NEW YORK, February 14, 2022 /PRNewswire/ — The MMO games Market is divided into three Categories based on the segmentation by Revenue Model (F2P and P2P), Genre (MMORPG, MMOFPS, MMORTS and others), and Geography (APAC, North America, Europe, South Americaand MEA). The market share is expected to increase $18.76 billion from 2020 to 2025, and the growth momentum of the market will accelerate at a CAGR of 9.24%.
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Root Market Analysis
Technavio categorizes the global MMO games market as part of the global application software market within the communications services market.
Technavio uses manufacturers’ total revenues to estimate the global MMO games market size. External factors influencing the growth potential of the parent market in the coming years have been thoroughly studied in our research analysis to learn more about the growth level of the MMO games market during the forecast period. Download a free sample.
MMO games Analysis of the market value chain
Maximizing profit margins and evaluating business plans requires a thorough understanding of MMO games. The report will help vendors reduce costs and improve customer service during the forecast period.
- inputs
- software development process
- Marketing and Sales
- After-sales services
- innovation
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Vendor Insights
The market for MMO games is fragmented, and vendors employ various organic and inorganic growth strategies to compete in the market. To capitalize on the opportunity, market providers should focus more on the growth prospects of the fast-growing segment while maintaining their positions in the slow-growing segments.
We provide a detailed analysis of the vendors operating in the MMO games market, including some vendors such as: Activision Blizzard Inc., ChangYou.com Ltd., CipSoft GmbH, Daybreak Game Co. LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., KONAMI HOLDINGS CORP., NCSOFT Corp., NEXON America Inc.
Backed by competitive intelligence and benchmarking, our MMO Games Market research reports are designed to provide entry support, customer profiles and M&A and go-to-market support.
Product insights and news
- Activision Blizzard Inc. – Offers mobile games like Candy Crush, Call of Duty and World of Warcraft.
- ChangYou.com Ltd. – Ooffers licensed mobile games online.
- Electronic Arts Inc. – Offers mobile games like FIFA, Madden and Apex.
The MMO Games Market Forecast report provides in-depth insights into the key vendor profiles and offerings – Download free sample report
Geographic Highlights
The growth of MMO games market share in APAC will be significant during the forecast period. China and India are the key markets for the MMO game market in APAC. The market growth in this region will be slower than the growth of the market in Europe.
The sheer popularity of the internet and the popularity of online gaming are the main drivers that will propel the MMO games market in APAC during the projected period.
APAC accounted for the largest geographic segment of the global MMO games market and this trend is likely to continue during the forecast period. In the global MMO gaming industry, APAC was one of the largest and fastest growing regions in 2021. China, South Koreaand Japan were the biggest sales contributors in the region’s market. APAC is the largest and fastest growing area of the gaming industry thanks to the sheer popularity of the internet and online gaming. The region’s shift to digital gaming has helped differentiate it in the mobile and web gaming markets.
In addition, countries like ChinaUS, GermanyGreat Britain and India are the key market for the MMO games market in APAC due to the growing gaming market in this region.
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key market dynamics
- Major MMO Games Market Drivers:
- Availability of multiple payment services
One-click payment is an easy way to fund your account with just one click. It is transparent and speeds up the buying process. Players can now make multiple payments without leaving the game. Customers can use Payouts to complete transactions using China UnionPay, Neteller, and other payment methods. Another payment option is Bitcoin. For example, the MMORPG Island Forge supports bitcoin purchases for virtual in-game things like island design and interactive floor building. Shoppers are drawn to the convenience of being able to switch between multiple payment methods if needed, which is helping the industry grow.
- Major MMO Games Market Trends:
Virtual money is used in video games to activate power-ups and boosters, as well as to trade vanity items, weapons, vehicles, and class unlocks. Some games allow players to purchase virtual currency in-game, which can then be used to purchase virtual goods. Cryptocurrency, on the other hand, is subject to legislation. Anti-gambling laws in South Korea, one of the world’s largest online gaming markets, make it illegal to exchange digital assets for real money. Virtual currency transactions, on the other hand, are legal in most developed countries, including Switzerland, Japanand The United States, because they offer a global exchange platform. As a result, the launch of cryptocurrencies or virtual currencies has become a market trend.
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Size of the MMO games market |
|
report coverage |
details |
page number |
120 |
base year |
2020 |
forecast period |
2021-2025 |
Growth Dynamics & CAGR |
Accelerate with a CAGR of 9.24% |
Market growth 2021-2025 |
$18.76 billion |
market structure |
fragmented |
YoY Growth (%) |
8.87 |
Regional Analysis |
APAC, North America, Europe, South America and MEA |
make a market contribution |
APAC at 50% |
Important consumer countries |
China, USA, Germany, UK and India |
competitive landscape |
Leading companies, competitive strategies, levels of consumer engagement |
Important companies in profile |
Activision Blizzard Inc., ChangYou.com Ltd., CipSoft GmbH, Daybreak Game Co. LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., KONAMI HOLDINGS CORP., NCSOFT Corp. and NEXON America Inc. |
market dynamics |
Root Market Analysis, Market Growth Triggers and Obstacles, Fast Growing and Slow Growing Segment Analysis, COVID-19 Impact and Recovery Analysis, and Future Consumer Dynamics, Market Condition Analysis for the Forecast Period |
customization area |
If our report does not contain the data you are looking for, you can contact our analysts and have segments adjusted. |
Table of Contents
summary
market landscape
- market ecosystem
- Analysis of the value chain
market size
- market definition
- Market Segment Analysis
- Market size 2020
- Market Outlook: Forecast for 2020 – 2025
Five Forces Analysis
- bargaining power of buyers
- bargaining power of suppliers
- Threat of new entrants
- Danger from substitutes
- threat of rivalry
- market condition
Market segmentation by revenue model
- market segments
- Comparison by revenue model
- F2P – Market Size and Forecast 2020-2025
- P2P – Market Size and Forecast 2020-2025
- Market Opportunities by Revenue Model
Market segmentation by genre
- market segments
- Comparison by genre
- MMORPG – Market Size and Forecast 2020-2025
- MMOFPS – Market Size and Forecast 2020-2025
- MMORTS – Market Size and Forecast 2020-2025
- Others – Market Size and Forecast 2020-2025
- Market opportunity by genre
customer landscape
geographic landscape
- Geographic Segmentation
- Geographical comparison
- APAC – Market Size and Forecast 2020-2025
- North America – Market Size and Forecast 2020-2025
- Europe – Market Size and Forecast 2020-2025
- South America – Market Size and Forecast 2020-2025
- MEA – Market Size and Forecast 2020-2025
- Important Leading Countries
- Market Opportunities by Geography
- market leader
- market challenges
- market trends
provider landscape
- overview
- disturbance of the landscape
Vendor Analysis
- providers covered
- Market positioning of providers
- Activision Blizzard Inc.
- ChangYou.com Ltd.
- CipSoft GmbH
- Daybreak Game Co. LLC
- Electronic Arts Inc.
- GunHo Online Entertainment Inc.
- jagex ltd
- KONAMI HOLDINGS CORP.
- NCSOFT Corp.
- NEXON America Inc.
Appendix
- scope of the report
- Currency conversion rates for US$
- research methodology
- List of abbreviations
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