# Market size

### Trooper envisages carving out a market share of growing $40 billion blockchain gaming industry.

Especially with a view to being rooted early in a brand new economic model that is about to mushroom.

<figure><img src="https://1426545554-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FLwoIJmVfluk9asTwFEjQ%2Fuploads%2F19raMwkhhmNC28xe4SmQ%2FMarket%20size.png?alt=media&#x26;token=f203a794-cba5-439f-bd41-955c94b793f2" alt=""><figcaption></figcaption></figure>

References of the market

[World wide gamers estimated at over 2 billion](https://techjury.net/blog/gaming-industry-worth/#gref)

Twitch founder [Justin Kan says](https://gamactica.com/portals/2022/03/15/justin-kan-says-gaming-nfts-will-be-bigger-than-twitch/) Gaming NFTs will be bigger than twitch, which is making [over $2 billion revenue](https://www.businessofapps.com/data/twitch-statistics/) a year. Trooper favours redirecting such advertising business directly to the gamers themselves. This market is presently valued at $12 billion

Fractals NFT market for Solana gaming NFT [raised $35 million](https://venturebeat.com/2022/04/01/justin-kans-fractal-raises-35m-for-game-focused-nft-marketplace/)

The actual estimated value of the [In-game marketing is $12 billion](https://www.globenewswire.com/en/news-release/2022/06/29/2471096/0/en/Insights-on-the-12-35-Bn-In-Game-Advertising-Market-is-Expected-to-Grow-at-a-CAGR-of-over-10-7-During-2022-2028-Vantage-Market-Research.html). And the actual NFT market is $30 billion.

How the Metaverse could reach [$800B revenue in 2030](https://www.bloomberg.com/professional/blog/metaverse-may-be-800-billion-market-next-tech-platform/)

Platform [Bixin with over 6 million users](https://www.bxapp.cn/#/) is a reference to compare with when considering the all important Gamers Job Market.&#x20;

Metaverse market in 2021 was[ over $40 billion](https://www.globenewswire.com/en/news-release/2022/06/08/2458533/0/en/Metaverse-Market-Size-to-Worth-Around-USD-1-607-12-Bn-by-2030.html)

Total trading volume in blockchain gaming reached[ $6.3 billion in Q1 2022](https://wngamefi.com/2022/05/25/total-trading-volume-in-blockchain-gaming-reached-6-3-billion-in-q1-2022)

Estimated to grow to over $50 Billion by 2025&#x20;

How it started and how the most popular PTE guild touched a [$420 Billion valuation](https://hackernoon.com/an-overview-of-crypto-gaming-guilds-the-future-of-play-2-earn)

Currently there are more than [70.000 Guild Scholarships](https://www.playtoearn.online/guilds/)

Trooper NFT market for gamers aim to share part of the [$30B+ cumulative volume of OpenSea](https://dappradar.com/ethereum/marketplaces/opensea).

**Gold sales in game:**\
By 2009, these third-party transactions accounted for an [estimated $3.023 billion](https://electronics.howstuffworks.com/gold-farming.htm)

China boasted an estimated 2,000 gaming workshops that employed some [500,000 gold farmers in 2007](https://electronics.howstuffworks.com/gold-farming.htm)

Power-leveling is when players hire someone to advance a character for them or simply purchase a new character at a higher level. This practice can be quite lucrative: In 2007 a player purchased a "[World of Warcraft" character for $9,500](https://electronics.howstuffworks.com/gold-farming.htm)

More than [$3 billion gold](https://electronics.howstuffworks.com/gold-farming.htm) farms generated in 2009

Animoca brands (a [$6billion gaming business](https://www.forbes.com/sites/zinnialee/2022/07/12/animoca-brands-hits-59-billion-valuation-as-crypto-winter-deepens/)) chairman [predicts](https://twitter.com/MStothard/status/1550057092576419840?t=rEvPT1loZX6dpicYT39gWw\&s=09) that more people will make a living from gaming than from working in the global auto industry.\
He also expects Metaverse users to grow to [over 300 million users](https://twitter.com/animocabrands/status/1555451552353382400) in the next years.

#### Additionally it embraces the PTE gaming job market, which is unexplored territory.

Established Job markets like UpWork, a company with over [**$400 million yearly revenue**](https://investors.upwork.com/news-releases/news-release-details/upwork-reports-fourth-quarter-and-full-year-2021-financial)**.**

#### The total market size of world wide gaming is around a $180 billion right now and is projected to [double by 2025](https://www.mordorintelligence.com/industry-reports/global-gaming-market), in just three years.

According to [Fortune Business Insights](https://www.globenewswire.com/en/news-release/2021/09/22/2301712/0/en/Gaming-Market-Worth-545-98-Billion-by-2021-2028-Fortune-Business-Insights.html)™, the global gaming market size is expected to gain momentum by reaching USD 545.98 billion by 2028. Fortune Business Insight mentions that the market stood at USD 203.12 billion in 2020.

The sports coaching market size is estimated to grow at a CAGR of 5.87% between 2022 and 2027. The size of the market is forecast to increase by [USD 11,823.95 million](https://www.technavio.com/report/sports-coaching-market-industry-analysis)

Esports Market Size is projected to reach [USD 5.74 Billion by 2030](https://www.globenewswire.com/en/news-release/2022/08/31/2507894/0/en/Esports-Market-Size-is-projected-to-reach-USD-5-74-Billion-by-2030-growing-at-a-CAGR-of-21-9-Straits-Research.html), growing at a CAGR of 21.9%: Straits Research.

[$1 Billion Video-Game Coaching ](https://www.bloomberg.com/news/articles/2020-04-23/how-big-is-market-for-video-game-coaches-more-than-1-billion?leadSource=uverify%20wall)Business Ramps Up During Lockdown

Sports Coaching Market Size to Increase Over [$9 Billion during 2021-2025](https://www.prnewswire.com/news-releases/sports-coaching-market-size-to-increase-over-9-billion-during-2021-2025--increasing-government-initiatives-to-boost-growth--technavio-301361982.html)

Number of[ employees in the video games industry](https://www.statista.com/statistics/1175322/video-game-employment/) in the United States from 2010 to 2023 alone is currently about 300.000

More than [100 high schools in the U.S. are conducting esports programs](https://www.grandviewresearch.com/industry-analysis/esports-market)

In the year 2022, there [were 532 million esports viewers worldwide.](https://www.insiderintelligence.com/insights/esports-ecosystem-market-report/)

[Overall gaming metrics](https://techjury.net/blog/video-games-industry-statistics/)

[A parody about in game jobs.](https://www.youtube.com/shorts/0gPmgdTeq2o)
