MMO Games Market Growth Report - Opportunities & Analysis by 2025
The MMO Game market is expected to grow from US$ 10.32 billion in 2015 to US$ 26.65 billion by 2025 at a CAGR of 10.2% between 2015 and 2025.
Massively Multiple Online Gaming (MMOG) has been also witnessing this market trend that uses game design strategies to optimize user engagements. This is popularly known as Gamification. The emergence of gamification has led to creation of virtual world for the gamers where they get virtual economy, trade, currency and real time situations to deal with. With the help of gamification the developers successfully keep the players engaged into the game and also encourages them to spend more real money in order to receive the benefits over the games. This strategy has also facilitated the MMO game developers and publishers to generate more revenue by retaining old players along with attracting other people to get involve into these games.
The MMO Game market report focuses on an in-depth segmentation of this market based by genre, platform and revenue model. The geographic segmentation of the report covers five major regions including; North Americas, Europe, Asia-Pacific (APAC), Middle East and Africa (MEA) and South America (SA). The regional market has been further bifurcated by respective countries. By revenue model free-to-play gaming market accounted for the largest share of the MMOG market in 2015; whereas, APAC region is expected to grow at the highest CAGR during the forecast period.
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MMO Games Market: Strategic Insights
Market Size Value in US$ 10.32 Billion in 2015 Market Size Value by US$ 26.65 Billion by 2025 Growth rate CAGR of 10.2% from 2016-2025 Forecast Period 2016-2025 Base Year 2016
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We can optimize and tailor the analysis and scope which is unmet through our standard offerings. This flexibility will help you gain the exact information needed for your business planning and decision making.
MMO Games Market: Strategic Insights
Market Size Value in | US$ 10.32 Billion in 2015 |
Market Size Value by | US$ 26.65 Billion by 2025 |
Growth rate | CAGR of 10.2% from 2016-2025 |
Forecast Period | 2016-2025 |
Base Year | 2016 |
Naveen
Have a question?
Naveen will walk you through a 15-minute call to present the report’s content and answer all queries if you have any.
Speak to AnalystThe MMO Game market report aims to provide an overview of global MMOG market with detailed market segmentation. Also, it analyzes the current MMO Game market scenario and forecasts the market till 2025. The report covers market dynamics effecting the market during the forecast period. Furthermore, the report analyzes the competitive scenario, geographic trends, and opportunities in the markets with respect to all geographic regions. The MMO Game market report also includes the detailed company profiles of the key players in the market along with their market strategies. The report also provide porter’s five forces analysis and SWOT analysis for all company profiled in the report.
Companies like Activision Blizzard and Electronic Arts are massively participating in media and promotional events that are further leading to growth in awareness and consumption of the games. Some of the other factors impacting the growth of this market are growth in development of hardware platforms like PlayStation, XBOX360 and Wii U. Emerging gamification and virtual currency are also some of the factors influencing the growth of MMO Game market during the forecast period.
MMO Games Market Report Scope
Some of the key players of MMO Game market include
- Activision Blizzard, Inc.
- Electronic Arts (EA)
- Giant Interactive Group Inc.
- NCSOFT Corporation
- Ankama, NEXON Co., Ltd.
