Cover Image
市場調查報告書

未來的遊戲市場 (2017-2021年):MMO&MOBA

Future Games Market: MMO & MOBA 2017-2021

出版商 Juniper Research 商品編碼 487852
出版日期 內容資訊 英文
商品交期: 最快1-2個工作天內
價格
Back to Top
未來的遊戲市場 (2017-2021年):MMO&MOBA Future Games Market: MMO & MOBA 2017-2021
出版日期: 2017年04月18日 內容資訊: 英文
簡介

本報告提供未來的MMO (大規模多播放器線上) 遊戲及MOBA (多播放器線上戰鬥圓形競技場) 遊戲的市場調查,遊戲產業整體概述,MMO&MOBA遊戲的定義與分類,MMO&MOBA遊戲部門的主要趨勢,主要遊戲的案例研究,各遊戲類型、地區的收益預測等彙整資料。

第1章 簡介:遊戲產業

  • 遊戲產業
    • 過程、定義
    • 遊戲產業的各種部門
      • 手機遊戲
      • 主機遊戲
      • PC遊戲
      • 手持型遊戲&混合
      • 雲端遊戲
      • 微型計算機鞋底&聯網電視
    • 遊戲人口、類別化
      • 休閒
      • 中核/核心
      • 硬核心
      • 專業
      • 遊戲流派/個性

第2章 MMO&MOBA:市場動態

  • 簡介
    • MMO
    • MOBA
      • 遊戲類別、定義
        • 動作&遊樂場
        • 休閒&社群
        • 花邊&運動
        • RPG&策略
  • MMO&MOBA產業
  • 今後的MMO&MOBA市場
    • MMO
      • F2P (Free to Play) 型
      • 加入型
    • MOBA
      • F2P型
    • 主要趨勢
      • 案例研究:DOTA 2
      • 案例研究:PewDiePie
      • 案例研究:YouTube Gaming
      • 案例研究:Clash Royale
      • 案例研究:Vainglory
  • 策略性建議
    • MMO遊戲
    • MOBA遊戲

第3章 市場預測

  • 簡介
  • 整體市場預測
    • MMO&MOBA遊戲的總收益
  • 桌上型電腦(桌面)&筆記型電腦MMO&MOBA遊戲
    • 簡介
    • 市場預測
    • 市場預測:各銷售通路
  • 主機型MMO&MOBA遊戲
    • 簡介
    • 市場預測
  • 行動MMO&MOBA遊戲
    • 簡介
    • 市場預測
目錄

OverviewJuniper's Future Games Market: MMO & MOBA research provides the most comprehensive study of this high growth sector available today.

The MMO (Massively Multiplayer Online) and MOBA (Multiplayer Online Battle Arena) games sectors are evolving rapidly and already account for almost 25% of the 100bn digital games market. Juniper forecasts that this share will accelerate to one over third of the industry by 2021.

This study is an indispensable reference source for industry players wishing to gain competitive advantage in this highly attractive sector.

The research includes:

  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast Spreadsheet (Excel)

Key Features

  • Sector Dynamics : Understand the key components of this market, and how it is being driven forwards in terms of:
    • User engagement
    • Monetisation,
    • Key market forces
  • Trend Appraisal : Major trends identified and defined with Juniper's 'take' and assessment of the implications for the industry. Analysis of:
    • Leading games
    • Core drivers, supported by case studies & industry data
    • Strategic recommendations for industry players.
  • Benchmark industry forecasts for the MMO & MOBA sectors, including evaluation of as well user numbers, ARPU and monetisation models:
    • F2P (free to play)
    • Subscription,
    • Premium titles

Key Questions

  • 1. What is the size and growth of the MMO & MOBA markets, in terms of user numbers and revenues?
  • 2. What are the MMO & MOBA games sectors, and how will they be monetised?
  • 3. What is driving this sector of the games market, and how can industry players take advantage?
  • 4. What are the key challenges faced by the industry, and how can these be addressed?
  • 5. What are Juniper's strategic recommendations for games developers and other industry players?

Companies Referenced

Alienware, Amazon, Bethesda, Bluehole Inc, Bungie, Coffee Stain Studios, Daybreak Game Company, Disney, EA, Eyedentity Games, Google, HTC, Jagex, Linden Lab, LuckyVR, Microsoft, Neople, NetEase, Nintendo, NVIDIA, Panda TV, Slotsmillion, Smilegate, Sony, Studio Wildcard, Super Evil Megacorp, Supercell, Tencent, Twitch, Ubisoft, Valve, Wargaming, YouTube.

Data & Interactive Forecast

Juniper's Future Games Market: MMO & MOBA forecast suite includes

  • Country level data splits for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key global regions
  • Total user numbers, ARPU and associated revenues for both MMO & MOBA, split by platform:
    • Desktop PCs & Laptops
    • Games Consoles
    • Mobile devices
  • Platform break-out to provide data for MMO & MOBA games separately:
    • Subscription spend on PC MMO games
    • F2P spend for PC, Console, and mobile
    • Premium purchases on PC and console, as well as DLC (Downloadable Content).
  • Interactive Scenario Tool allowing users to manipulate Juniper's data for 7 different metrics.
  • Access to the full set of forecast data of 129 tables and over 13,900 data points.

Juniper Research's highly granular IFxls (interactive forecast excels) enable clients to manipulate Juniper's forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients' ability to both understand a particular market and to integrate their own views into the model.

