, /PRNewswire/ — According to the research report “Massive Multiplayer Online (MMO) Games Market by Revenue, Genre, and Geography – Forecast and Analysis 2022-2026“, the market is expected to witness a YOY growth of 9.01% in 2022 and accelerate at a CAGR of 9.45% during the forecast period. The report is segmented by revenue (free to play (F2P) and pay to play (P2P)), genre (MMO role-play games (MMORPG), MMO first person shooter (MMOFPS), MMO real-time strategy (MMORTS), and others), and geography (APAC, North America, Europe, South America, and Middle East and Africa).
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Vendor Insights
The global massive multiplayer online (MMO) games market is fragmented due to the presence of many regional and international players. Vendors are deploying various organic and inorganic growth strategies such as technological innovation and M&As to compete in the market.
The report analyzes the market’s competitive landscape and offers information on several market vendors, including:
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Activision Blizzard Inc.
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Aeria Games GmbH
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Ankama Games
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CCP EHF.
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ChangYou.com Ltd.
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CipSoft GmbH
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Cryptic Studios Inc.
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eGames LLC
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Electronic Arts Inc.
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GungHo Online Entertainment Inc.
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Jagex Ltd.
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King.com Ltd.
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KONAMI HOLDINGS CORP.
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NCSoft Corp.
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Take Two Interactive Software Inc.
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Tencent Holdings Ltd.
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The Walt Disney Co.
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Valve Corp.
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WebZen Inc.
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Wemade Co. Ltd.
Find additional highlights on the growth strategies adopted by vendors and their product offerings, Read Free Sample Report.
Geographical Market Analysis
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APAC will have the largest share of the market, occupying 48% of the global market share.
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The expansion of the 5G network and the gradual market penetration by key vendors will be driving the growth of the regional market.
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The increase in the download of premium and full-game downloads in China will also contribute to the growth of the massive multiplayer online (MMO) games market in APAC.
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China and India are the key markets for massive multiplayer online (MMO) games in APAC.
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The market growth in APAC will be slower than the growth of the market in North America and Europe.
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Countries such as the US, Germany, and the UK will also emerge as major markets for massive multiplayer online (MMO) games during the forecast period.
Know more about this market’s geographical distribution along with the detailed analysis of the top regions. https://www.technavio.com/report/massive-multiplayer-online-mmo-games-market-industry-analysis
Key Segment Analysis
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By revenue, the market will observe significant growth in the free-to-play (F2P) segment.
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The segment is driven by the increasing launch of F2P games by MMO game companies.
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Similarly, in terms of genre, MMO role-play games (MMORPG) will have the largest share of the market during the forecast period.
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Key Market Driver:
The massive multiplayer online (MMO) games market is primarily driven by the rise of professional gaming. Many people across the world consider themselves as hardcore gamers and most of the children who grew up with a passion for gaming are considering gaming as a career option. This growing concept has encouraged game programmers to leverage the latest technologies to create animated characters with life-like mannerisms to provide an immersive experience for gamers. Besides, the incorporation of artificial intelligence (AI) has further enabled game programmers to make interacting with non-playable characters as realistic as possible within the gaming environment. Many such developments are driving the growth of the global massive multiplayer online (MMO) games market.
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Massive Multiplayer Online (MMO) Games Market Scope |
|
Report Coverage |
Details |
Page number |
120 |
Base year |
2021 |
Forecast period |
2022-2026 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.45% |
Market growth 2022-2026 |
USD 21.25 billion |
Market structure |
Fragmented |
YoY growth (%) |
9.01 |
Regional analysis |
APAC, North America, Europe, South America, and Middle East and Africa |
Performing market contribution |
APAC at 48% |
Key consumer countries |
US, China, India, Germany, and UK |
Competitive landscape |
Leading companies, competitive strategies, consumer engagement scope |
Companies profiled |
Activision Blizzard Inc., Aeria Games GmbH, Ankama Games, CCP ehf., ChangYou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., eGames LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., King.com Ltd., KONAMI HOLDINGS CORP., NCSoft Corp., Take Two Interactive Software Inc., Tencent Holdings Ltd., The Walt Disney Co., Valve Corp., WebZen Inc., and Wemade Co. Ltd. |
Market Dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and future consumer dynamics, market condition analysis for forecast period. |
Customization purview |
If our report has not included the data that you are looking for, you can reach out to our analysts and get segments customized. |
Table of Contents:
1 Executive Summary
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1.1 Market overview
2 Market Landscape
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2.1 Market ecosystem
3 Market Sizing
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3.1 Market definition
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3.2 Market segment analysis
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3.3 Market size 2021
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3.4 Market outlook: Forecast for 2021-2026
4 Five Forces Analysis
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4.1 Five forces summary
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4.2 Bargaining power of buyers
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4.3 Bargaining power of suppliers
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4.4 Threat of new entrants
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4.5 Threat of substitutes
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4.6 Threat of rivalry
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4.7 Market condition
5 Market Segmentation by Revenue
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5.1 Market segments
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5.2 Comparison by Revenue
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5.3 Free to Play (F2P) – Market size and forecast 2021-2026
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5.4 Pay to Play (P2P) – Market size and forecast 2021-2026
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5.5 Market opportunity by Revenue
6 Market Segmentation by Genre
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6.1 Market segments
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6.2 Comparison by Genre
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6.3 MMO Role Play Games (MMORPG) – Market size and forecast 2021-2026
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6.4 MMO First Person Shooter (MMOFPS) – Market size and forecast 2021-2026
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6.5 MMO Real Time Strategy (MMORTS) – Market size and forecast 2021-2026
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6.6 Others – Market size and forecast 2021-2026
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6.7 Market opportunity by Genre
7 Customer Landscape
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7.1 Customer landscape overview
8 Geographic Landscape
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8.1 Geographic segmentation
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8.2 Geographic comparison
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8.3 APAC – Market size and forecast 2021-2026
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8.4 North America – Market size and forecast 2021-2026
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8.5 Europe – Market size and forecast 2021-2026
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8.6 South America – Market size and forecast 2021-2026
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8.7 Middle East and Africa – Market size and forecast 2021-2026
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8.8 China – Market size and forecast 2021-2026
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8.9 US – Market size and forecast 2021-2026
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8.10 Germany – Market size and forecast 2021-2026
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8.11 UK – Market size and forecast 2021-2026
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8.12 India – Market size and forecast 2021-2026
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8.13 Market opportunity by geography
9 Drivers, Challenges, and Trends
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9.1 Market drivers
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9.2 Market challenges
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9.3 Impact of drivers and challenges
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9.4 Market trends
10 Vendor Landscape
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10.1 Overview
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10.2 Vendor landscape
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10.3 Landscape disruption
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10.4 Industry risks
11 Vendor Analysis
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11.1 Vendors covered
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11.2 Market positioning of vendors
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11.3 Activision Blizzard Inc.
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11.4 Aeria Games GmbH
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11.5 Ankama Games
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11.6 CCP ehf.
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11.7 ChangYou.com Ltd.
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11.8 CipSoft GmbH
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11.9 Electronic Arts Inc.
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11.10 Take Two Interactive Software Inc.
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11.11 Tencent Holdings Ltd.
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11.12 Valve Corp.
12 Appendix
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12.1 Scope of the report
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12.2 Inclusions and exclusions checklist
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12.3 Currency conversion rates for US$
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12.4 Research methodology
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12.5 List of abbreviations
About Us:
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