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The MMO games market share is expected to increase by USD 18.76 billion from 2020 to 2025, and the market’s growth momentum will accelerate at a CAGR of 9.24%.
This MMO games market research report extensively covers MMO games market segmentation by revenue model (F2P and P2P), genre (MMORPG, MMOFPS, MMORTS, and others), and geography (APAC, North America, Europe, South America, and MEA). The MMO games market report also offers information on several market vendors, including 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. among others.
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The availability of several payment services is notably driving the MMO games market growth, although factors such as the high cost of the latest MMO game applications may impede the market growth. Our research analysts have studied the historical data and deduced the key market drivers and the COVID-19 pandemic impact on the MMO games industry. The holistic analysis of the drivers will help in deducing end goals and refining marketing strategies to gain a competitive edge.
Key MMO Games Market Driver
The availability of several payment services is one of the key drivers supporting the MMO games market growth. One-click payment is a convenient way of recharging the account with a single click. It is transparent and speeds up the buying process. This allows players to make repeated payments without leaving the game. Payouts are other payment options that help clients complete their transactions via China UnionPay, Neteller, and others. Bitcoin is another payment option.This convenience of switching to various payment options as per convenience attracts buyers and drives the market growth.
Key MMO Games Market Trend
The growth of cryptocurrency is another factor supporting the MMO games market growth. In digital games, virtual currency is used to activate power-ups or boosters, as well as to exchange vanity items, weapons, vehicles, and class unlocks, among other things. Some games allow users to buy virtual currency in-game, which they can then use to buy virtual stuff. However, statutory laws relating to cryptocurrency are in place. Virtual currency transactions are permitted in most developed countries, such as Switzerland, Japan, and the United States, because they provide a global platform for exchange. As a result, the adoption of cryptocurrencies or virtual currency has become a market trend.
Key MMO Games Market Challenge
The high cost of the latest MMO game applications is hindering the MMO games market growth. Even modest MMO games must constantly enhance their hardware and software to stay up with demand. This raises the price of the most recent game applications. As a result, vendors sell these games at a premium to shift the expense burden to the users. However, because affordability is a high key buying criterion, the adoption rate may drop dramatically as a result of high pricing. As a result, gamers may choose cheaper alternatives, such as freeware mobile gaming apps, or wait for the price of new MMO games to drop. This not only reduces vendor revenue but also raises the risk of removal from the market, which may hinder the market growth during the forecast period.
This MMO games market analysis report also provides detailed information on other upcoming trends and challenges that will have a far-reaching effect on the market growth. The actionable insights on the trends and challenges will help companies evaluate and develop growth strategies for 2021-2025.
Technavio categorizes the MMO games market as a part of the global application software market. Our research report has extensively covered external factors influencing the parent market growth potential in the coming years, which will determine the levels of growth of the MMO games market during the forecast period.
The report analyzes the market’s competitive landscape and offers information on several market vendors, including:
This statistical study of the MMO games market encompasses successful business strategies deployed by the key vendors. The MMO games market is fragmented and the vendors are deploying growth strategies such as product differentiation, improved product portfolios, and better pricing strategies to compete in the market.
To make the most of the opportunities and recover from post COVID-19 impact, market vendors should focus more on the growth prospects in the fast-growing segments, while maintaining their positions in the slow-growing segments.
The MMO games market forecast report offers in-depth insights into key vendor profiles. The profiles include information on the production, sustainability, and prospects of the leading companies.
Our report provides extensive information on the value chain analysis for the MMO games market, which vendors can leverage to gain a competitive advantage during the forecast period. The end-to-end understanding of the value chains is essential in profit margin optimization and evaluation of business strategies. The data available in our value chain analysis segment can help vendors drive costs and enhance customer services during the forecast period.
The value chain of the application software market includes the following core components:
The report has further elucidated on other innovative approaches being followed by service providers to ensure a sustainable market presence.
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50% of the market’s growth will originate from APAC during the forecast period. China and India are the key markets for the MMO games market in APAC. Market growth in this region will be slower than the growth of the market in Europe.
