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Gacha Games Market Size to Grow USD 781.5 Million by 2030 at a CAGR of 8.5% | Valuates Reports

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BANGALORE, India, June 14, 2024 /PRNewswire/ — Gacha Games Market is Segmented by Type (Card Games, RPG Games), by Application (Android, IOs).

The Global Gacha Games market was valued at USD 452 Million in 2023 and is anticipated to reach USD 781.5 Million by 2030, witnessing a CAGR of 8.5% during the forecast period 2024-2030.

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Major Factors Driving the Growth of Gacha Games Market:

Due to the unique monetization model that gacha games offer and the growing popularity of mobile gaming, the gacha games market is growing quickly. These games’ captivating dynamics and the thrill of chance-based prizes draw in a sizable player base. The proliferation of smartphones and high-speed internet has simplified the process for consumers to access gacha games across the globe. In addition, the incorporation of well-known media properties and the ongoing production of fresh material maintain player interest and support long-term market expansion.

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TRENDS INFLUENCING THE GROWTH OF THE GACHA GAMES MARKET:

By combining captivating storytelling with captivating collection mechanics, RPG games on Android apps are substantially propelling the growth of the Gacha games market. Rich storytelling, character development, and strategic gameplay draw a wide audience to these games. Gacha components, which incentivize players to spend money on rare and powerful characters or things, further improve these features. The player base is kept interested and ready to spend money on microtransactions by the frequent updates, partnerships, and events, which increases income generating. The lucrative Gacha system combined with engrossing RPG aspects has caused a spike in popularity and profitability, which is driving the market’s expansion.

One of the main factors propelling the Gacha games market’s expansion is the rapid growth of mobile gaming. Due to the widespread use of smartphones and tablets, Millions of individuals worldwide now own these gadgets. Because of its accessibility, gaming has become more inclusive, welcoming players of all ages and backgrounds. Gacha games are especially well-suited to mobile platforms because of their captivating gameplay and collectible elements. They provide brief yet enjoyable gameplay experiences that blend in well with mobile gaming. The popularity of Gacha games has been greatly boosted by its accessibility and flexibility, which is driving industry expansion as more developers produce mobile-friendly Gacha games to keep up with demand.

The psychological allure of collecting is a major contributing element to Gacha games’ popularity. Gacha games take advantage of the human psychology’s innate attraction to gathering and finishing sets by using randomization in their reward systems. The excitement of obtaining uncommon and rare objects or characters draws in players, who are frequently motivated by the need to finish collections or advance in the game. Players may become extremely addicted to this collecting habit and start making expensive microtransactions in order to get desired products. Excitation, unpredictability, and the possibility of reward combine to create an enticing cycle that keeps players interested and spending money, which generates significant revenue for the Gacha gaming market.

The dynamic and entertaining nature of Gacha games is mostly dependent on frequent content upgrades and in-game events, which propel market expansion. To keep players interested and excited, developers frequently add new characters, objects, plots, and gaming elements. Players are encouraged to return often and engage in the game through limited-time events, seasonal updates, and special challenges that offer fresh material and exclusive rewards. In addition to improving the gameplay, these updates instill a sense of urgency in gamers, encouraging them to spend money on new releases and unique merchandise. Gacha games are kept interesting and engaging by the constant flow of new events and material, which supports steady market growth.

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GACHA GAMES MARKET SHARE:

Asia-Pacific (APAC), led by dominant nations China and Japan, is the market for gacha games. These regions’ cultural landscapes are strongly influenced by gacha mechanics and mobile gaming. The expansion of the gacha market in Asia-Pacific is driven by a large and tech-savvy population that has a high smartphone penetration rate.

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Key Companies:

Star WarsGenshin ImpactFire Emblem HeroesLangrisser MobileAzur LanePokemon Masters EXMarvel Strike ForceDragon Ball LegendsDragalia LostRaid: Shadow Legends

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DISCOVER MORE INSIGHTS: EXPLORE SIMILAR REPORTS!

–  Roguelike Game market is projected to reach USD 57,336 Million in 2030, increasing from USD 23,153 Million in 2023, with a CAGR of 12.3% during the period of 2024 to 2030.

–  H5 Games Market revenue was USD 1220.8 Million in 2022 and is forecast to a readjusted size of USD 3640.5 Million by 2029 with a CAGR of 16.7% during the review period (2023-2029).

