How big is the Virtual Items Market | Trends, Growth Drivers & Forecast 2025

Code: MTA9470 Publication Date: Sep 2025

What is the size of Virtual Items Market?

According to 6Wresearch internal database and industry insights, the Virtual Items Market was valued at USD 79.5 billion in 2024 and is expected to reach USD 196.3 billion by 2031, growing at a CAGR of 13.9% during 2025-2031.

The market is quickly gaining ground as in-game purchases, digital collectibles, and virtual items become commonplace. Greater desire for personal aspects, broadening esports, and more significant engagement in virtual economies add to the increase in the range of virtual items across sectors.

Growth Factors for Virtual Items Industry

  • Increase in consumer-driven in-game purchases and microtransactions 
  • Growing interest in digital collectibles and personalizing digital assets 
  • Rise in esports and online gaming community 
  • Integration of blockchain technology to support ownership and authenticity 
  • Growth of virtual marketplaces for transactions spanning a variety of categories

Virtual Items Market Trends

The Virtual Items Market trends highlight the increasing role of digital assets in gaming, entertainment, and social environments. Developers are building more of these aligned ecosystems, where the user is purchasing skins, weapons, and avatars to add personalization and offering more seamless interactions. The ownership, trust, and uniqueness of virtual assets, improved through blockchain-based ownership and NFTs, has elevated the prospect off trust and exclusivity when using a digital collectible or digital virtual item. Subscription-based gaming models and exclusive releases of digital items further drive users to participate at higher levels. 

Emerging Developments in the Virtual Items Market

The developments in the Virtual Item Market include innovations in blockchain technology, decentralized trading, and interoperability of assets across platforms. Companies are releasing NFT-based collectibles that provide users with a unique and tradable item. Collaborations between game developers and entertainment brands are driving the launch of limited-edition items. Furthermore, social media platforms are testing the use of virtual gifts and in-app purchases to monetize their platforms. Lastly, augmented reality and the metaverse integrations are providing even greater opportunities to use virtual items.

List of Leading Companies in the Virtual Items Market

Some of the leading companies include:

  • Roblox Corporation
  • Epic Games
  • Tencent Holdings
  • Unity Technologies
  • Valve Corporation
  • Electronic Arts
  • Animoca Brands

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