- Gamigo AG
- Tencent Holdings Limited
- Jagex Games Studio
- Ubisoft Entertainment SA
Report Coverage
Revenue forecast, Company Analysis, Industry landscape, Growth factors, and Trends
Segment Covered
Genre, Platform and Revenue Model
Regional Scope
North America, Europe, Asia Pacific, Middle East & Africa, South & Central America
Country Scope
US, Canada, Mexico, UK, Germany, Spain, Italy, France, India, China, Japan, South Korea, Australia, UAE, Saudi Arabia, South Africa, Brazil, Argentina
Table of Contents
1 Introduction
1.1 Scope of Study
1.2 The Insight Partners Research Report Guidance
2 Key Takeaways
3 MMO Games Market Landscape
3.1 Market Overview
3.2 Market Segmentation
3.2.1 MMO Games Market – By Genre
3.2.2 MMO Games Market – By Platform
3.2.3 MMO Games Market – By Revenue - Model
3.2.4 MMO Games Market – By Region
3.2.4.1 By Countries
3.3 PEST Analysis
3.3.1 North America – PEST Analysis
3.3.2 Europe – PEST Analysis
3.3.3 Asia Pacific – PEST Analysis
3.3.4 Middle East and Africa – PEST Analysis
3.3.5 South America – PEST Analysis
4 MMO Games Market – Key Industry Dynamics
4.1 Impact Analysis
4.2 Key Market Drivers
4.3 Key Market Restraints
4.4 Key Market Opportunities
4.5 Future Trends
5 MMO Games Market Analysis- Global
5.1 Global MMO Games Market Overview
5.2 Global MMO Games Market forecast and analysis
6 MMO Games Market Revenue and Forecasts to 2025 – Genre
6.1 Overview
6.2 Genre market forecast and analysis
6.3 MMO Role Play Games (MMORPG) Market
6.3.1 Overview
6.3.2 MMO Role Play Games (MMORPG) market forecast and analysis
6.4 MMO First Person Shooter (MMOFPS) Market
6.4.1 Overview
6.4.2 MMO First Person Shooter (MMOFPS) market forecast and analysis
6.5 MMO Real-time strategy (MMORTS) Market
6.5.1 Overview
6.5.2 MMO Real-time strategy (MMORTS) market forecast and analysis
6.6 Others (Turn-based, simulation, casual MMO Games) Market
6.6.1 Overview
6.6.2 Others market forecast and analysis
7 MMO Games Market Revenue and Forecasts to 2025 – Platform
7.1 Overview
7.2 Platform market forecast and analysis
7.3 Mobile MMO Games Market
7.3.1 Overview
7.3.2 Mobile MMO Games market forecast and analysis
7.4 PC MMO Games Market
7.4.1 Overview
7.4.2 PC MMO Games market forecast and analysis
7.5 Console MMO Games Market
7.5.1 Overview
7.5.2 Console MMO Games market forecast and analysis
8 MMO Games Market Revenue and Forecasts to 2025 – Revenue Model
8.1 Overview
8.2 Revenue Model market forecast and analysis
8.3 Free-to-play Games Market
8.3.1 Overview
8.3.2 Free-to-play market forecast and analysis
8.4 Pay-to-play Games Market
8.4.1 Overview
8.4.2 Pay-to-play market forecast and analysis
9 MMO Games Market Revenue and Forecasts to 2025 – Geographical Analysis
9.1 North America
9.1.1 North America MMO Games market overview
9.1.2 North America MMO Games market forecast and analysis
9.1.2.1 North America market forecast and analysis – By Countries
9.1.2.1.1 US market
9.1.2.1.2 Canada market
9.1.2.1.3 Mexico market
9.1.2.2 North America market forecast and analysis – By Genre
9.1.2.3 North America market forecast and analysis – By Platform
9.1.2.4 North America market forecast and analysis – By Revenue Model
9.2 Europe
9.2.1 Europe MMO Games market overview
9.2.2 Europe MMO Games market forecast and analysis
9.2.2.1 Europe market forecast and analysis – By Countries
9.2.2.1.1 France market
9.2.2.1.2 Spain market
9.2.2.1.3 Italy market
9.2.2.1.4 Germany market
9.2.2.1.5 UK market
9.2.2.1.6 Russia Market
9.2.2.2 Europe market forecast and analysis – By Genre
9.2.2.3 Europe market forecast and analysis – By Platform
9.2.2.4 Europe market forecast and analysis – By Revenue-Model
9.3 Asia pacific (APAC)
9.3.1 Asia Pacific MMO Games market overview
9.3.2 Asia Pacific MMO Games market forecast and analysis
9.3.2.1 Asia Pacific market forecast and analysis – By Countries
9.3.2.1.1 Australia market
9.3.2.1.2 China market
9.3.2.1.3 South Korea market
9.3.2.1.4 Japan market
9.3.2.2 Asia Pacific market forecast and analysis – By Genre
9.3.2.3 Asia Pacific market forecast and analysis – By Platform
9.3.2.4 Asia Pacific market forecast and analysis – By Revenue-Model
9.4 Middle East and Africa (MEA)
9.4.1 Middle East and Africa MMO Games market overview
9.4.2 Middle East and Africa MMO Games market forecast and analysis