–  Play-to-Earn NFT Games Market revenue was USD 755 Million in 2022 and is forecast to a readjusted size of USD 3618.4 Million by 2029 with a CAGR of 21.3% during the review period (2023-2029).

–  Fantasy Games market was valued at USD 22600 Million in 2023 and is anticipated to reach USD 45800 Million by 2030, witnessing a CAGR of 10.9% during the forecast period 2024-2030.

–  Toys and Games market was valued at USD 105730 Million in 2023 and is anticipated to reach USD 127930 Million by 2030, witnessing a CAGR of 2.7% during the forecast period 2024-2030.

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–  The global Puzzle Games market was valued at USD 1726 Million in 2023 and is anticipated to reach USD 3136.5 Million by 2030, witnessing a CAGR of 9.1% during the forecast period 2024-2030.

–  Battle Royale Games market was valued at USD 10520 Million in 2023 and is anticipated to reach USD 13360 Million by 2030, witnessing a CAGR of 3.4% during the forecast period 2024-2030.

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–  The gamification market was valued at USD 9.9 Billion in 2020, and is estimated to reach USD 95.5 Billion by 2030, growing at a CAGR of 25.6% from 2021 to 2030.

–  The global MMO Games market was valued at USD 11400 Million in 2023 and is anticipated to reach USD 20360 Million by 2030, witnessing a CAGR of 8.2% during the forecast period 2024-2030.

–  The global Instant Games market was valued at USD 1220.8 Million in 2023 and is anticipated to reach USD 3509.6 Million by 2030, witnessing a CAGR of 16.0% during the forecast period 2024-2030.

–  VR Gaming Headset market was valued at USD 3792 Million in 2023 and is anticipated to reach USD 24690 Million by 2030, witnessing a CAGR of 30.3% during the forecast period 2024-2030.

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–  Video Games Consoles and Accessories market is projected to reach USD 32590 Million in 2029, increasing from USD 23500 Million in 2022, with a CAGR of 4.8% during the period of 2023 to 2029.

–  The global market for Racing Games was estimated to be worth USD 1557.2 Million in 2023 and is forecast to a readjusted size of USD 3157.7 Million by 2030 with a CAGR of 10.5% during the forecast period 2024-2030.

–  Metaverse market size is projected to reach USD 28 Billion by 2028, from 510 USD Million in 2022, at a CAGR of 95% during 2022-2028.

–  The global market for PC Racing Wheel was estimated to be worth USD 407.1 Million in 2023 and is forecast to a readjusted size of USD 442.8 Million by 2030 with a CAGR of 9.1% during the forecast period 2024-2030.

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Supreme Court Justice Michelle O’Bonsawin Joins Elementary Students for Live Virtual Q&A and Chapter One Storybook Reading on Sep. 24

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The Honourable Justice Michelle O’Bonsawin, the first Indigenous person appointed to the Supreme Court of Canada, will join elementary students in a live virtual Q&A on September 24, from 1:00-2:15 pm ET, following a reading of the children’s storybook, “Daanis the Judge.” This event is hosted by Chapter One, a children’s literacy charity, to commemorate the National Day for Truth and Reconciliation. Lawyer Victoria Perrie, writer of “Daanis the Judge,” will read aloud the inspiring story, which is based on Justice O’Bonsawin’s remarkable journey. Illustrator EJ Miller-Larson will join Justice O’Bonsawin and Perrie in a moderated Q&A session with over 1900 elementary students.

TORONTO, Sept. 21, 2024 /PRNewswire-PRWeb/ — The Honourable Justice Michelle O’Bonsawin, the first Indigenous person to be appointed to the Supreme Court of Canada, will join elementary students in a live virtual Q&A following a live online reading of the original children’s storybook “Daanis the Judge,” on September 24, from 1:00-2:15 pm ET. The event will be hosted by Chapter One to mark the National Day for Truth and Reconciliation. Chapter One is a children’s literacy charity that provides 1:1 high-impact reading tutoring and co-creates original storybooks with participating communities nationwide.

“I am very humbled and proud to be a part of the book, “Daanis the Judge.” My hope is that this book will inspire youth to dream big and know that anything is possible. I am evidence of that!” – Justice Michelle O’Bonsawin

Métis-Cree lawyer Victoria Perrie, who wrote “Daanis the Judge,” will lead the live reading. Students will ask questions during a moderated Q&A with Justice O’Bonsawin, Perrie, and illustrator EJ Miller-Larson, of the Fond du Lac Band and Oneida Nation.

