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市場調查報告書

MMO遊戲的全球市場 (2015∼2019年)

Global MMO Games Market 2015-2019

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 304297
出版日期 內容資訊 英文 81 Pages
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MMO遊戲的全球市場 (2015∼2019年) Global MMO Games Market 2015-2019
出版日期: 2015年12月09日 內容資訊: 英文 81 Pages
簡介

MMO遊戲 (大規模多人同時參加型線上遊戲) ,設計成可從各種網路支援平台 (遊戲主機、智慧型手機、PC等)進行遊戲 。由於迅速的技術進步,HD (高解析度) 顯示器和HDMI無線網路等登場,那成為促進MMO遊戲市場成長的要素。還有遊戲軟體的下載銷售,及下一代型遊戲主機 (Wi-Fi功能、網路連接功能、HDD裝載) 的銷售、預期也使今後的市場成長。至2019年的年複合成長率(CAGR) 預計達到8%以上。在各收益模式中,預計免費型遊戲的佔有率變得更高,那解除了新加入企業的進入障礙。另一方面,為了在市場競爭中勝出,需要展現明確有獨特性的提案價值。

本報告提供全球MMO遊戲市場現狀與未來預測的相關調查、各收益模式/地區的趨勢、市場成長因素與課題,及主要供應商分析等。

第1章 摘要整理

  • 分析結果的概要

第2章 分析範圍

  • 分析概要
  • 基準年
  • 供應商的分類
  • 總計錯誤
  • 大供應商的主要產品

第3章 市場分析技術

  • 分析方法
  • 經濟指標

第4章 簡介

  • 市場趨勢的概要

第5章 市場形勢

  • 市場概要
  • 全球遊戲市場
  • 市場規模與預測
  • 波特的五力分析

第6章 各種類的市場區隔

  • 全球MMO遊戲市場:各種類
  • RPG (角色扮演類遊戲) 市場
  • MOBA (多播放器線上戰鬥圓形競技場) 市場
  • FPS (第一人稱射擊遊戲) 市場

第7章 各收益模式的市場區隔

  • 全球MMO遊戲市場:各收益模式
  • 免費遊戲市場收益額
  • 收費遊戲市場收益額

第8章 地區區分

  • 全球MMO遊戲市場:各地區
  • 亞太地區市場
  • 歐洲、中東、非洲各國 (EMEA) 市場
  • 北美市場
  • 南美市場
  • 全球MMO遊戲玩家數:各地區

第9章 主要國家市場

  • 全球MMO遊戲市場:前10大國家

第10章 推動市場要素

第11章 推動因素的影響力

第12章 市場課題

第13章 推動因素、課題的影響力

第14章 市場趨勢

第15章 供應商環境

  • 競爭方案
  • 其他卓越供應商

第16章 主要供應商分析

  • Activision Blizzard
  • Electronic Arts
  • NCSOFT
  • Nexon
  • Riot Games
  • Tencent Holdings
  • Valve Corporation
  • Wargaming.net

第17章 附錄

  • 簡稱集

第18章 關於Technavio

圖表清單

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目錄
Product Code: IRTNTR7373

Market outlook of the global MMO games market

Massively multiplayer online (MMO) games are designed to be played on different network-capable platforms like video game consoles, smartphones, or PCs. Rapid technological advancements that have led to the emergence of HD displays and audio devices having HDMI wireless network capabilities are some of the major growth promoting factors in this market during the forecast period. Also, the launch of next generation gaming consoles is expected to positively spur market growth, resulting in its healthy CAGR of more than 8% by 2019.

The advent of digital downloading is a significant factor that is expected to drive market growth during the forecast period. The latest gaming consoles are equipped with Wi-Fi, network connectivity, and HDD, which allows gamers to directly download games into their console. This removes the hassle of visiting a store to purchase physical discs, which are prone to damage by wear and tear.

Revenue-based segmentation of the global MMO games market

  • Paid games
  • Free-to-play games

In this market research report, analysts estimate the free-to-play games segment to generate the highest revenue during the forecast period. Growing popularity of this segment can be attributed to the elimination of entry barriers, which allows developers to penetrate the market in developing countries where owning a TV console is a luxury.

Geographical segmentation of the MMO games market

  • Americas
  • APAC
  • EMEA

Geographically, the APAC region is estimated to be the highest revenue-generating segment during the forecast period. High revenue share of APAC can be attributed to its large consumer base for online games and the presence of numerous game developers in this region, which helps this market to surpass USD 16 billion by 2019.

Competitive landscape and key vendors

This market is highly competitive and consolidated due to the presence of multiple vendors like Activision Blizzard and Electronic Arts. Intense vendor competition, rapid advancements in technology, and frequent changes in consumer preferences pose significant challenges for the vendors in this market. Consequently, in order to survive and succeed in this market, vendors have to distinguish their product and service offerings through a clear and unique value proposition.