9.4.2.1 Middle East and Africa market forecast and analysis – By Countries
9.4.2.1.1 South Africa market
9.4.2.1.2 Turkey market
9.4.2.1.3 Saudi Arabia market
9.4.2.2 Middle East and Africa market forecast and analysis – By Genre
9.4.2.3 Middle East and Africa market forecast and analysis – By Platform
9.4.2.4 Middle East and Africa market forecast and analysis – By Revenue-Model
9.5 South America (SAM)
9.5.1 South America MMO Games market overview
9.5.2 South America MMO Games market forecast and analysis
9.5.2.1 South America market forecast and analysis – By Countries
9.5.2.1.1 Brazil market
9.5.2.2 South America market forecast and analysis – By Genre
9.5.2.3 South America market forecast and analysis – By Platform
9.5.2.4 South America market forecast and analysis – By Revenue-Model
10 Industry Landscape
10.1 Mergers & acquisitions
10.2 Market Initiatives
10.3 New developments
10.4 Investment scenarios
11 Competitive Landscape
11.1 Competitive Genre mapping
11.2 Market positioning/ market share
12 MMO Games Market, Key Company Profiles
12.1 Activision Blizzard Inc.
12.1.1 Key Facts
12.1.2 Business Description
12.1.3 Genres and services
12.1.4 Financial Overview
12.1.5 SWOT Analysis
12.1.6 Key Developments
12.2 Electronic Arts Inc.
12.2.1 Key Facts
12.2.2 Business Description
12.2.3 Genres and services
12.2.4 Financial Overview
12.2.5 SWOT Analysis
12.2.6 Key Developments
12.3 Giant Interactive Group Inc.
12.3.1 Key Facts
12.3.2 Business Description
12.3.3 Genres and services
12.3.4 Financial Overview
12.3.5 SWOT Analysis
12.3.6 Key Developments
12.4 NCSOFT Corp
12.4.1 Key Facts
12.4.2 Business Description
12.4.3 Genres and services
12.4.4 Financial Overview
12.4.5 SWOT Analysis
12.4.6 Key Developments
12.5 Nexon Co. Ltd.
12.5.1 Key Facts
12.5.2 Business Description
12.5.3 Genres and services
12.5.4 Financial Overview
12.5.5 SWOT Analysis
12.5.6 Key Developments
12.6 Gamigo AG.
12.6.1 Key Facts
12.6.2 Business Description
12.6.3 Genres and services
12.6.4 Financial Overview
12.6.5 SWOT Analysis
12.6.6 Key Developments
12.7 Anakama
12.7.1 Key Facts
12.7.2 Business Description
12.7.3 Genres and services
12.7.4 Financial Overview
12.7.5 SWOT Analysis
12.7.6 Key Developments
12.8 Tencent Holdings Ltd.
12.8.1 Key Facts
12.8.2 Business Description
12.8.3 Genres and services
12.8.4 Financial Overview
12.8.5 SWOT Analysis
12.8.6 Key Developments
12.9 Jagex Games Studio
12.9.1 Key Facts
12.9.2 Business Description
12.9.3 Genres and services
12.9.4 Financial Overview
12.9.5 SWOT Analysis
12.9.6 Key Developments
12.10 Ubisoft Entertainment SA
12.10.1 Key Facts
12.10.2 Business Description
12.10.3 Genres and services
12.10.4 Financial Overview
12.10.5 SWOT Analysis
12.10.6 Key Developments
13 Appendix
13.1 About The Insight Partners
13.2 Glossary of Terms
13.3 Research Methodology
The List of Companies - MMO Games Market
- Activision Blizzard, Inc.
- Electronic Arts (EA)
- Giant Interactive Group Inc.
- NCSOFT Corporation
- Ankama
- NEXON Co., Ltd.
- Gamigo AG
- Tencent Holdings Limited
- Jagex Games Studio
- Ubisoft Entertainment SA
The Insight Partners performs research in 4 major stages: Data Collection & Secondary Research, Primary Research, Data Analysis and Data Triangulation & Final Review.
- Data Collection and Secondary Research:
As a market research and consulting firm operating from a decade, we have published many reports and advised several clients across the globe. First step for any study will start with an assessment of currently available data and insights from existing reports. Further, historical and current market information is collected from Investor Presentations, Annual Reports, SEC Filings, etc., and other information related to company’s performance and market positioning are gathered from Paid Databases (Factiva, Hoovers, and Reuters) and various other publications available in public domain.
Several associations trade associates, technical forums, institutes, societies and organizations are accessed to gain technical as well as market related insights through their publications such as research papers, blogs and press releases related to the studies are referred to get cues about the market. Further, white papers, journals, magazines, and other news articles published in the last 3 years are scrutinized and analyzed to understand the current market trends.