“Daanis the Judge” was inspired by Justice O’Bonsawin’s trailblazing career. It tells the story of a young student, Daanis, who dreams of becoming a judge after learning about Justice O’Bonsawin’s achievements.

The story is part of Chapter One’s growing collection of original children’s e-storybooks, co-created with Indigenous writers, illustrators and communities. The e-storybooks celebrate Indigenous experiences and perspectives, and feature audio clips of Elders pronouncing foundational words in their communities’ first languages. All e-storybooks are provided for free through the Global Free Library.

About Chapter One

Chapter One (chapterone.org/ca) is a global nonprofit and registered Canadian charity that provides one-on-one early literacy tutoring programs to 2,300 children in eight provinces and territories across Canada. Its proven “short burst” high-impact tutoring approach—five-minute sessions, three to five times a week—is ideally suited to young children’s attention spans and aligns with the Science of Reading. In one of the largest randomized control trials conducted on early literacy instruction, researchers from Stanford University found that 7 out of 10 students receiving Chapter One high impact tutoring achieved phonics benchmarks by the end of Kindergarten, compared to 32% in the control group.

Children at risk of reading failure receive 1:1 reading support from trained, paid paraprofessional tutors through Chapter One’s online reading platform and custom software. Programs are delivered in-person and virtually in classrooms through agreements with schools and school boards, and at home on families’ smartphones, connecting struggling readers with individualized reading support—regardless of location and circumstance, even in some of the most geographically remote communities in Canada.

In addition to its tutoring programs, Chapter One collaborates with Indigenous communities to co-create children’s stories that represent the communities’ priorities and experiences and advance language revitalization efforts. The e-storybooks are provided for free online, as part of the Global Free Library.

Event details

The Live Virtual Q&A and Reading of “Daanis the Judge” with the Honourable Justice O’Bonsawin takes place on Tuesday, September 24, from 1:00-2:15 pm ET via Zoom. The event is open to elementary classes (Grades 1-6). Teachers/principals must register their classes in advance using this link.

Media Contact

Denise Orosa, Chapter One Canada, 1 4374224825, denise.orosa@chapterone.org, chapterone.org/ca

View original content to download multimedia:https://www.prweb.com/releases/supreme-court-justice-michelle-obonsawin-joins-elementary-students-for-live-virtual-qa-and-chapter-one-storybook-reading-on-sep-24-302254639.html

SOURCE Chapter One Canada

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Technology

PEAC Institute Launches “24 Hour Pause for Peace: A Global Concert”

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24 Hour Pause for Peace Will Be the Largest Peace Initiative Ever Worldwide, Unifying 96 Countries on Six Continents Through Music

MONTCLAIR, N.J., Sept. 21, 2024 /PRNewswire-PRWeb/ — On this International Day of Peace, PEAC Institute, part of the 2017 Nobel Peace Prize winning team, has launched “24 Hour Pause for Peace: A Global Concert,” the largest peace initiative ever organized worldwide through music.

“Now, we need companies, government entities, other nonprofits and donors who care about our cause for peace to join us in lifting up the biggest event of this generation.”

On October 4, 2025, this ground-breaking program will activate a massive network of youth ensembles that spans 96 countries and territories across six continents and host two 24-hour commercial festivals featuring some of the biggest acts in music and entertainment. This extraordinary day-long event will be live-streamed globally, allowing millions to participate simultaneously.

“It has been 40 years since Live Aid and We Are the World historically unified and changed the world through music,” said Rebecca Irby, president and CEO of PEAC Institute. “With our planet riddled with post-pandemic fatigue, climate chaos, unsettling wars and more, we believe it is time to create a new trajectory for humanity by inviting everyone around the globe to a 24 hour pause for peace to enjoy the sounds of music and feel the transformative power of human connection,” Irby explained.

Additionally, 24 Hour Pause for Peace plans to amass more than 100 million ambassadors to sign an appeal to the United Nations calling for a 24 hour ceasefire during the children’s concerts and commercial music events. All countries are welcome to participate with no exceptions. One of Pause for Peace’s core beliefs is everyone has the right to be equally respected and heard, particularly in collectively calling for peace.

“Achieving this ambitious global endeavor requires the support and participation from the most impactful brands, organizations, and influential leaders, artists and celebrities,” said Jennifer McKenna, 24 Hour Pause for Peace CEO.

