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市場調查報告書

MMO (鉅量多人線上) 遊戲的全球市場 - 2017∼2021年

Global Massive Multiplayer Online (MMO) Games Market 2017-2021

出版商 TechNavio (Infiniti Research Ltd.) 商品編碼 577252
出版日期 內容資訊 英文 80 Pages
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MMO (鉅量多人線上) 遊戲的全球市場 - 2017∼2021年 Global Massive Multiplayer Online (MMO) Games Market 2017-2021
出版日期: 2017年11月06日內容資訊: 英文 80 Pages
簡介

MMO (鉅量多人線上) 遊戲的全球市場在2017年到2021年這段預測期間內,預計將以7.70%的年複合成長率 (CAGR) 持續成長。

本報告涵括MMO遊戲的全球市場,透過市場成長促進因素和市場課題,市場趨勢,以及市場競爭情形的詳細調查,來進行市場現狀分析以及2017年到2021年的未來預測。

第1章 摘要整理

第2章 本報告涵蓋範圍

第3章 市場調查手法

第4章 序論

  • 市場概況

第5章 市場概況

  • 市場概要
  • 市場規模及未來預測
  • 波特的五力分析

第6章 各種類市場分類

  • MMO遊戲全球市場的各種類分析
  • MMORPG (角色扮演類遊戲) 領域的MMO遊戲的全球市場
  • MMOFPS (主觀視角射擊遊戲) 領域的MMO遊戲的全球市場
  • MMORTS (即時戰略遊戲) 領域的MMO遊戲的全球市場
  • 其他領域的MMO遊戲的全球市場

第7章 各收益模式市場分類

  • MMO遊戲全球市場的收益模式分析
  • F2P (基本免費·收費服務有) 模式MMO遊戲的全球市場
  • P2P (收費遊戲) 模式MMO遊戲的全球市場

第8章 地區市場情形

  • 各地區市場分類
  • 地區市場比較
  • 亞太地區 - 市場規模及未來預測
  • 南北美洲地區 - 市場規模及未來預測
  • 歐洲·中東·非洲地區 - 市場規模及未來預測
  • 主要國家
  • 中國
  • 美國
  • 日本
  • 德國
  • 英國
  • 市場機會

第9章 方針決策要素架構

第10章 市場成長推動因素與課題

  • 市場成長促進因素
  • 市場課題

第11章 市場趨勢

  • 今後數年MMO被E-運動編入的可能性
  • 向F2P模式轉換中的遊戲
  • MMO遊戲上的VR/AR (虛擬實境/擴增實境)

第12章 業者情勢

  • 市場競爭方案
  • Activision Blizzard
  • Electronic Arts
  • Riot Games
  • Tencent
  • Valve Corporation
  • 其他的有力供應商

第13章 附錄

目錄
Product Code: IRTNTR15421

About Massive Multiplayer Online (MMO) Games

Massive multiplayer online (MMO) gaming involves several players playing different roles and strategies in a particular game from across the world. MMO are of different types such as role play games (RPG), first-person shooter (FPS), and real-time strategy (RTS) games. Developers are constantly developing new genres of games to break away from traditional ways of gaming. They are regularly creating sub-genres within the main genre. Adding elements into the MMO games has resulted in the formation of mixed and intricate combinations in the gaming world.

Technavio's analysts forecast the global massive multiplayer online (MMO) games market to grow at a CAGR of 7.70% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global massive multiplayer online (MMO) games market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA

Technavio's report, Global Massive Multiplayer Online (MMO) Games Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors

  • Activision Blizzard
  • Electronic Arts
  • Riot Games
  • Tencent
  • Valve Corporation

Other Prominent Vendors

  • Aeria Games and Entertainment
  • Ankama
  • CCP
  • ChangYou.com
  • CipSoft
  • Cryptic Studios
  • Disney
  • eGames
  • GungHo Online Entertainment
  • King.com
  • KONAMI
  • WebZen (gPotato)
  • Jagex
  • WeMade Entertainment (Joymax)
  • NCSoft
  • NetEase
  • NEXON Korea Corporation and NEXON America
  • OGPlanet
  • Perfect World
  • SEGA Holdings
  • Shanda Interactive Entertainment
  • SOFTNYX
  • Sony Online Entertainment
  • SQUARE ENIX
  • Take-Two Interactive Software
  • Warner Bros. Entertainment

