The growth of the in-game items market in the world
Self-isolation caused by COVID-19, has significantly affected the video gaming pastime.
The global virtual goods market shows an exponential growth in the number of online players who purchase virtual goods, such as swords, tanks, magic wands and or houses, for real money. This has led to the emergence of a multi-billion dollar market of virtual products.
According to experts, by 2025, the in-game items market will reach about 190 billion US dollars.
Consequently, one of the fastest growing problems today is gaming fraud. The volume of the digital goods market in 2019 amounted to $ 60 billion. According to Javelin Strategy & Research, the amount of losses from fraud amounted to $ 5.82 billion (9.7% of the income of merchants who sell only digital goods).
Many major market players, such as CS Money, G2G.com, CS. Deals, SkinBaron, Market provide services to protect their online transactions, but with a high service fee, which reaches 15%.
In this regard, many gamers prefer to use online escrow services with minimal commissions and convenient interfaces. For example, such platforms as MySafeTrade.com, Escrow.com, Tradecafe.co.za, which charge less than 10% of the service fee.
In addition to direct purchases and sales of virtual goods, gamers use this service to retain prize money for the game. That is, during the match or fight, the prize lies on the neutral side, and after the end of the game it goes to the winner’s account.
In general, the video game industry is actively developing and becoming more popular every year, and the funds invested in it are increasing significantly.