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    Virtual Good Market

    ID: MRFR/ICT/24859-HCR
    128 Pages
    Aarti Dhapte
    October 2025

    Virtual Goods Market Research Report By Type (In-game virtual goods, Digital collectibles, Virtual currencies, Virtual land and property, Virtual services), By Platform (Desktop, Mobile, Console, Virtual reality (VR), Augmented reality (AR)), By Application (Gaming, Social media, E-commerce, Education, Healthcare), By Target Audience (Gamers, Collectors, Investors, Landlords, Service providers) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035.

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    Virtual Good Market
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    Virtual Good Market Summary

    The Global Virtual Goods Market is projected to grow from 30.24 USD Billion in 2024 to 88.83 USD Billion by 2035.

    Key Market Trends & Highlights

    Virtual Goods Key Trends and Highlights

    • The market is expected to experience a compound annual growth rate of 11.09 percent from 2025 to 2035.
    • By 2035, the market valuation is anticipated to reach 88.8 USD Billion, indicating substantial growth potential.
    • in 2024, the market is valued at 30.24 USD Billion, highlighting its current economic significance.
    • Growing adoption of digital platforms due to increased consumer engagement is a major market driver.

    Market Size & Forecast

    2024 Market Size 30.24 (USD Billion)
    2035 Market Size 88.83 (USD Billion)
    CAGR (2025-2035) 10.29%

    Major Players

    Tencent, Plarium, Nintendo, Microsoft, Sony, Zynga, TakeTwo Interactive, Kabam, Google, Activision Blizzard, NetEase, Kongregate, Nexon, Electronic Arts, Apple

    Virtual Good Market Trends

    The Virtual Goods Market has experienced a surge in demand, driven by the growing popularity of online gaming and social media platforms. The rise of play-to-earn games has further fueled market growth, offering users the opportunity to monetize their virtual assets. Emerging trends include the integration of virtual goods into the metaverse, enabling users to create and trade unique digital collectibles and experiences. NFTs have become a key driver, allowing for the ownership and transferability of virtual assets across different platforms.

    Additionally, the use of artificial intelligence for personalization and recommendations is expected to enhance the user experience and drive market growth.

    Opportunities lie in expanding into new markets, such as education and healthcare, where virtual goods can enhance learning and therapeutic experiences. Collaboration with non-gaming platforms and the development of cross-platform compatible virtual goods present further avenues for growth. The legal framework and regulations surrounding virtual goods are also evolving, creating both challenges and potential opportunities for industry players to navigate.

    Virtual Goods Market Driver

    Growing Popularity of Virtual and Augmented Reality

    Proliferation of virtual and augmented reality technologies serve as a major driver of virtual goods market growth. Newly developed VR/AR glasses allow users to dive into virtual world filled with digital objects and experiences. New goods, such as available avatars, clothes, and accessories, might be used as a part of the virtual reality. The demand for these goods will increase with growing market share for virtual reality technologies in gaming, entertainment, and other industries.

    Expansion of E-commerce and Online Gaming

    Another important factor that is driving the growth of the virtual goods market is the expansion of e-commerce and online gaming. Nowadays, there are many people shopping and playing online, and they need virtual goods to make their experience on the Internet more interesting. For example, online games often have special goods that give players an advantage. On the Internet, shoppers can also buy some goods for their avatars.

    Rising Disposable Income and Changing Consumer Preferences

    The rising disposable income and changing consumer preferences are also contributing to the growth of the virtual goods market. As people have more money to spend, they are increasingly willing to purchase virtual goods that can enhance their online experiences. This is particularly true for younger generations, who are more likely to spend money on virtual goods than previous generations.

    The Global Virtual Goods Market is poised for robust growth, driven by increasing consumer engagement in digital environments and the rising popularity of virtual economies.

    U.S. Department of Commerce

    Virtual Good Market Drivers

    Market Trends and Projections

    The Global Virtual Goods Market Industry is projected to experience substantial growth over the next decade. In 2024, the market is expected to reach 27.9 USD Billion, with a forecasted increase to 88.8 USD Billion by 2035. This growth trajectory suggests a compound annual growth rate of 11.09% from 2025 to 2035. Key drivers include the rising demand for digital experiences, the expansion of e-commerce platforms, and advancements in blockchain technology. As these trends continue to evolve, the market for virtual goods is likely to become increasingly integral to the global economy.

