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市場調査レポート

MMOゲームの世界市場 (2015〜2019年)

Global MMO Games Market 2015-2019

発行 TechNavio (Infiniti Research Ltd.) 商品コード 304297
出版日 ページ情報 英文 81 Pages
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MMOゲームの世界市場 (2015〜2019年) Global MMO Games Market 2015-2019
出版日: 2015年12月09日 ページ情報: 英文 81 Pages
概要

MMOゲーム (大規模多人数同時参加型オンラインゲーム) は、各種のネットワーク対応プラットフォーム (ゲーム機、スマートフォン、PCなど) からプレイできるように設計されています。急速な技術進歩により、HD (高解像度) ディスプレイやHDMIワイヤレスネットワークなどが登場し、それがMMOゲーム市場の成長促進要因になると考えられています。また、ゲームソフトのダウンロード販売や、次世代型ゲーム機 (Wi-Fi機能・ネットワーク接続機能・HDDを搭載) の発売も、今後の市場成長につながると期待されます。2019年までの年平均成長率 (CAGR) は8%以上に達する見通しです。収益モデル別に見ると、無料型ゲームのシェアが更に高くなる見通しで、それが新規参入企業にとっても参入障壁の撤廃につながっています。他方、市場競争を勝ち抜くためには、明確で独自性のある提案価値を示す必要があります。

当レポートでは、世界におけるMMOゲーム市場の現状と将来の見通しについて調査し、収益モデル・地域別の動向、市場の成長因子と課題、および主要ベンダーの分析などを提供しています。

第1章 エグゼクティブ・サマリー

  • 分析結果の概略

第2章 分析範囲

  • 分析概要
  • 基準年
  • ベンダーの分類
  • 集計エラー
  • 大手ベンダーの主要製品

第3章 市場分析の手法

  • 分析手法
  • 経済指標

第4章 イントロダクション

  • 市場動向の概略

第5章 市場情勢

  • 市場概要
  • 世界のゲーム市場
  • 市場規模と予測
  • ファイブフォース分析

第6章 ジャンル別の市場区分

  • 世界のMMOゲーム市場:ジャンル別
  • RPG (ロールプレイングゲーム) 市場
  • MOBA (マルチプレイヤーオンラインバトルアリーナ) 市場
  • FPS (ファーストパーソン・シューティング) 市場

第7章 収益モデル別の市場区分

  • 世界のMMOゲーム市場:収益モデル別
  • 無料ゲーム市場の収益額
  • 有料ゲーム市場の収益額

第8章 地域区分

  • 世界のMMOゲーム市場:地域別
  • アジア太平洋地域市場
  • 欧州・中東・アフリカ諸国 (EMEA) 市場
  • 北米市場
  • ラテンアメリカ市場
  • 世界のMMOゲーマー数:地域別

第9章 主要国市場

  • 世界のMMOゲーム市場:上位10か国

第10章 市場促進要因

第11章 促進要因の影響力

第12章 市場の課題

第13章 促進要因・課題の影響力

第14章 市場の動向

第15章 ベンダー環境

  • 競争シナリオ
  • その他の有力ベンダー

第16章 主要ベンダーの分析

  • Activision Blizzard
  • Electronic Arts
  • NCSOFT
  • Nexon
  • Riot Games
  • Tencent Holdings
  • Valve Corporation
  • Wargaming.net

第17章 付録

  • 略語集

第18章 Technavioについて

図表リスト

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目次
Product Code: IRTNTR7373

Market outlook of the global MMO games market

Massively multiplayer online (MMO) games are designed to be played on different network-capable platforms like video game consoles, smartphones, or PCs. Rapid technological advancements that have led to the emergence of HD displays and audio devices having HDMI wireless network capabilities are some of the major growth promoting factors in this market during the forecast period. Also, the launch of next generation gaming consoles is expected to positively spur market growth, resulting in its healthy CAGR of more than 8% by 2019.