- Primary Research:
The primarily interview analysis comprise of data obtained from industry participants interview and answers to survey questions gathered by in-house primary team.
For primary research, interviews are conducted with industry experts/CEOs/Marketing Managers/Sales Managers/VPs/Subject Matter Experts from both demand and supply side to get a 360-degree view of the market. The primary team conducts several interviews based on the complexity of the markets to understand the various market trends and dynamics which makes research more credible and precise.
A typical research interview fulfils the following functions:
- Provides first-hand information on the market size, market trends, growth trends, competitive landscape, and outlook
- Validates and strengthens in-house secondary research findings
- Develops the analysis team’s expertise and market understanding
Primary research involves email interactions and telephone interviews for each market, category, segment, and sub-segment across geographies. The participants who typically take part in such a process include, but are not limited to:
- Industry participants: VPs, business development managers, market intelligence managers and national sales managers
- Outside experts: Valuation experts, research analysts and key opinion leaders specializing in the electronics and semiconductor industry.
Below is the breakup of our primary respondents by company, designation, and region:
Once we receive the confirmation from primary research sources or primary respondents, we finalize the base year market estimation and forecast the data as per the macroeconomic and microeconomic factors assessed during data collection.
- Data Analysis:
Once data is validated through both secondary as well as primary respondents, we finalize the market estimations by hypothesis formulation and factor analysis at regional and country level.
- 3.1 Macro-Economic Factor Analysis:
We analyse macroeconomic indicators such the gross domestic product (GDP), increase in the demand for goods and services across industries, technological advancement, regional economic growth, governmental policies, the influence of COVID-19, PEST analysis, and other aspects. This analysis aids in setting benchmarks for various nations/regions and approximating market splits. Additionally, the general trend of the aforementioned components aid in determining the market's development possibilities.
- 3.2 Country Level Data:
Various factors that are especially aligned to the country are taken into account to determine the market size for a certain area and country, including the presence of vendors, such as headquarters and offices, the country's GDP, demand patterns, and industry growth. To comprehend the market dynamics for the nation, a number of growth variables, inhibitors, application areas, and current market trends are researched. The aforementioned elements aid in determining the country's overall market's growth potential.
- 3.3 Company Profile:
The “Table of Contents” is formulated by listing and analyzing more than 25 - 30 companies operating in the market ecosystem across geographies. However, we profile only 10 companies as a standard practice in our syndicate reports. These 10 companies comprise leading, emerging, and regional players. Nonetheless, our analysis is not restricted to the 10 listed companies, we also analyze other companies present in the market to develop a holistic view and understand the prevailing trends. The “Company Profiles” section in the report covers key facts, business description, products & services, financial information, SWOT analysis, and key developments. The financial information presented is extracted from the annual reports and official documents of the publicly listed companies. Upon collecting the information for the sections of respective companies, we verify them via various primary sources and then compile the data in respective company profiles. The company level information helps us in deriving the base number as well as in forecasting the market size.
- 3.4 Developing Base Number:
Aggregation of sales statistics (2020-2022) and macro-economic factor, and other secondary and primary research insights are utilized to arrive at base number and related market shares for 2022. The data gaps are identified in this step and relevant market data is analyzed, collected from paid primary interviews or databases. On finalizing the base year market size, forecasts are developed on the basis of macro-economic, industry and market growth factors and company level analysis.
- Data Triangulation and Final Review:
The market findings and base year market size calculations are validated from supply as well as demand side. Demand side validations are based on macro-economic factor analysis and benchmarks for respective regions and countries. In case of supply side validations, revenues of major companies are estimated (in case not available) based on industry benchmark, approximate number of employees, product portfolio, and primary interviews revenues are gathered. Further revenue from target product/service segment is assessed to avoid overshooting of market statistics. In case of heavy deviations between supply and demand side values, all thes steps are repeated to achieve synchronization.
We follow an iterative model, wherein we share our research findings with Subject Matter Experts (SME’s) and Key Opinion Leaders (KOLs) until consensus view of the market is not formulated – this model negates any drastic deviation in the opinions of experts. Only validated and universally acceptable research findings are quoted in our reports.
We have important check points that we use to validate our research findings – which we call – data triangulation, where we validate the information, we generate from secondary sources with primary interviews and then we re-validate with our internal data bases and Subject matter experts. This comprehensive model enables us to deliver high quality, reliable data in shortest possible time.
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