Digital Collectibles Market Professional Survey, Global Outlook and Forecast 2023-2029
A digital collectible is?a unique or limited-edition copy of a virtual item. Typically there's a visual element such as digital art, a video clip, or a digital trading card. Theoretically, it could be anything represented by 1s and 0s such as digital music recordings.
This report aims to provide a comprehensive presentation of the global market for Digital Collectibles, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Digital Collectibles. This report contains market size and forecasts of Digital Collectibles in global, including the following market information:
Global Digital Collectibles Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global top five companies in 2022 (%)
The global Digital Collectibles market was valued at US$ million in 2022 and is projected to reach US$ million by 2029, at a CAGR of % during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
The U.S. Market is Estimated at $ Million in 2022, While China is to reach $ Million.
Cultural Relics Collectibles Segment to Reach $ Million by 2029, with a % CAGR in next six years.
The global key manufacturers of Digital Collectibles include Larva Labs, Dapper Labs, Sky Mavis, SandBox, Decentraland, Sorare, Rarible, SuperRare and OpenSea, etc. in 2022, the global top five players have a share approximately % in terms of revenue.
We surveyed the Digital Collectibles companies, and industry experts on this industry, involving the revenue, demand, product type, recent developments and plans, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Digital Collectibles Market, by Type, 2018-2023, 2024-2029 ($ millions)
Global Digital Collectibles Market Segment Percentages, by Type, 2022 (%)
Cultural Relics Collectibles
3D Model Collectibles
Anime Collectibles
other
Global Digital Collectibles Market, by Application, 2018-2023, 2024-2029 ($ millions)
Global Digital Collectibles Market Segment Percentages, by Application, 2022 (%)
Primary Market
Secondary Market
Global Digital Collectibles Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions)
Global Digital Collectibles Market Segment Percentages, By Region and Country, 2022 (%)
North America
US
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Nordic Countries
Benelux
Rest of Europe
Asia
China
Japan
South Korea
Southeast Asia
India
Rest of Asia
South America
Brazil
Argentina
Rest of South America
Middle East & Africa
Turkey
Israel
Saudi Arabia
UAE
Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
Key companies Digital Collectibles revenues in global market, 2018-2023 (estimated), ($ millions)
Key companies Digital Collectibles revenues share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
Larva Labs
Dapper Labs
Sky Mavis
SandBox
Decentraland
Sorare
Rarible
SuperRare
OpenSea
Foundation
MakersPlace
Solanart
Alibaba
Tencent
JD.com
Guangxi Fortune Technology
Hangzhou Qulian Technology
TheOne.art
Bytedance
Baidu
NetEase
Huandian Technology
Xingin Information Technology
Outline of Major Chapters:
Chapter 1: Introduces the definition of Digital Collectibles, market overview.
Chapter 2: Global Digital Collectibles market size in revenue.
Chapter 3: Detailed analysis of Digital Collectibles company competitive landscape, revenue and market share, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: Sales of Digital Collectibles in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
Chapter 8: The main points and conclusions of the report.