The advent of digital downloading is a significant factor that is expected to drive market growth during the forecast period. The latest gaming consoles are equipped with Wi-Fi, network connectivity, and HDD, which allows gamers to directly download games into their console. This removes the hassle of visiting a store to purchase physical discs, which are prone to damage by wear and tear.

Revenue-based segmentation of the global MMO games market

  • Paid games
  • Free-to-play games

In this market research report, analysts estimate the free-to-play games segment to generate the highest revenue during the forecast period. Growing popularity of this segment can be attributed to the elimination of entry barriers, which allows developers to penetrate the market in developing countries where owning a TV console is a luxury.

Geographical segmentation of the MMO games market

  • Americas
  • APAC
  • EMEA

Geographically, the APAC region is estimated to be the highest revenue-generating segment during the forecast period. High revenue share of APAC can be attributed to its large consumer base for online games and the presence of numerous game developers in this region, which helps this market to surpass USD 16 billion by 2019.

Competitive landscape and key vendors

This market is highly competitive and consolidated due to the presence of multiple vendors like Activision Blizzard and Electronic Arts. Intense vendor competition, rapid advancements in technology, and frequent changes in consumer preferences pose significant challenges for the vendors in this market. Consequently, in order to survive and succeed in this market, vendors have to distinguish their product and service offerings through a clear and unique value proposition.

Key vendors in this market are -

  • Activision Blizzard
  • Electronic Arts Inc.
  • NCSOFT Corp.
  • Nexon Co. Ltd.
  • Riot Games
  • Tencent Holding
  • Valve Corporation
  • Wargaming.net

Other prominent vendors mentioned in this market analysis are Aeria Games and Entertainment Inc., Ankama Games, CCP hf, Changyou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., eGames Inc., gPotato, Jagex Games Studio, Joymax, NetEase Inc., OGPlanet, Perfect World Co. Ltd., Shanda Interactive Entertainment Ltd., Softnyx Ltd., Sony Online Entertainment LLC, Square Enix Holdings Co. Ltd., and Turbine Inc.

Key questions answered in the report include

  • What will the market size and the growth rate be in 2019?
  • What are the key factors driving the global MMO games market?
  • What are the key market trends impacting the growth of the global MMO games market?
  • What are the challenges to market growth?
  • Who are the key vendors in the global MMO games market?
  • What are the market opportunities and threats faced by the vendors in the global MMO games market?
  • Trending factors influencing the market shares of the EMEA, Americas, and APAC?
  • What are the key outcomes of the five forces analysis of the global MMO games market?

Technavio also offers customization on reports based on specific client requirement.

Table of Contents

PART 01: Executive summary

  • Highlights

PART 02: Scope of the report

  • Market overview
  • Base year
  • Vendor segmentation
  • Summation errors
  • Top-vendor offerings

PART 03: Market research methodology

  • Research methodology
  • Economic indicators

PART 04: Introduction

  • Key market highlights

PART 05: Market landscape

  • Market overview
  • Global gaming market 2014
  • Market size and forecast
  • Five forces analysis

PART 06: Market segmentation by genre

  • Global MMO gaming market by genre
  • Global MMO gaming market by RPG
  • Global MMO gaming market by MOBA games
  • Global MMO gaming market by FPS games

PART 07: Market segmentation by revenue

  • Global MMO gaming market by revenue
  • Global MMO gaming market by free-to-play revenue
  • Global MMO gaming market by pay-to-play revenue

PART 08: Geographical segmentation

  • Geographical segmentation of global MMO gaming market
  • MMO gaming market in APAC
  • MMO gaming market in EMEA
  • MMO gaming market in North America
  • MMO gaming market in Latin America
  • Global MMO gamers by region