    Expansion of E-commerce Platforms

    The Global Virtual Goods Market Industry benefits from the rapid expansion of e-commerce platforms that facilitate the sale of virtual goods. Major online marketplaces and gaming platforms are increasingly integrating virtual goods into their offerings, allowing consumers to purchase digital items seamlessly. This integration not only enhances the shopping experience but also drives sales growth. As e-commerce continues to evolve, the market for virtual goods is expected to flourish. The anticipated growth trajectory suggests that by 2035, the market could reach 88.8 USD Billion, indicating a robust shift towards digital transactions and the monetization of virtual assets.

    Rising Demand for Digital Experiences

    The Global Virtual Goods Market Industry experiences a notable surge in demand for immersive digital experiences. As consumers increasingly seek interactive and engaging content, virtual goods such as in-game items, digital art, and virtual real estate gain traction. This trend is particularly evident in the gaming sector, where players are willing to spend on virtual assets to enhance their gameplay. In 2024, the market is projected to reach 27.9 USD Billion, reflecting a growing consumer preference for digital over physical goods. This shift indicates a broader acceptance of virtual goods as a legitimate form of value, potentially reshaping consumer behavior in various sectors.

    Growing Acceptance of Virtual Economies

    The Global Virtual Goods Market Industry is characterized by a growing acceptance of virtual economies, where digital currencies and assets hold real value. As consumers become more familiar with virtual transactions, the willingness to invest in virtual goods increases. This acceptance is evident in various sectors, including gaming, social media, and online marketplaces. The proliferation of virtual currencies further supports this trend, as users engage in transactions that blur the lines between physical and digital economies. This evolving landscape indicates that the market for virtual goods is likely to expand, driven by a cultural shift towards recognizing the legitimacy of digital assets.

    Technological Advancements in Blockchain

    The Global Virtual Goods Market Industry is significantly influenced by technological advancements in blockchain technology. Blockchain provides a secure and transparent method for buying, selling, and trading virtual goods, which enhances consumer trust. The rise of non-fungible tokens (NFTs) exemplifies this trend, allowing creators to monetize their digital assets effectively. As blockchain technology matures, it is likely to facilitate new business models within the virtual goods sector. This could lead to increased market participation and innovation, potentially contributing to a compound annual growth rate of 11.09% from 2025 to 2035, as more stakeholders recognize the value of secure digital ownership.

    Increased Investment in Gaming and Metaverse

    The Global Virtual Goods Market Industry is witnessing increased investment in gaming and the metaverse, which drives demand for virtual goods. Major technology companies are allocating substantial resources to develop immersive virtual environments where users can interact, socialize, and transact. This influx of capital not only enhances the quality of virtual goods but also expands the market reach. As the metaverse concept gains traction, the potential for virtual goods to become integral to user experiences grows. This trend suggests that the market will continue to evolve, with virtual goods becoming a cornerstone of digital economies in the coming years.

    Market Segment Insights

    Virtual Goods Market Type Insights 

    The Global Virtual Goods Market is segmented into In-game virtual goods, Digital collectibles, Virtual currencies, Virtual land and property, and Virtual services. Among these segments, In-game virtual goods hold the largest market share and are expected to continue dominating the market throughout the forecast period. In-game virtual goods are digital items that can be purchased and used within video games. These goods can include a variety of items, such as weapons, armor, clothing, and vehicles. The market for in-game virtual goods is expected to grow significantly in the coming years, as more and more people spend time playing video games.

    Digital collectibles are another important segment of the Global Virtual Goods Market. Digital collectibles are digital versions of real-world items, such as art, music, and trading cards. The market for digital collectibles is expected to grow rapidly in the coming years, as more and more people collect digital items. Virtual currencies are digital tokens that can be used to purchase goods and services within virtual worlds. Virtual currencies are often used in online games, but they can also be used in other applications, such as social media and e-commerce.

    The market for virtual currencies is expected to grow significantly in the coming years, as more and more people use virtual worlds. Virtual land and property are digital representations of real-world land and property. Virtual land and property can be purchased and sold within virtual worlds, and they can be used for a variety of purposes, such as building homes, businesses, and other structures. The market for virtual land and property is expected to grow significantly in the coming years, as more and more people spend time in virtual worlds.

    Virtual services are digital services that can be purchased and used within virtual worlds. Virtual services can include a variety of services, such as haircuts, massages, and repairs. The market for virtual services is expected to grow significantly in the coming years, as more and more people spend time in virtual worlds

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Virtual Goods Market Platform Insights  

    The Global Virtual Goods Market segmentation by Platform comprises Desktop, Mobile, Console, Virtual reality (VR), and Augmented reality (AR). Virtual reality (VR) is a simulated environment that can be created with computer technology. Augmented reality (AR) is a technology that superimposes a computer-generated image on a user's view of the real world, thus providing a composite view. The Global Virtual Goods Market for the Platform segment is expected to grow from USD 15.46 Billion in 2023 to USD 27.97 Billion by 2032, at a CAGR of 7.45% during the forecast period.