The sheer popularity of the Internet and the popularity of online gaming will facilitate the MMO games market growth in APAC over the forecast period. This market research report entails detailed information on the competitive intelligence, marketing gaps, and regional opportunities in store for vendors, which will assist in creating efficient business plans.
COVID Impact and Recovery Analysis
In 2020, the COVID-19 pandemic compelled regional governments to impose lockdowns to contain the spread of the disease. The implementation of lockdowns restricted the movement of people and compelled them to stay in their homes, which created a need for recreational activities, such as gaming. Thus, the growing penetration of the gaming industry in the region will drive the regional MMO games market during the forecast period.
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The MMO games market share growth by the F2P segment will be significant during the forecast period. Free-to-play (F2P) video games allow players to access a major percentage of their material without having to pay for it or do not need them to pay to continue playing. It's also distinct from free games, sometimes known as freeware, which is completely free. Such free access is expected to drive the segment's growth during the forecast period. The Free-to-Play segment dominates the market across the globe. Due to the introduction of different Free-to-Play games, this area is expected to maintain its position in the future. For example, Dragon Ball Online, a Free-to-Play MMO based on Akira Toriyama's popular Dragon Ball anime and manga series, has a wide range of classes and races.
This report provides an accurate prediction of the contribution of all the segments to the growth of the MMO games market size and actionable market insights on post COVID-19 impact on each segment.
MMO Games Market Scope |
|
Report Coverage |
Details |
Page number |
120 |
Base year |
2020 |
Forecast period |
2021-2025 |
Growth momentum & CAGR |
Accelerate at a CAGR of 9.24% |
Market growth 2021-2025 |
$ 18.76 billion |
Market structure |
Fragmented |
YoY growth (%) |
8.87 |
Regional analysis |
APAC, North America, Europe, South America, and MEA |
Performing market contribution |
APAC at 50% |
Key consumer countries |
China, US, Germany, UK, and India |
Competitive landscape |
Leading companies, Competitive strategies, Consumer engagement scope |
Key companies profiled |
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. |
Market dynamics |
Parent market analysis, Market growth inducers and obstacles, Fast-growing and slow-growing segment analysis, COVID 19 impact and recovery analysis 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. |
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***1. Executive Summary
***2. Market Landscape
**2.1 Market ecosystem
*Exhibit 01: Parent market
**2.2: Market Characteristics
*Exhibit 02: Market Characteristics
**2.2 Value chain analysis
*Exhibit 03: Value chain analysis: Global application software market
*2.2.1 Inputs
*2.2.2 Software development process
*2.2.3 Marketing and distribution:
*2.2.4 Post-selling services:
*2.2.5 Innovation
***3. Market Sizing
**3.1 Market definition
*Exhibit 04: Offerings of vendors included in the market definition
**3.2 Market segment analysis
*Exhibit 05: Market segments
**3.3 Market size 2020
**3.4 Market outlook: Forecast for 2020 - 2025
*3.4.1 Estimating growth rates for emerging and high-growth markets
*3.4.2 Estimating growth rates for mature markets
*Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
*Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)
***4. Five Forces Analysis
**4.1 Five Forces Summary
*Exhibit 08: Five forces analysis 2021 & 2026
**4.2 Bargaining power of buyers
*Exhibit 09: Bargaining power of buyers
**4.3 Bargaining power of suppliers
*Exhibit 10: Bargaining power of suppliers
**4.4 Threat of new entrants
*Exhibit 11: Threat of new entrants
**4.5 Threat of substitutes
*Exhibit 12: Threat of substitutes
**4.6 Threat of rivalry
*Exhibit 13: Threat of rivalry
**4.7 Market condition
*Exhibit 14: Market condition - Five forces 2021
***5. Market Segmentation by Revenue model
**5.1 Market segments
*The segments covered in this chapter are:
*Exhibit 15: Revenue model - Market share 2020-2025 (%)
**5.2 Comparison by Revenue model
*Exhibit 16: Comparison by Revenue model
**5.3 F2P - Market size and forecast 2020-2025
*Exhibit 17: F2P - Market size and forecast 2020-2025 ($ million)
*Exhibit 18: F2P - Year-over-year growth 2020-2025 (%)
**5.4 P2P - Market size and forecast 2020-2025
*Exhibit 19: P2P - Market size and forecast 2020-2025 ($ million)
*Exhibit 20: P2P - Year-over-year growth 2020-2025 (%)
**5.5 Market opportunity by Revenue model
*Exhibit 21: Market opportunity by Revenue model
***6. Market Segmentation by Genre
**6.1 Market segments
*The segments covered in this chapter are:
*Exhibit 22: Genre - Market share 2020-2025 (%)
**6.2 Comparison by Genre
*Exhibit 23: Comparison by Genre
**6.3 MMORPG - Market size and forecast 2020-2025
*Exhibit 24: MMORPG - Market size and forecast 2020-2025 ($ million)
*Exhibit 25: MMORPG - Year-over-year growth 2020-2025 (%)
**6.4 MMOFPS - Market size and forecast 2020-2025
*Exhibit 26: MMOFPS - Market size and forecast 2020-2025 ($ million)
*Exhibit 27: MMOFPS - Year-over-year growth 2020-2025 (%)
**6.5 MMORTS - Market size and forecast 2020-2025
*Exhibit 28: MMORTS - Market size and forecast 2020-2025 ($ million)
*Exhibit 29: MMORTS - Year-over-year growth 2020-2025 (%)
**6.6 Others - Market size and forecast 2020-2025
*Exhibit 30: Others - Market size and forecast 2020-2025 ($ million)
*Exhibit 31: Others - Year-over-year growth 2020-2025 (%)
**6.7 Market opportunity by Genre
*Exhibit 32: Market opportunity by Genre
***7. Customer landscape
*Exhibit 33: Customer landscape
***8. Geographic Landscape
**8.1 Geographic segmentation
*Exhibit 34: Market share by geography 2020-2025 (%)
**8.2 Geographic comparison
*Exhibit 35: Geographic comparison
**8.3 APAC - Market size and forecast 2020-2025
*Exhibit 36: APAC - Market size and forecast 2020-2025 ($ million)
*Exhibit 37: APAC - Year-over-year growth 2020-2025 (%)
**8.4 North America - Market size and forecast 2020-2025
*Exhibit 38: North America - Market size and forecast 2020-2025 ($ million)
*Exhibit 39: North America - Year-over-year growth 2020-2025 (%)
**8.5 Europe - Market size and forecast 2020-2025
*Exhibit 40: Europe - Market size and forecast 2020-2025 ($ million)
*Exhibit 41: Europe - Year-over-year growth 2020-2025 (%)
**8.6 South America - Market size and forecast 2020-2025
*Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
*Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
**8.7 MEA - Market size and forecast 2020-2025
*Exhibit 44: MEA - Market size and forecast 2020-2025 ($ million)
*Exhibit 45: MEA - Year-over-year growth 2020-2025 (%)
**8.8 Key leading countries
*Exhibit 46: Key leading countries
**8.9 Market opportunity by geography
*Exhibit 47: Market opportunity by geography ($ million)