PART 09: Key leading countries

  • Top 10 countries for global MMO gaming market

PART 10: Market drivers

PART 11: Impact of drivers

PART 12: Market challenges

PART 13: Impact of drivers and challenges

PART 14: Market trends

PART 15: Vendor landscape

  • Competitive scenario
  • Other prominent vendors

PART 16: Key vendor analysis

  • Activision Blizzard
  • Electronic Arts
  • NCSOFT
  • Nexon
  • Riot Games
  • Tencent Holdings
  • Valve Corporation
  • Wargaming.net

PART 17: Appendix

  • List of abbreviation

PART 18: Explore Technavio

List of Exhibits

  • Exhibit 01: Product offerings
  • Exhibit 02: Types of MMO games
  • Exhibit 03: Global gaming market segmentation by type 2014
  • Exhibit 04: Global MMO gaming market 2014-2019 ($ billions)
  • Exhibit 05: Five forces analysis
  • Exhibit 06: Global MMO gaming market by genre in 2014
  • Exhibit 07: Global MMO gaming market by genre in 2019
  • Exhibit 08: Global MMO gaming market by RPG 2014-2019 ($ billions)
  • Exhibit 09: Global MMO gaming market by MOBA games 2014-2019 ($ billions)
  • Exhibit 10: Global MMO gaming market by FPS games 2014-2019 ($ billions)
  • Exhibit 11: Global MMO gaming market by revenue in 2014 ($ billions)
  • Exhibit 12: Percentage of smartphone gamers making in-app purchases for different reasons in 2014
  • Exhibit 13: Percentage of tablet gamers making in-app purchases for different reasons in 2014
  • Exhibit 14: Global MMO gaming market by free-to-play games 2014-2019 ($ billions)
  • Exhibit 15: Global MMO gaming market by pay-to-play games 2014-2019 ($ billions)
  • Exhibit 16: Penetration of microtransaction revenue on pay-per-play MMO 2010-2019 ($ billions)
  • Exhibit 17: Geographical segmentation of global MMO gaming market in 2014
  • Exhibit 18: Geographical segmentation of global MMO gaming market in 2019
  • Exhibit 19: MMO gaming market in APAC 2014-2019 ($ billions)
  • Exhibit 20: MMO gaming market in EMEA 2014-2019 ($ billions)
  • Exhibit 21: MMO gaming market in North America 2014-2019 ($ billions)
  • Exhibit 22: MMO gaming market in Latin America 2014-2019 ($ billions)
  • Exhibit 23: Global MMO gamers by geography 2014 (million players)
  • Exhibit 24: Key leading countries in global MMO gaming market
  • Exhibit 25: Market share of top 10 countries for MMO gaming market in 2014 by revenue
  • Exhibit 26: Impact of drivers
  • Exhibit 27: Impact of drivers and challenges
  • Exhibit 28: Activision Blizzard: Business segmentation by revenue 2014
  • Exhibit 29: Activision Blizzard: Business/product segmentation by revenue 2013 and 2014
  • Exhibit 30: Activision Blizzard: Geographical segmentation by revenue 2013 and 2014
  • Exhibit 31: Electronic Arts: Business segmentation by revenue 2015
  • Exhibit 32: Electronic Arts: Business segmentation by revenue 2014 and 2015
  • Exhibit 33: Electronic Arts: Platform segmentation by revenue 2015
  • Exhibit 34: Electronic Arts: Platform segmentation by revenue 2014 and 2015 ($ millions)
  • Exhibit 35: Electronic Arts: Geographical segmentation by revenue 2015
  • Exhibit 36: NCSOFT: Geographical segmentation by revenue 2014
  • Exhibit 37: Nexon: Business segmentation by revenue 2014
  • Exhibit 38: Tencent Holdings: Business segmentation 2014
  • Exhibit 39: Tencent Holdings: Business segmentation by revenue 2014
  • Exhibit 40: Tencent Holdings: Business segmentation by revenue 2013 and 2014 ($ billions)
  • Exhibit 41: Tencent Holdings: Geographical segmentation by revenue 2014
  • Exhibit 42: Valve Corporation: Product offerings
  • Exhibit 43: Wargaming.net: Product segmentation
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