Table of contents

1. Introduction to the Games Industry

  • 1.1 Games Industry
    • 1.1.1 History & Definition
    • Figure 1.1: A Brief History of Video Games (1940-Present)
    • 1.1.2 Sectors of the Games Industry
      • i. Mobile Games
      • Figure 1.2: Clash of Clans iPhone App
      • ii. Console Games
      • Figure 1.3: 8th Generation Console Controllers
      • iii. PC Games
      • Figure 1.4: Alienware PC Hardware
      • iv. Handheld Games & Hybrids
      • Figure 1.5: Handheld & Hybrid Games Devices - Sony's PSP & Nintendo's Switch
      • v. Cloud Games
      • Figure 1.6: NVIDIA's 'GRID' Cloud Gaming Delivery System
      • vi. Microconsoles & Connected TVs
      • Figure 1.7: Piston Microconsole
    • 1.1.3 Gamer Demographics/Categorisation
      • i. Casual
      • ii. Mid-Core/Core
      • iii. Hard-Core
      • iv. Professional Gamers
      • v. Games Streamers/Personalities

2. MMOs &MOBAs: Market Dynamics

  • 2.1 Introduction
    • i. MMO(Massively Multiplayer Online)
    • ii. MOBA(Multiplayer Online Battle Arena)
    • Figure 2.1: Aeon Strife, the First MOBA
    • Figure 2.2: MOBA Mechanics - League of Legends Gameplay
    • Figure 2.3: League of Legends Champion (Player Character) Selection Screen
    • Figure 2.4: A Brief History of MMO & MOBA Games (1972-Present)
      • 2.1.2 Game Categories & Definitions
        • i. Action & Arcade
        • Figure 2.5: World War II Online: Battleground Europe
        • ii. Casual & Social
        • Figure 2.6: Hello Kitty Online
        • iii. Racing & Sports
        • Figure 2.7: Rocket League
        • iv. RPG & Strategy
        • Figure 2.8: WoW (World of Warcraft)
  • 2.2 The MMO & MOBA Industry
  • Figure 2.9: Key Trends & Developments in the MMO & MOBA Industry
  • 2.3 MMO & MOBA Markets: 2017 & Beyond
    • 2.3.1 MMOs
      • i. F2P (Free to Play)
      • ii. Subscription
    • 2.3.2 MOBA
      • i. F2P
    • 2.3.3 Key Trends in the MMO & MOBA Space
    • Figure 2.10: Screenshot of Guild Wars 2
    • Figure 2.11: Total Game Downloads on Steam (%), April 2015-April 2017, Split by Monetisation Model
    • Figure 2.12: Leading F2P Titles on PC
    • Figure 2.13: Leading Paid-for MMO Games on Steam in 2017
    • Figure 2.14: Fallout 4 VR
    • Figure 2.15: Virtuix Omi Treadmill for VR Gaming
    • Figure 2.16: Most Popular F2P PC MMO Titles by Registered Users
    • Figure 2.17: Goat Stimulator DLC 'Goat MMO Simulator'
    • Figure 2.18: Club Penguin
    • Figure 2.19: Popular eSports Titles
      • vii. Case Study: DOTA 2
      • Figure 2.20: Destiny PVP 'Control' a 'Capture the Flag' Style Contest
      • Figure 2.21: Xbox Profile, Clubs, & Gamescore Leaderboard: Fuelling Competition
      • x. Case Study: PewDiePie
      • Figure 2.22: YouTube Star DanTDM
      • xi. Case Study: YouTube Gaming
      • xiii. Case Study: Clash Royale
      • Figure 2.23: Crash Royale on Google Play
      • xiv. Case Study: Vainglory
  • 2.4 Strategic Recommendations
    • 2.4.1 MMO Games
    • 2.4.2 MOBA Games

3. Total Market Forecasts for MMOs & MOBAs

  • 3.1 Introduction
  • 3.2 Total Market for MMO & MOBA Games
    • 3.2.1 Total Revenues for MMO & MOBA Games
    • Figure & Table 3.1: Total Revenues from MMO & MOBA Games (4m), Split by 8 Key Regions 2016-2021
    • Figure & Table 3.2: Total Revenues from MMO & MOBA Games (4m), Split by Game Type 2016-2021
  • 3.3 Desktop & Notebook MMO & MOBA Games
    • 3.3.1 Introduction
    • Figure 3.3: Methodology for Desktop & Notebook MMO & MOBA Games Forecasts
    • 3.3.2 Total Market for Desktop & Notebook MMO & MOBA Games
    • Figure & Table 3.4: Total Revenues from Desktop & Notebook MMO & MOBA Games ($m), Split by 8 Key Regions 2016-2021
    • 3.3.3 Total Market for Desktop & Notebook MMO & MOBA Games, Split by Channel
    • Figure 3.5: Total Revenues in 2021, Split by Game type: $30.8 billion
    • Table 3.6: Total Revenues from Desktop & Notebook MMO & MOBA Games ($m), Split by Monetisation Method 2016-2021
  • 3.4 Console MMO & MOBA Games
    • 3.4.1 Introduction
    • Figure 3.7: Methodology for Console MMO & MOBA Games Forecasts
    • 3.4.2 Total Market for Console MMO & MOBA Games
    • Figure & Table 3.8: Total Revenues from Console MMO & MOBA Games ($m), Split by 8 Key Regions 2016-2021
  • 3.5 Mobile MMO & MOBA Games
    • 3.5.1 Introduction
    • Figure 3.9: Methodology for Mobile MMO & MOBA Games Forecasts
    • 3.5.2 Total Market for Mobile MMO & MOBA Games
    • Figure & Table 3.10: Total Revenues form Mobile MMO & MOBA Games ($m), Split by 8 Key Regions 2016-2021
    • Figure & Table 3.11: Total Revenues form Mobile MMO & MOBA Games ($m), Split by Game Type 2016-2021
Back to Top