    The growth of the VR segment is attributed to the increasing demand for immersive gaming experiences. The growth of the AR segment is attributed to the increasing adoption of AR technology in various applications, such as gaming, retail, and education.

    Virtual Goods Market Application Insights  

    The Application segment of the Global Virtual Goods Market is categorized into Gaming, Social media, E-commerce, Education, and Healthcare. Gaming dominates the market with a revenue of USD 19.4 billion in 2023, driven by the increasing popularity of online and mobile games. Social media follows with a revenue of USD 3.2 billion, benefiting from the rise of in-app purchases and virtual gifting. E-commerce contributes USD 1.5 billion, primarily through the sale of virtual goods in online marketplaces. Education and Healthcare have niche applications, with revenues of USD 0.6 billion and USD 0.3 billion respectively.

    Virtual Goods Market Target Audience Insights  

    Gamers are the most important target audience for the virtual goods market. They are willing to spend money on virtual goods to enhance their gaming experience. Collectors are another important target audience for the virtual goods market. They are interested in collecting virtual goods as a hobby. Investors are also a significant target audience for the virtual goods market. They are interested in investing in virtual goods as a way to generate income. Landlords are another important target audience for the virtual goods market. They are interested in purchasing virtual land to rent out to other users.

    Service providers are also a significant target audience for the virtual goods market. They offer services to virtual goods users, such as account management, customer support, and payment processing.

    Get more detailed insights about Virtual Good Market

    Regional Insights

    The regional segmentation of the Global Virtual Goods Market offers valuable insights into the market's growth dynamics across different regions. North America is projected to dominate the market, accounting for a significant share of the Global Virtual Goods Market revenue in 2023. The region's dominance can be attributed to the presence of major gaming companies, a large user base, and a well-established infrastructure. Europe ranks second in terms of market share, driven by the growing popularity of virtual goods in online games and the presence of a large number of gamers.

    The Asia-Pacific (APAC) region is anticipated to witness substantial growth over the forecast period due to the increasing adoption of virtual goods in emerging markets such as China and India. South America and the Middle East and Africa (MEA) regions are expected to contribute a smaller share to the Global Virtual Goods Market.

    Virtual Good Market Regional

    Source: Primary Research, Secondary Research, Market Research Future Database and Analyst Review

    Key Players and Competitive Insights

    The Virtual Goods Market is a highly competitive industry where major players are constantly working to retain their position and broaden their revenue base. Industry players are seen to compete on various parameters, based on which, they are investing in murging and acquisiting phases, in new product launches, and in expanding their market presence. The increasing usage of gaming platforms and popularity of virtual reality would influence the Virtual Goods Market development for the upcoming years. The competitive landscape is observed to be highly dynamic with the entry of new players and the expansion plans of existing players.

    Further, murging and acquisition deals are expected to play a crucial role in shaping the industry’s future. Tencent Holdings is a prominent Global Virtual Goods Market industry player that has a broad and effective product segment related to virtual goods. For example, the company’s range of virtual goods includes in-game items, virtual money, and virtual pets. Tencent leverages its existing gaming platforms such as QQ and WeChat for promotion and distribution of virtual goods. Further, the company invests in research and development describing these as core functions carried out within the company premises.

    The company has plans to further broaden its virtual goods product range and increase the existing virtual goods portfolio. The company has a strong financial position and large presence worldwide driving the Virtual Goods Market’s growth. Roblox Corporation is another prominent competitor in the Global Virtual Goods Market, which has gained high market traction in recent years, primarily among young audience. The company’s platform allows users both to play and create games and to purchase and trade virtual goods. Additionally, the company has played a key role in the expansion of its virtual goods product list market.

    The company’s focus on innovation and user development further drive the Virtual Goods Market.

    Key Companies in the Virtual Good Market market include

    Industry Developments

    The global virtual goods market is projected to reach USD 60.0 billion by 2032, exhibiting a CAGR of 10.29% from 2024 to 2032. The growth is attributed to the increasing popularity of online gaming, the rise of virtual and augmented reality, and the growing adoption of digital currencies. Recent developments in the market include the launch of new virtual goods platforms, such as Upland and Sandbox, and the integration of virtual goods into existing social media platforms, such as Facebook and Twitter.

    Additionally, the COVID-19 pandemic has accelerated the growth of the virtual goods market, as people spend more time online and seek new ways to interact and entertain themselves.