Market driver

  • Availability of several payment services in the online gaming industry
  • For a full, detailed list, view our report

Market challenge

  • Delivering gaming content online
  • For a full, detailed list, view our report

Market trend

  • Possibility of MMOs being incorporated in e-sports in the coming years
  • For a full, detailed list, view our report

Key questions answered in this report

  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?

You can request one free hour of our analyst's time when you purchase this market report. Details are provided within the report.

Table of Contents

PART 01: Executive summary

PART 02: Scope of the report

PART 03: Research methodology

PART 04: Introduction

  • Market outline

PART 05: Market landscape

  • Market overview
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by genre

  • Global MMO games market by genre
  • Global MMO games market by MMORPG
  • Global MMO games market by MMOFPS
  • Global MMO games market by MMORTS
  • Global MMO games market by others

PART 07: Market segmentation by revenue model

  • Global MMO games market by revenue model
  • Global MMO games market by F2P model
  • Global MMO games market by P2P model

PART 08: Regional landscape

  • Geographical segmentation
  • Regional comparison
  • APAC - market size & forecast
  • Americas - market size & forecast
  • EMEA - market size & forecast
  • Key leading countries
  • China
  • US
  • Japan
  • Germany
  • UK
  • Market opportunity

PART 09: Decision framework

PART 10: Drivers and challenges

  • Market drivers
  • Market challenges

PART 11: Market trends

  • Possibility of MMOs being incorporated in e-sports in the coming years
  • Games converting to F2P model
  • VR/AR in MMO gaming

PART 12: Vendor landscape

  • Competitive scenario
  • Activision Blizzard
  • Electronic Arts
  • Riot Games
  • Tencent
  • Valve Corporation
  • Other prominent vendors

PART 13: Appendix

  • List of abbreviations

List of Exhibits

  • Exhibit 01: Global MMO games market: Overview
  • Exhibit 02: Global MMO games market 2016-2021 ($ billions)
  • Exhibit 03: Five forces analysis
  • Exhibit 04: Global MMO games market by genre 2016 (% share) of revenue)
  • Exhibit 05: Global MMO games market 2021 (% share of revenue)
  • Exhibit 06: Global MMO games market by MMORPG 2016-2021 ($ billions)
  • Exhibit 07: Global MMO games market by MMOFPS 2016-2021 ($ billions)
  • Exhibit 08: Global MMO market by MMORTS 2016-2021 ($ billions)
  • Exhibit 09: Global MMO games market by others 2016-2021 ($ billions)
  • Exhibit 10: Global MMO games market by revenue model 2016 (% share of revenue)
  • Exhibit 11: Global MMO games market by F2P revenue model 2016-2021 ($ billions)
  • Exhibit 12: Global MMO games market by P2P revenue model 2016-2021 ($ billions)
  • Exhibit 13: Global MMO games market 2016-2021 - market size & forecast
  • Exhibit 14: Regional comparison (%)
  • Exhibit 15: APAC - market size & forecast 2016-2021 ($ billions)
  • Exhibit 16: APAC - Year-over-year growth 2017-2021 (%)
  • Exhibit 17: Americas - market size & forecast 2016-2021 ($ billions)
  • Exhibit 18: Americas - Year-over-year growth 2017-2021 (%)
  • Exhibit 19: EMEA - market size & forecast 2016-2021 ($ billions)
  • Exhibit 20: EMEA - Year-over-year growth 2017-2021 (%)
  • Exhibit 21: Key leading countries
  • Exhibit 22: MMO games market in China 2016-2021 ($ billions)
  • Exhibit 23: MMO games market in US 2016-2021 ($ billions)
  • Exhibit 24: MMO games market in Japan 2016-2021 ($ billions)
  • Exhibit 25: Other prominent vendors
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