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市場調査レポート

MMO (大規模多人数同時参加型オンライン) ゲームの世界市場:2018年~2022年

Global MMO Games Market 2018-2022

発行 TechNavio (Infiniti Research Ltd.) 商品コード 304297
出版日 ページ情報 英文 115 Pages
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MMO (大規模多人数同時参加型オンライン) ゲームの世界市場:2018年~2022年 Global MMO Games Market 2018-2022
出版日: 2018年11月13日 ページ情報: 英文 115 Pages
概要

デジタルコンテンツの人気が高まり、オンラインゲーム業界の成長が促進されています。デジタルコンテンツは一度ダウンロードすれば、PCとXbox One で何度でも遊べるため、プレーヤーの数が増えています。 Technavioのアナリストは、世界のMMOゲーム市場が2022年までに8%のCAGRで成長すると予測しています。

当レポートでは、世界のMMOゲーム市場について調査分析し、市場規模と成長率、市場動向、市場促進要因・課題、市場機会について検証するほか、主要ベンダーなどについて、体系的な情報を提供しています。

目次

第1章 エグゼクティブサマリー

第2章 調査範囲

第3章 調査方法

第4章 市場状況

  • 市場のエコシステム
  • 市場特性
  • 市場セグメンテーション分析

第5章 市場規模

  • 市場の定義
  • 市場規模(2017年)
  • 市場規模および予測(2017年~2022年)

第6章 ファイブフォース分析

  • バイヤーの交渉力
  • サプライヤーの交渉力
  • 新規参入の脅威
  • 代替品の脅威
  • 競争相手の脅威
  • 市場状況

第7章 市場セグメンテーション:収益モデル別

  • セグメンテーション:収益モデル別(2017年~2022年)
  • 比較:収益モデル別
  • F2P
  • P2P
  • 市場機会:収益モデル別

第8章 市場セグメンテーション:ジャンル別

  • セグメンテーション:ジャンル別(2017年~2022年)
  • 比較:ジャンル別
  • MMORPG(ロールプレイングゲーム)
  • MMOFPS(ファーストパーソン・シューティングゲーム)
  • MMORTS(リアルタイム対戦ゲーム)
  • その他
  • 市場機会:ジャンル別

第9章 顧客情勢

第10章 地域情勢

  • 地域別セグメンテーション(2017年~2022年)
  • 地域比較
  • 南北アメリカ
  • 欧州・中東・アフリカ地域
  • アジア太平洋地域
  • 主要国
  • 市場機会

第11章 意思決定の枠組み

第12章 成長要因と課題

  • 市場の成長要因
  • 市場の課題

第13章 市場動向

  • 暗号通貨の成長
  • ゲーミフィケーションの登場
  • F2Pモデルに変換するゲーム
  • ブロックチェーン技術の活用

第14章 ベンダー情勢

  • 概要
  • 創造的破壊の状況
  • 競合情勢

第15章 ベンダー分析

  • 対象ベンダー
  • ベンダー分類
  • ベンダーの市場ポジショニング
  • Activision Blizzard
  • Electronic Arts
  • NetEase Games
  • Tencent
  • Valve

第16章 付録

  • 略語のリスト
図表
  • 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
目次
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
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