Pause for Peace is a $165 million global initiative. Currently, it is in its first phase of raising seed capital through consumer brand-aligned sponsorships and private donors. Funding for the program is tax-deductible through PEAC’s 501(c)(3) status.

“We have assembled an exceptional executive team of change agents in entertainment, production, consumer marketing, charitable development and global security to make this extraordinary, worldwide peace event happen.” McKenna added. “Now, we need companies, government entities, other nonprofits and donors who care about our cause for peace to join us in lifting up the biggest event of this generation.” To become involved in 24 Hour Pause for Peace: A Global Concert as a sponsor, partner or donor, sign up to be an Ambassador, or for more information, go to www.24hourpauseforpeace.org.

About PEAC Institute

PEAC Institute is a 501(c)(3) nonprofit organization based in the United States. PEAC stands for peace, education, art and communication. It was formed in 2016 through a campaign with partner organization, International Campaign to Abolish Nuclear Weapons (ICAN), which garnered a 2017 Nobel Peace Prize. PEAC now holds special consultative status with the Economic and Social Council of the United Nations and has a global presence working with countries and territories worldwide to reach the most marginalized youth through art and communication activities to help them explore and express. For more information on PEAC Institute, go to www.peacinstitute.org.

Media Contact

Chadwick Boyd, Pause for Peace, 1 4046060611, chadwick@24hourpauseforpeace.org, www.24hourpauseforpeace.org

View original content to download multimedia:https://www.prweb.com/releases/peac-institute-launches-24-hour-pause-for-peace-a-global-concert-302254527.html

SOURCE Pause for Peace

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Global Times: China opens 12 nuclear research facilities to global scientists

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The involved facilities span areas such as basic nuclear research, isotope production, nuclear environment simulation, equipment testing, and radioactive waste treatment and disposal.

VIENNA, Sept. 21, 2024 /PRNewswire/ — China will open 12 nuclear research facilities and testing platforms to international scientists and institutions to enhance global cooperation, a senior Chinese official said here on Monday.

These include the China Advanced Research Reactor, the new-generation tokamak device Huanliu-3, and the Beishan Underground Research Laboratory, Liu Jing, vice chairman of the China Atomic Energy Authority (CAEA), said at a meeting on the sidelines of the International Atomic Energy Agency’s (IAEA) annual general conference.

The facilities span areas such as basic nuclear research, isotope production, nuclear environment simulation, equipment testing, and radioactive waste treatment and disposal.

Monday’s meeting, themed “Share for Development,” was organized by the CAEA to promote international cooperation in nuclear technology research and development, as China marks the 40th anniversary of its accession to the IAEA.

Yu Jianfeng, chairman of China National Nuclear Corporation, said at the event that the company aims to deepen cooperation with the IAEA and expand international collaboration. He expressed hope that opening China’s nuclear research facilities will contribute to advancing nuclear technology globally.

IAEA’s Deputy Director General Mikhail Chudakov commended China’s remarkable achievements in nuclear energy development and highlighted the long-standing, fruitful relationship between the IAEA and the CAEA.

Welcoming China’s decision to open up more of its nuclear research and development facilities, Chudakov said the move will further strengthen the agency’s technical capacity to support its member states.

On Monday evening, the CAEA and China’s permanent mission to the United Nations (UN) and other international organizations in Vienna jointly held a reception at the UN headquarters in Vienna to celebrate the 40th anniversary of China’s accession to the IAEA. More than 200 participants, including IAEA representatives and foreign envoys to Vienna, attended the event.

Li Song, China’s permanent representative to the UN and other international organizations in Vienna, said at the reception that China and the IAEA have expanded practical cooperation and jointly promoted the development of nuclear energy over the past 40 years.

China, he said, will continue to strengthen collaboration with the IAEA and its member states to address emerging challenges in international security, safeguard the global non-proliferation regime, and promote the use of nuclear energy and technology for the benefit of the Global South.

At the reception, Liu, Li and IAEA Director General Rafael Grossi jointly unveiled a bronze statue of Qian Sanqiang, a renowned Chinese nuclear physicist and one of the founders of China’s nuclear industry.

The statue, donated by China, will be permanently displayed at the IAEA headquarters, alongside sculptures of Polish-French physicist Marie Curie and other prominent figures who have made significant contributions to the peaceful use of nuclear energy.

Contact: xutianshu@globaltimes.com.cn

View original content:https://www.prnewswire.com/news-releases/global-times-china-opens-12-nuclear-research-facilities-to-global-scientists-302254830.html

SOURCE Global Times

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