***9. Drivers, Challenges, and Trends
**9.1 Market drivers
*9.1.1 Availability of several payment services
*9.1.2 Popularity of the online gaming industry
*9.1.3 Growing adoption of VR/AR gaming
**9.2 Market challenges
*9.2.1 High cost of latest MMO game applications
*9.2.2 Privacy and security issues
*9.2.3 Need for high-speed connectivity
*9.2.4 Delivering gaming content online
*Exhibit 48: Impact of drivers and challenges
**9.3 Market trends
*9.3.1 Growth of cryptocurrency
*9.3.2 Emergence of gamification
*9.3.3 Games converting to F2P model
*9.3.4 Use of blockchain technology
***9. Vendor Landscape
**10.1 Competitive scenario
**10.2 Vendor landscape
*Exhibit 49: Vendor Landscape
**10.3 Landscape disruption
*Exhibit 50: Landscape disruption
**10.4 Industry risks
*Exhibit 51: Industry risks
***11. Vendor Analysis
**11.1 Vendors covered
*Exhibit 52: Vendors covered
**10.2 Market positioning of vendors
*Exhibit 53: Market positioning of vendors
**11.3 Activision Blizzard Inc.
*Exhibit 54: Activision Blizzard Inc. - Overview
*Exhibit 55: Activision Blizzard Inc. - Business segments
*Exhibit 56: Activision Blizzard Inc. - Key offerings
*Exhibit 57: Activision Blizzard Inc. - Segment focus
**11.4 ChangYou.com Ltd.
*Exhibit 58: ChangYou.com Ltd. - Overview
*Exhibit 59: ChangYou.com Ltd. - Product and service
*Exhibit 60: ChangYou.com Ltd. - Key offerings
**11.5 CipSoft GmbH
*Exhibit 61: CipSoft GmbH - Overview
*Exhibit 62: CipSoft GmbH - Product and service
*Exhibit 63: CipSoft GmbH - Key offerings
**11.6 Daybreak Game Co. LLC
*Exhibit 64: Daybreak Game Co. LLC - Overview
*Exhibit 65: Daybreak Game Co. LLC - Product and service
*Exhibit 66: Daybreak Game Co. LLC - Key offerings
**11.7 Electronic Arts Inc.
*Exhibit 67: Electronic Arts Inc. - Overview
*Exhibit 68: Electronic Arts Inc. - Product and service
*Exhibit 69: Electronic Arts Inc. - Key offerings
**11.8 GungHo Online Entertainment Inc.
*Exhibit 70: GungHo Online Entertainment Inc. - Overview
*Exhibit 71: GungHo Online Entertainment Inc. - Product and service
*Exhibit 72: GungHo Online Entertainment Inc. - Key offerings
**11.9 Jagex Ltd.
*Exhibit 73: Jagex Ltd. - Overview
*Exhibit 74: Jagex Ltd. - Product and service
*Exhibit 75: Jagex Ltd. - Key offerings
**11.10 KONAMI HOLDINGS CORP.
*Exhibit 76: KONAMI HOLDINGS CORP. - Overview
*Exhibit 77: KONAMI HOLDINGS CORP. - Business segments
*Exhibit 78: KONAMI HOLDINGS CORP. - Key offerings
*Exhibit 79: KONAMI HOLDINGS CORP. - Segment focus
**11.11 NCSOFT Corp.
*Exhibit 80: NCSOFT Corp. - Overview
*Exhibit 81: NCSOFT Corp. - Business segments
*Exhibit 82: NCSOFT Corp. - Key offerings
*Exhibit 83: NCSOFT Corp. - Segment focus
**11.12 NEXON America Inc
*Exhibit 84: NEXON America Inc. - Overview
*Exhibit 85: NEXON America Inc. - Business segments
*Exhibit 86: NEXON America Inc. - Key offerings
*Exhibit 87: NEXON America Inc. - Segment focus
***12. Appendix
**12.1 Scope of the report
*12.1.1 ????Market definition
*12.1.2 ????Objectives
*12.1.3 ????Notes and caveats
**12.2 Currency conversion rates for US$
*Exhibit 88: ?Currency conversion rates for US$?
**12.3 Research Methodology
*Exhibit 89: ?Research Methodology
*Exhibit 90: ??Validation techniques employed for market sizing?
*Exhibit 91: ??Information sources
**12.4 List of abbreviations
Research Framework
Technavio presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources. The analysts have presented the various facets of the market with a particular focus on identifying the key industry influencers. The data thus presented is comprehensive, reliable, and the result of extensive research, both primary and secondary.
INFORMATION SOURCES
Primary sources
Secondary sources
DATA ANALYSIS
Data Synthesis
Data Validation
REPORT WRITING
Qualitative
Quantitative
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