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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 - 2017〜2021年

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

発行 TechNavio (Infiniti Research Ltd.) 商品コード 577252
出版日 ページ情報 英文 80 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 - 2017〜2021年 Global Massive Multiplayer Online (MMO) Games Market 2017-2021
出版日: 2017年11月06日 ページ情報: 英文 80 Pages
概要

MMO (大規模多人数同時参加型オンライン) ゲームの世界市場は2017年から2021年までの期間において7.70%のCAGR (年平均成長率) にて成長が続くものと予測されます。

当レポートでは、MMOゲームの世界市場を取り上げ、市場成長促進要因や市場が抱える課題、市場動向、また市場競争状況に関する詳細な調査を通じて、市場の現状分析ならびに2017年から2021年までの将来予測を行っています。

第1章 エグゼクティブ・サマリー

第2章 当レポートのカバー範囲

第3章 市場調査手法

第4章 序論

  • 市場概観

第5章 市場概況

  • 市場概要
  • 市場規模および将来予測
  • ファイブフォース分析

第6章 ジャンル別市場分類

  • MMOゲームの世界市場のジャンル別分析
  • MMORPG (ロールプレイングゲーム) 分野のMMOゲームの世界市場
  • MMOFPS (ファーストパーソンシューティングゲーム) 分野のMMOゲームの世界市場
  • MMORTS (リアルタイムストラティジーゲーム) 分野のMMOゲームの世界市場
  • その他の分野のMMOゲームの世界市場

第7章 収益モデル別市場分類

  • MMOゲームの世界市場の収益モデル別分析
  • F2P (基本無料・課金サービス有り) モデルMMOゲームの世界市場
  • P2P (有料ゲーム) モデルMMOゲームの世界市場

第8章 地域市場状況

  • 地域別市場分類
  • 地域市場比較
  • アジア太平洋地域 - 市場規模および将来予測
  • 南北アメリカ地域 - 市場規模および将来予測
  • 欧州・中東・アフリカ地域 - 市場規模および将来予測
  • 主要国
  • 中国
  • 米国
  • 日本
  • ドイツ
  • 英国
  • 市場機会

第9章 方針決定要素の枠組み

第10章 市場成長促進要因と課題

  • 市場成長促進要因
  • 市場の課題

第11章 市場動向

  • 今後数年でMMOがE-スポーツに組み入れられる可能性
  • F2Pモデルへ転換中のゲーム
  • MMOゲームでのVR/AR (仮想現実/拡張現実)

第12章 ベンダー情勢

  • 市場競争シナリオ
  • Activision Blizzard
  • Electronic Arts
  • Riot Games
  • Tencent
  • Valve Corporation
  • 他の有力ベンダー

第13章 付録

図表
  • 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
目次
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
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