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市場調查報告書

MMO (大規模許多人同時參加型線上) 遊戲的全球市場:2018年∼2022年

Global MMO Games Market 2018-2022

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 304297
出版日期 內容資訊 英文 115 Pages
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MMO (大規模許多人同時參加型線上) 遊戲的全球市場:2018年∼2022年 Global MMO Games Market 2018-2022
出版日期: 2018年11月13日 內容資訊: 英文 115 Pages
簡介

數位內容的日益普及推動線上遊戲行業的發展。由於數位內容只需下載一次,在PC和Xbox One中可多次進行遊戲,導致玩家數量增加。Technavio的分析師預測,到2022年,全球MMO遊戲市場的年複合成長率將達到8%。

本報告提供全球MMO遊戲市場相關調查分析,市場規模與成長率,市場趨勢,市場的推動要素與課題,市場機會驗證,再加上主要供應商等相關的系統性資訊。

目錄

第1章 摘要整理

第2章 調查範圍

第3章 調查方法

第4章 市場情形

  • 市場生態系統
  • 市場特性
  • 市場區隔分析

第5章 市場規模

  • 市場定義
  • 市場規模(2017年)
  • 市場規模及預測(2017年∼2022年)

第6章 波特的五力分析

  • 買主談判力
  • 供應商談判力
  • 新加入廠商的威脅
  • 替代品的威脅
  • 競爭對手的威脅
  • 市場情形

第7章 市場區隔:各收益模式

  • 市場區隔:各收益模式(2017年∼2022年)
  • 比較:各收益模式
  • F2P
  • P2P
  • 市場機會:各收益模式

第8章 市場區隔:各種類

  • 市場區隔:各種類(2017年∼2022年)
  • 比較:各種類
  • MMORPG(角色扮演類遊戲)
  • MMOFPS(第一人稱射擊遊戲遊戲)
  • MMORTS(即時對戰遊戲)
  • 其他
  • 市場機會:各種類

第9章 客戶形勢

第10章 地區形勢

  • 各地區市場區隔(2017年∼2022年)
  • 地區比較
  • 南北美洲
  • 歐洲、中東、非洲地區
  • 亞太地區
  • 主要國家
  • 市場機會

第11章 決策架構

第12章 成長要素與課題

  • 市場成長要素
  • 市場課題

第13章 市場趨勢

  • 加密電子貨幣的成長
  • 遊戲化的登場
  • F2P模式轉換的遊戲
  • 區塊鏈技術的有效利用

第14章 業者情勢

  • 概要
  • 創造性破壞狀況
  • 競爭情形

第15章 供應商分析

  • 交易廠商
  • 供應商分類
  • 供應商的市場定位
  • Activision Blizzard
  • Electronic Arts
  • NetEase Games
  • Tencent
  • Valve

第16章 附錄

  • 簡稱的清單

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目錄
Product Code: IRTNTR23321

About this market

The growing popularity of digital content is driving the online gaming industry. Digital contents can be downloaded once and be played across PC and X box One multiple times. This is resulting in an increased number of players. Technavio's analysts have predicted that the global MMO games market will register a CAGR of 8% by 2022.

Market overview

Availability of several payment services

The popularity of many MMO games with in-app purchases is increasing among gamers. The convenience of switching to various payment options such as VISA, MasterCard, and others as per convenience attracts these buyers.

High cost of latest MMO game applications

The increased cost of latest MMO game applications compel gamers to opt for substitutes such as freeware mobile game applications.

For the detailed list of factors that will drive and challenge the growth of the global MMO games market during 2018-2022, view our report.

Completive landscape

The market appears to be concentrated due to the presence of a few companies. Factors such as the availability of several payment services and growing popularity of digital content, will provide considerable growth opportunities to MMO games market vendors. Activision Blizzard, Electronic Arts, NetEase Games, Tencent, and Valve are some of the major companies covered in this report.

TABLE OF CONTENTS

PART 01: EXECUTIVE SUMMARY

PART 02: SCOPE OF THE REPORT

PART 03: RESEARCH METHODOLOGY

PART 04: MARKET LANDSCAPE

  • Market ecosystem
  • Market characteristics
  • Market segmentation analysis

PART 05: MARKET SIZING

  • Market definition
  • Market sizing 2017
  • Market size and forecast 2017-2022

PART 06: FIVE FORCES ANALYSIS

  • Bargaining power of buyers
  • Bargaining power of suppliers
  • Threat of new entrants
  • Threat of substitutes
  • Threat of rivalry
  • Market condition

PART 07: MARKET SEGMENTATION BY REVENUE MODEL

  • Segmentation by revenue model
  • Comparison by revenue model
  • F2P - Market size and forecast 2017-2022
  • P2P - Market size and forecast 2017-2022
  • Market opportunity by revenue model

PART 08: MARKET SEGMENTATION BY GENRE

  • Segmentation by genre
  • Comparison by genre
  • MMORPG - Market size and forecast 2017-2022
  • MMOFPS - Market size and forecast 2017-2022
  • MMORTS - Market size and forecast 2017-2022
  • Others- Market size and forecast 2017-2022
  • Market opportunity by genre

