市場調査レポート
商品コード
1059074

MMOゲームの世界市場(2021年~2025年)

Global MMO Games Market 2021-2025

出版日: | 発行: TechNavio | ページ情報: 英文 120 Pages | 納期: 即納可能 即納可能とは

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MMOゲームの世界市場(2021年~2025年)
出版日: 2022年01月10日
発行: TechNavio
ページ情報: 英文 120 Pages
納期: 即納可能 即納可能とは
  • 全表示
  • 概要
  • 目次
概要

世界のMMOゲームの市場規模は、2021年~2025年の間に187億6,000万米ドルの増加が見込まれ、予測期間中に9.24%のCAGRで成長が予測されています。

市場を牽引しているのは、オンラインゲーム業界の高い人気と、複数の決済サービスが利用可能であることです。今後も、複数の決済サービスが利用可能であることが、市場の成長を後押しすると予想されます。

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、全体的な分析、市場規模・予測、動向、成長促進要因、課題、さらに約25社のベンダーを対象としたベンダー分析を提供しています。

目次

エグゼクティブサマリー

市場情勢

  • 市場のエコシステム
  • バリューチェーン分析

市場規模

  • 市場の定義
  • 市場セグメント分析
  • 市場規模(2020年)
  • 市場の見通し:2020年~2025年の予測

ファイブフォース分析

  • 買い手の交渉力
  • 供給企業の交渉力
  • 新規参入業者の脅威
  • 代替品の脅威
  • ライバルの脅威
  • 市況

市場セグメンテーション:収益モデル別

  • 市場セグメント
  • 収益モデル別の比較
  • F2P:市場規模と予測(2020年~2025年)
  • P2P:市場規模と予測(2020年~2025年)
  • 収益モデル別の市場機会

市場セグメンテーション:ジャンル別

  • 市場セグメント
  • ジャンル別の比較
  • MMORPG:市場規模と予測(2020年~2025年)
  • MMOFPS:市場規模と予測(2020年~2025年)
  • MMORTS:市場規模と予測(2020年~2025年)
  • その他:市場規模と予測(2020年~2025年)
  • ジャンル別の市場機会

顧客情勢

地域別の情勢

  • 地域別のセグメンテーション
  • 地域別の比較
  • アジア太平洋:市場規模と予測(2020年~2025年)
  • 北米:市場規模と予測(2020年~2025年)
  • 欧州:市場規模と予測(2020年~2025年)
  • 南米:市場規模と予測(2020年~2025年)
  • 中東・アフリカ:市場規模と予測(2020年~2025年)
  • 主要国
  • 地域情勢別の市場機会
  • 市場促進要因
  • 市場の課題
  • 市場動向

ベンダー情勢

  • 概要
  • 混乱情勢

ベンダー分析

  • 対象ベンダー
  • ベンダーの市場ポジショニング
  • Activision Blizzard Inc.
  • ChangYou.com Ltd.
  • CipSoft GmbH
  • Daybreak Game Co. LLC
  • Electronic Arts Inc.
  • GungHo Online Entertainment Inc.
  • Jagex Ltd.
  • KONAMI HOLDINGS CORP.
  • NCSOFT Corp.
  • NEXON America Inc.

付録

目次
Product Code: IRTNTR71847

Technavio has been monitoring the MMO games market and it is poised to grow by $ 18.76 bn during 2021-2025, progressing at a CAGR of 9.24% during the forecast period. Our report on the MMO games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the availability of several payment services and the popularity of the online gaming industry. In addition, the availability of several payment services is anticipated to boost the growth of the market as well.

The MMO games market analysis includes revenue model and genre segments and geographic landscape.