Key vendors in this market are -

  • Activision Blizzard
  • Electronic Arts Inc.
  • NCSOFT Corp.
  • Nexon Co. Ltd.
  • Riot Games
  • Tencent Holding
  • Valve Corporation
  • Wargaming.net

Other prominent vendors mentioned in this market analysis are Aeria Games and Entertainment Inc., Ankama Games, CCP hf, Changyou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., eGames Inc., gPotato, Jagex Games Studio, Joymax, NetEase Inc., OGPlanet, Perfect World Co. Ltd., Shanda Interactive Entertainment Ltd., Softnyx Ltd., Sony Online Entertainment LLC, Square Enix Holdings Co. Ltd., and Turbine Inc.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global MMO games market?
  • What are the key market trends impacting the growth of the global MMO games market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global MMO games market?
  • What are the market opportunities and threats faced by the vendors in the global MMO games market?
  • Trending factors influencing the market shares of the EMEA, Americas, and APAC?
  • What are the key outcomes of the five forces analysis of the global MMO games market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Global gaming market 2014
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by genre

  • Global MMO gaming market by genre
  • Global MMO gaming market by RPG
  • Global MMO gaming market by MOBA games
  • Global MMO gaming market by FPS games

PART 07: Market segmentation by revenue

  • Global MMO gaming market by revenue
  • Global MMO gaming market by free-to-play revenue
  • Global MMO gaming market by pay-to-play revenue

PART 08: Geographical segmentation

  • Geographical segmentation of global MMO gaming market
  • MMO gaming market in APAC
  • MMO gaming market in EMEA
  • MMO gaming market in North America
  • MMO gaming market in Latin America
  • Global MMO gamers by region

PART 09: Key leading countries

  • Top 10 countries for global MMO gaming market

PART 10: Market drivers

PART 11: Impact of drivers

PART 12: Market challenges

PART 13: Impact of drivers and challenges

PART 14: Market trends

PART 15: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 16: Key vendor analysis

  • Activision Blizzard
  • Electronic Arts
  • NCSOFT
  • Nexon
  • Riot Games
  • Tencent Holdings
  • Valve Corporation
  • Wargaming.net

PART 17: Appendix

  • List of abbreviation

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Types of MMO games
  • Exhibit 03: Global gaming market segmentation by type 2014
  • Exhibit 04: Global MMO gaming market 2014-2019 ($ billions)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global MMO gaming market by genre in 2014
  • Exhibit 07: Global MMO gaming market by genre in 2019
  • Exhibit 08: Global MMO gaming market by RPG 2014-2019 ($ billions)
  • Exhibit 09: Global MMO gaming market by MOBA games 2014-2019 ($ billions)
  • Exhibit 10: Global MMO gaming market by FPS games 2014-2019 ($ billions)
  • Exhibit 11: Global MMO gaming market by revenue in 2014 ($ billions)
  • Exhibit 12: Percentage of smartphone gamers making in-app purchases for different reasons in 2014
  • Exhibit 13: Percentage of tablet gamers making in-app purchases for different reasons in 2014
  • Exhibit 14: Global MMO gaming market by free-to-play games 2014-2019 ($ billions)
  • Exhibit 15: Global MMO gaming market by pay-to-play games 2014-2019 ($ billions)
  • Exhibit 16: Penetration of microtransaction revenue on pay-per-play MMO 2010-2019 ($ billions)
  • Exhibit 17: Geographical segmentation of global MMO gaming market in 2014
  • Exhibit 18: Geographical segmentation of global MMO gaming market in 2019
  • Exhibit 19: MMO gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 20: MMO gaming market in EMEA 2014-2019 ($ billions)
  • Exhibit 21: MMO gaming market in North America 2014-2019 ($ billions)
  • Exhibit 22: MMO gaming market in Latin America 2014-2019 ($ billions)
  • Exhibit 23: Global MMO gamers by geography 2014 (million players)
  • Exhibit 24: Key leading countries in global MMO gaming market
  • Exhibit 25: Market share of top 10 countries for MMO gaming market in 2014 by revenue
  • Exhibit 26: Impact of drivers
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Activision Blizzard: Business segmentation by revenue 2014
  • Exhibit 29: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
  • Exhibit 30: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
  • Exhibit 31: Electronic Arts: Business segmentation by revenue 2015
  • Exhibit 32: Electronic Arts: Business segmentation by revenue 2014 and 2015
  • Exhibit 33: Electronic Arts: Platform segmentation by revenue 2015
  • Exhibit 34: Electronic Arts: Platform segmentation by revenue 2014 and 2015 ($ millions)
  • Exhibit 35: Electronic Arts: Geographical segmentation by revenue 2015
  • Exhibit 36: NCSOFT: Geographical segmentation by revenue 2014
  • Exhibit 37: Nexon: Business segmentation by revenue 2014
  • Exhibit 38: Tencent Holdings: Business segmentation 2014
  • Exhibit 39: Tencent Holdings: Business segmentation by revenue 2014
  • Exhibit 40: Tencent Holdings: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 41: Tencent Holdings: Geographical segmentation by revenue 2014
  • Exhibit 42: Valve Corporation: Product offerings
  • Exhibit 43: Wargaming.net: Product segmentation
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