    Future Outlook

    Virtual Good Market Future Outlook

    The Global Virtual Goods Market is projected to grow at 10.29% CAGR from 2025 to 2035, driven by technological advancements, increased consumer engagement, and the rise of digital economies.

    New opportunities lie in:

    • Develop immersive virtual reality experiences for gaming and social platforms.
    • Leverage blockchain technology for secure ownership of virtual assets.
    • Create subscription models for exclusive virtual goods and content access.

    By 2035, the market is expected to reach unprecedented levels, reflecting robust growth and innovation.

    Market Segmentation

    Virtual Goods Market Type Outlook

    • In-game virtual goods
    • Digital collectibles
    • Virtual currencies
    • Virtual land and property
    • Virtual services

    Virtual Goods Market Platform Outlook

    • Desktop
    • Mobile
    • Console
    • Virtual reality (VR)
    • Augmented reality (AR)

    Virtual Goods Market Regional Outlook

    • North America
    • Europe
    • South America
    • Asia Pacific
    • Middle East and Africa

    Virtual Goods Market Application Outlook

    • Gaming
    • Social media
    • E-commerce
    • Education
    • Healthcare

    Virtual Goods Market Target Audience Outlook

    • Gamers
    • Collectors
    • Investors
    • Landlords
    • Service providers

    Report Scope

    Report Attribute/Metric Details
    Market Size 2024 30.24 (USD Billion)
    Market Size 2025 33.35 (USD Billion)
    Market Size 2035 88.83 (USD Billion)
    Compound Annual Growth Rate (CAGR) 10.29% (2025 - 2035)
    Report Coverage Revenue Forecast, Competitive Landscape, Growth Factors, and Trends
    Base Year 2024
    Market Forecast Period 2025 - 2035
    Historical Data 2019 - 2023
    Market Forecast Units USD Billion
    Key Companies Profiled Tencent, Plarium, Nintendo, Microsoft, Sony, Zynga, TakeTwo Interactive, Kabam, Google, Activision Blizzard, NetEase, Kongregate, Nexon, Electronic Arts, Apple
    Segments Covered Type, Platform, Application, Target Audience, Regional
    Key Market Opportunities Growing mobile gaming expanding virtual reality increasing social media usage rising disposable income and advancements in blockchain technology
    Key Market Dynamics Technological Advancements Rising Mobile Gaming Adoption Surge in Ecommerce Growing Esports Industry Increasing Disposable Income
    Countries Covered North America, Europe, APAC, South America, MEA

    FAQs

    What is the market size of the Global Virtual Goods Market?

    The Global Virtual Goods Market is expected to be worth USD 33.35 billion in 2025 and is projected to grow to USD 80.54 billion by 2032, exhibiting a CAGR of 10.29% during the forecast period.

    Which region is expected to dominate the Global Virtual Goods Market?

    The Asia-Pacific region is anticipated to dominate the market, accounting for a significant share in 2023, and is projected to maintain its dominance throughout the forecast period.

    What are the key growth factors driving the Global Virtual Goods Market?

    The growth of the market is primarily attributed to the increasing popularity of online gaming, the rise of virtual reality (VR) and augmented reality (AR) technologies, and the growing adoption of mobile devices for gaming.

    Which are the major applications of Virtual Goods?

    Virtual goods find applications in various segments including gaming, social media, and e-commerce, among others.

    Who are the key competitors in the Global Virtual Goods Market?

    Some of the prominent players in the market include Tencent, Apple, Google, Microsoft, and Sony, among others.

    What is the expected market size of the Global Virtual Good Market in 2027?

    The Global Virtual Goods Market is projected to reach USD 39.06 billion by 2027, exhibiting a CAGR of 9.6% from 2023 to 2027.

    Which region is expected to exhibit the highest growth rate in the Global Virtual Goods Market?

    The Asia-Pacific region is expected to witness the highest growth rate during the forecast period, owing to the increasing penetration of smartphones and the growing popularity of online gaming in the region.

    What are the key challenges faced by the Global Virtual Goods Market?

    The market faces challenges related to regulatory uncertainties, payment fraud, and the need for interoperability between different virtual goods platforms.

    What is the impact of the growing popularity of blockchain technology on the Global Virtual Goods Market?

    Blockchain technology has the potential to revolutionize the market by enabling the creation of unique and verifiable digital assets, enhancing security, and facilitating cross-platform transactions.

    How is the market expected to evolve in the coming years?

    The market is expected to witness continued growth, driven by the increasing adoption of VR and AR technologies, the rise of the metaverse, and the growing demand for immersive gaming experiences.

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