Technavio's MMO games market is segmented as below:

  • Revenue Model
  • F2P
  • P2P
  • Genre
  • MMORPG
  • MMOFPS
  • MMORTS
  • Others

By Geographical Landscape

  • APAC
  • North America
  • Europe
  • South America
  • MEA

This study identifies the growing adoption of VR /AR gamingas one of the prime reasons driving the MMO games market growth during the next few years.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on MMO games market covers the following areas:

  • MMO games market sizing
  • MMO games market forecast
  • MMO games market industry analysis

Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading MMO games market vendors that include Activision Blizzard Inc., ChangYou.com Ltd., CipSoft GmbH, Daybreak Game Co. LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., KONAMI HOLDINGS CORP., NCSOFT Corp., and NEXON America Inc.Also, the MMO games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Table of Contents

  • Executive Summary
    • Market Overview
  • Market Landscape
    • Market ecosystem
    • Value chain analysis
  • Market Sizing
    • Market definition
    • Market segment analysis
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025
  • Five Forces Analysis
    • Bargaining power of buyers
    • Bargaining power of suppliers
    • Threat of new entrants
    • Threat of substitutes
    • Threat of rivalry
    • Market condition
  • Market Segmentation by Revenue model
    • Market segments
    • Comparison by Revenue model
    • F2P - Market size and forecast 2020-2025
    • P2P - Market size and forecast 2020-2025
    • Market opportunity by Revenue model
  • Market Segmentation by Genre
    • Market segments
    • Comparison by Genre
    • MMORPG - Market size and forecast 2020-2025
    • MMOFPS - Market size and forecast 2020-2025
    • MMORTS - Market size and forecast 2020-2025
    • Others - Market size and forecast 2020-2025
    • Market opportunity by Genre
  • Customer landscape
  • Geographic Landscape
    • Geographic segmentation
    • Geographic comparison
    • APAC - Market size and forecast 2020-2025
    • North America - Market size and forecast 2020-2025
    • Europe - Market size and forecast 2020-2025
    • South America - Market size and forecast 2020-2025
    • MEA - Market size and forecast 2020-2025
    • Key leading countries
    • Market opportunity By Geographical Landscape
    • Market drivers
    • Market challenges
    • Market trends
  • Vendor Landscape
    • Overview
    • Landscape disruption
  • Vendor Analysis
    • Vendors covered
    • Market positioning of vendors
    • Activision Blizzard Inc.
    • ChangYou.com Ltd.
    • CipSoft GmbH
    • Daybreak Game Co. LLC
    • Electronic Arts Inc.
    • GungHo Online Entertainment Inc.
    • Jagex Ltd.
    • KONAMI HOLDINGS CORP.
    • NCSOFT Corp.
    • NEXON America Inc.
  • Appendix
    • Scope of the report
    • Currency conversion rates for US$
    • Research methodology
    • List of abbreviations
  • 1: Key Finding 1
  • 2: Key Finding 2
  • 3: Key Finding 3
  • 4: Key Finding 5
  • 5: Key Finding 6
  • 6: Key Finding 7
  • 7: Key Finding 8
  • 8: Key Finding 9
  • 9: Parent market
  • 10: Market characteristics
  • 11: Offerings of vendors included in the market definition
  • 12: Market segments
  • 13: Global - Market size and forecast 2020 - 2025 ($ million)
  • 14: Global market: Year-over-year growth 2020 - 2025 (%)
  • 15: Five forces analysis 2020 & 2025
  • 16: Bargaining power of buyers
  • 17: Bargaining power of suppliers
  • 18: Threat of new entrants
  • 19: Threat of substitutes
  • 20: Threat of rivalry
  • 21: Market condition - Five forces 2020
  • 22: Revenue model - Market share 2020-2025 (%)
  • 23: Comparison by Revenue model
  • 24: F2P - Market size and forecast 2020-2025 ($ million)
  • 25: F2P - Year-over-year growth 2020-2025 (%)
  • 26: P2P - Market size and forecast 2020-2025 ($ million)
  • 27: P2P - Year-over-year growth 2020-2025 (%)
