Virtual Goods Market, By Type (In-Game Virtual Goods, Digital Collectibles (Non-NFT), Non-Fungible Tokens (NFT-Based Collectibles), Virtual Currency (Coins, Gems, Tokens), Virtual Land and Property, and Virtual Services (Avatar Styling, Event Tickets, etc.)), By Device (Smartphones and Tablets, PCs and Consoles, and VR / AR Head-Mounted Displays), By Payment Mode (Micro-transactions and Loot Boxes, Subscription / Season Pass, and Pay-to-Own (One-Time Purchase)), By Application (Gaming, Social Media, Virtual Reality (VR), Augmented Reality (AR), and Others (e.g., online marketplaces)), By Geography (North America, Latin America, Europe, Asia Pacific, Middle East and Africa) - Growth Trends and Forecasts (2026-2033)
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Two thousand two hundred dollars
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Four thousand five hundred dollars
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Seven thousand dollars
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(Unlimited Users)
US$ 10,000
Ten thousand dollars
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