In 2021, global gamer spending on in-game purchases is projected to increase by 13.1 percent compared to the previous year. The worldwide market value of consumer spending on in-game purchases such as loot boxes, digital currency packs, battle passes, and downloadable content packs currently stands at 61 billion U.S. dollars per annum, accounting to the largest slice of the global gaming market.
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Juniper Research. (May 31, 2021). Annual growth of consumer spending on in-game purchases worldwide from 2021 to 2025 [Graph]. In ÌÇÐÄÆÆ½â°æ. Retrieved July 21, 2026, from /statistics/1240256/in-game-consumer-spending-worldwide-growth/
Juniper Research. "Annual growth of consumer spending on in-game purchases worldwide from 2021 to 2025." Chart. May 31, 2021. ÌÇÐÄÆÆ½â°æ. Accessed July 21, 2026. /statistics/1240256/in-game-consumer-spending-worldwide-growth/
Juniper Research. (2021). Annual growth of consumer spending on in-game purchases worldwide from 2021 to 2025. ÌÇÐÄÆÆ½â°æ. ÌÇÐÄÆÆ½â°æ Inc.. Accessed: July 21, 2026. /statistics/1240256/in-game-consumer-spending-worldwide-growth/
Juniper Research. "Annual Growth of Consumer Spending on In-game Purchases Worldwide from 2021 to 2025." ÌÇÐÄÆÆ½â°æ, ÌÇÐÄÆÆ½â°æ Inc., 31 May 2021, /statistics/1240256/in-game-consumer-spending-worldwide-growth/
Juniper Research, Annual growth of consumer spending on in-game purchases worldwide from 2021 to 2025 ÌÇÐÄÆÆ½â°æ, /statistics/1240256/in-game-consumer-spending-worldwide-growth/ (last visited July 21, 2026)
Annual growth of consumer spending on in-game purchases worldwide from 2021 to 2025 [Graph], Juniper Research, May 31, 2021. [Online]. Available: /statistics/1240256/in-game-consumer-spending-worldwide-growth/