  • 28: Market opportunity by Revenue model
  • 29: Genre - Market share 2020-2025 (%)
  • 30: Comparison by Genre
  • 31: MMORPG - Market size and forecast 2020-2025 ($ million)
  • 32: MMORPG - Year-over-year growth 2020-2025 (%)
  • 33: MMOFPS - Market size and forecast 2020-2025 ($ million)
  • 34: MMOFPS - Year-over-year growth 2020-2025 (%)
  • 35: MMORTS - Market size and forecast 2020-2025 ($ million)
  • 36: MMORTS - Year-over-year growth 2020-2025 (%)
  • 37: Others - Market size and forecast 2020-2025 ($ million)
  • 38: Others - Year-over-year growth 2020-2025 (%)
  • 39: Market opportunity by Genre
  • 40: Customer landscape
  • 41: Market share By Geographical Landscape 2020-2025 (%)
  • 42: Geographic comparison
  • 43: APAC - Market size and forecast 2020-2025 ($ million)
  • 44: APAC - Year-over-year growth 2020-2025 (%)
  • 45: North America - Market size and forecast 2020-2025 ($ million)
  • 46: North America - Year-over-year growth 2020-2025 (%)
  • 47: Europe - Market size and forecast 2020-2025 ($ million)
  • 48: Europe - Year-over-year growth 2020-2025 (%)
  • 49: South America - Market size and forecast 2020-2025 ($ million)
  • 50: South America - Year-over-year growth 2020-2025 (%)
  • 51: MEA - Market size and forecast 2020-2025 ($ million)
  • 52: MEA - Year-over-year growth 2020-2025 (%)
  • 53: Key leading countries
  • 54: Market opportunity By Geographical Landscape ($ million)
  • 55: Impact of drivers and challenges
  • 56: Vendor landscape
  • 57: Landscape disruption
  • 58: Industry risks
  • 59: Vendors covered
  • 60: Market positioning of vendors
  • 61: Activision Blizzard Inc. - Overview
  • 62: Activision Blizzard Inc. - Business segments
  • 63: Activision Blizzard Inc. - Key offerings
  • 64: Activision Blizzard Inc. - Key customers
  • 65: Activision Blizzard Inc. - Segment focus
  • 66: ChangYou.com Ltd. - Overview
  • 67: ChangYou.com Ltd. - Product and service
  • 68: ChangYou.com Ltd. - Key offerings
  • 69: ChangYou.com Ltd. - Key customers
  • 70: ChangYou.com Ltd. - Segment focus
  • 71: CipSoft GmbH - Overview
  • 72: CipSoft GmbH - Product and service
  • 73: CipSoft GmbH - Key offerings
  • 74: CipSoft GmbH - Key customers
  • 75: CipSoft GmbH - Segment focus
  • 76: Daybreak Game Co. LLC - Overview
  • 77: Daybreak Game Co. LLC - Product and service
  • 78: Daybreak Game Co. LLC - Key offerings
  • 79: Daybreak Game Co. LLC - Key customers
  • 80: Daybreak Game Co. LLC - Segment focus
  • 81: Electronic Arts Inc. - Overview
  • 82: Electronic Arts Inc. - Product and service
  • 83: Electronic Arts Inc. - Key offerings
  • 84: Electronic Arts Inc. - Key customers
  • 85: Electronic Arts Inc. - Segment focus
  • 86: GungHo Online Entertainment Inc. - Overview
  • 87: GungHo Online Entertainment Inc. - Product and service
  • 88: GungHo Online Entertainment Inc. - Key offerings
  • 89: GungHo Online Entertainment Inc. - Key customers
  • 90: GungHo Online Entertainment Inc. - Segment focus
  • 91: Jagex Ltd. - Overview
  • 92: Jagex Ltd. - Product and service
  • 93: Jagex Ltd. - Key offerings
  • 94: Jagex Ltd. - Key customers
  • 95: Jagex Ltd. - Segment focus
  • 96: KONAMI HOLDINGS CORP. - Overview
  • 97: KONAMI HOLDINGS CORP. - Business segments
  • 98: KONAMI HOLDINGS CORP. - Key offerings
  • 99: KONAMI HOLDINGS CORP. - Key customers
  • 100: KONAMI HOLDINGS CORP. - Segment focus
  • 101: NCSOFT Corp. - Overview
  • 102: NCSOFT Corp. - Business segments
  • 103: NCSOFT Corp. - Key offerings
  • 104: NCSOFT Corp. - Key customers
  • 105: NCSOFT Corp. - Segment focus
  • 106: NEXON America Inc.- Overview
  • 107: NEXON America Inc.- Business segments
  • 108: NEXON America Inc.- Key offerings
  • 109: NEXON America Inc.- Key customers
  • 110: NEXON America Inc.- Segment focus
  • 111: Currency conversion rates for US$
  • 112: Research Methodology
  • 113: Validation techniques employed for market sizing
  • 114: Information sources
  • 115: List of abbreviations