PART 09: CUSTOMER LANDSCAPE

PART 10: REGIONAL LANDSCAPE

  • Geographical segmentation
  • Regional comparison
  • Americas - Market size and forecast 2017-2022
  • EMEA - Market size and forecast 2017-2022
  • APAC - Market size and forecast 2017-2022
  • Key leading countries
  • Market opportunity

PART 11: DECISION FRAMEWORK

PART 12: DRIVERS AND CHALLENGES

  • Market drivers
  • Market challenges

PART 13: MARKET TRENDS

  • Growth of cryptocurrency
  • Emergence of gamification
  • Games converting to F2P model
  • Use of blockchain technology

PART 14: VENDOR LANDSCAPE

  • Overview
  • Landscape disruption
  • Competitive landscape

PART 15: VENDOR ANALYSIS

  • Vendors covered
  • Vendor classification
  • Market positioning of vendors
  • Activision Blizzard
  • Electronic Arts
  • NetEase Games
  • Tencent
  • Valve

PART 16: APPENDIX

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Parent market
  • Exhibit 02: Global gaming market
  • Exhibit 03: Market characteristics
  • Exhibit 04: Market segments
  • Exhibit 05: Market definition - Inclusions and exclusions checklist
  • Exhibit 06: Market size 2017
  • Exhibit 07: Validation techniques employed for market sizing 2017
  • Exhibit 08: Global MMO games market - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 09: Global MMO games market - Year-over-year growth 2018-2022 (%)
  • Exhibit 10: Five forces analysis 2017
  • Exhibit 11: Five forces analysis 2022
  • Exhibit 12: Bargaining power of buyers
  • Exhibit 13: Bargaining power of suppliers
  • Exhibit 14: Threat of new entrants
  • Exhibit 15: Threat of substitutes
  • Exhibit 16: Threat of rivalry
  • Exhibit 17: Market condition - Five forces 2017
  • Exhibit 18: Revenue model - Market share 2017-2022 (%)
  • Exhibit 19: Comparison by revenue model
  • Exhibit 20: F2P - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 21: F2P - Year-over-year growth 2018-2022 (%)
  • Exhibit 22: P2P - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 23: P2P - Year-over-year growth 2018-2022 (%)
  • Exhibit 24: Market opportunity by revenue model
  • Exhibit 25: Genre - Market share 2017-2022 (%)
  • Exhibit 26: Comparison by genre
  • Exhibit 27: MMORPG - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 28: MMORPG - Year-over-year growth 2018-2022 (%)
  • Exhibit 29: MMOFPS - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 30: MMOFPS - Year-over-year growth 2018-2022 (%)
  • Exhibit 31: MMORTS - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 32: MMORTS - Year-over-year growth 2018-2022 (%)
  • Exhibit 33: Others- Market size and forecast 2017-2022 ($ bn)
  • Exhibit 34: Others - Year-over-year growth 2018-2022 (%)
  • Exhibit 35: Market opportunity by genre
  • Exhibit 36: Customer landscape
  • Exhibit 37: Geography - Market share 2017-2022 (%)
  • Exhibit 38: Regional comparison
  • Exhibit 39: Americas - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 40: Americas - Year-over-year growth 2018-2022 (%)
  • Exhibit 41: EMEA - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 42: EMEA - Year-over-year growth 2018-2022 (%)
  • Exhibit 43: APAC - Market size and forecast 2017-2022 ($ bn)
  • Exhibit 44: APAC - Year-over-year growth 2018-2022 (%)
  • Exhibit 45: Key leading countries
  • Exhibit 46: Market opportunity
  • Exhibit 47: Vendor landscape
  • Exhibit 48: Landscape disruption
  • Exhibit 49: Vendors covered
  • Exhibit 50: Vendor classification
  • Exhibit 51: Market positioning of vendors
  • Exhibit 52: Vendor overview
  • Exhibit 53: Activision Blizzard - Business segments
  • Exhibit 54: Activision Blizzard - Organizational developments
  • Exhibit 55: Activision Blizzard - Geographic focus
  • Exhibit 56: Activision Blizzard - Segment focus
  • Exhibit 57: Activision Blizzard - Key offerings
  • Exhibit 58: Vendor overview
  • Exhibit 59: Electronic Arts - Organizational developments
  • Exhibit 60: Electronic Arts - Geographic focus
  • Exhibit 61: Electronic Arts - Key offerings
  • Exhibit 62: Vendor overview
  • Exhibit 63: NetEase Games - Business segments
  • Exhibit 64: NetEase Games - Organizational developments
  • Exhibit 65: NetEase Games - Segment focus
  • Exhibit 66: NetEase Games - Key offerings
  • Exhibit 67: Vendor overview
  • Exhibit 68: Tencent - Business segments
  • Exhibit 69: Tencent - Organizational developments
  • Exhibit 70: Tencent - Geographic focus
  • Exhibit 71: Tencent - Segment focus
  • Exhibit 72: Tencent - Key offerings
  • Exhibit 73: Vendor overview
  • Exhibit 74: Valve - Organizational developments
  • Exhibit 75: Valve - Key offerings
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