), By Country and Growth Forecast, 2022 - 2028

Report Id: KBV-12687 Publication Date: December-2022 Number of Pages: 64
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Market Report Description

The Asia Pacific Blockchain Gaming Market would witness market growth of 69.1% CAGR during the forecast period (2022-2028).

Cryptocurrency play-to-earn (P2E) gaming is a trend that shouldn't be ignored. However, it's critical to comprehend how it works before getting too far into the details. In the first quarter of 2021, more games were played on blockchain.

The play-to-earn model is used in most blockchain games, enabling players to be paid for playing games and participating in game-based economies where they may trade in game-related goods. Blockchain-based games provide players complete ownership over their online assets, unlike conventional game concepts such as free-to-play games with in-app purchases or pay-to-play games. In addition, players get prizes such as weapons, skins, and game-related things as they progress through the system's positive circle.

The first item players must purchase generally an NFT, a pay-to-earn approach comparable to play-to-earn. Like the play-to-learn approach, the object will increase in value over time, and the prospect of profit will serve as a perk for sticking around.

Asia-Pacific has the most prominent mobile player base; thus, it is crucial for the gaming industry's growth and consumer consumption. Mobile game creators are drawn to the quick advancements in communications networks and the youthful population demographics. Because of the rise in smart devices, social media, and internet users, the Asian market is expanding at the quickest rate. People in the South Asian area are transforming their lives thanks to affordable tablets and cell phones.

The China market dominated the Asia Pacific Blockchain Gaming Market by Country in 2021; thereby, achieving a market value of $11.4 Billion by 2028. The Japan market is exhibiting a CAGR of 68% during (2022 - 2028). Additionally, The India market would register a CAGR of 70.1% during (2022 - 2028).

Based on Platform, the market is segmented into ETH, BNB Chain, Polygon and Others. Based on Game Type, the market is segmented into Role Playing, Open World and Collectible. Based on countries, the market is segmented into China, Japan, India, South Korea, Singapore, Australia, and Rest of Asia Pacific.

Free Valuable Insights: The Worldwide Blockchain Gaming Market is Projected to reach USD 104.5 Billion by 2028, at a CAGR of 68.2%

The market research report covers the analysis of key stake holders of the market. Key companies profiled in the report include Sky Mavis Pte. Ltd., Splinterlands, Animoca Brands Corporation Ltd., Wemade Co., Ltd, Dacoco GmbH, Dapper Labs, Inc., Immutable Pty Ltd., Alwaysgeeky games, Mythical, Inc.

Scope of the Study

Market Segments Covered in the Report:

By Platform

  • ETH
  • BNB Chain
  • Polygon
  • Others

By Game Type

  • Role Playing
  • Open World
  • Collectible

By Country

  • China
  • Japan
  • India
  • South Korea
  • Singapore
  • Australia
  • Rest of Asia Pacific

Key Market Players

List of Companies Profiled in the Report:

  • Sky Mavis Pte. Ltd.
  • Splinterlands
  • Animoca Brands Corporation Ltd.
  • Wemade Co., Ltd
  • Dacoco GmbH
  • Dapper Labs, Inc.
  • Immutable Pty Ltd.
  • Alwaysgeeky games
  • Mythical, Inc.
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