Enjoy complimentary customisation on priority with our Enterprise License!
The massive multiplayer online (MMO) games market size is forcasted by USD 29.96 billion from 2023 to 2028, to grow at a CAGR of 10.68%. The growth of the market depends on several factors such as the rising number of professional gamers in the gaming industry, and the availability and convenience of several payment services in the online gaming industry.
Analysis Period | 2018- 2028 |
Market Size (2018) Historic Year | USD 27.07 billion |
Market Size (2028) - Forecasted Year | USD 75.3 billion |
Historic Opportunity (2018- 2022) | USD 14.03 billion |
Historic CAGR | 11% |
Forecasted Opportunity (2024-2028) | USD 29.96 billion |
Market Opportunity Transformation Growth | 178% |
Market Opportunity Capitalization | USD 43.99 billion |
The report offers extensive research analysis on the Massive Multiplayer Online (MMO) Games Market, with a categorization based on Product, including MMO role-play games, MMO first person shooter, MMO real time strategy, and others. It further segments the market by Type, encompassing free to play (F2P), pay to play (P2P). Additionally, the report provides Geographical segmentation, covering APAC, Europe, North America, Middle East and Africa, and South America. Market size, historical data (2018-2022), and future projections are presented in terms of value (in USD billion) for all the mentioned segments.
Ankama Games, CCP ehf., CipSoft GmbH, Electronic Arts Inc., gamigo AG, GungHo Online Entertainment Inc., Jagex Ltd., Konami Group Corp., Krafton Inc., NCSoft Corp., NetEase Inc., Perfect World Co. Ltd., Take Two Interactive Software Inc., Tencent Holdings Ltd., The Walt Disney Co., Valve Corp., WebZen Inc., Wemade Co. Ltd., and ChangYou.com Ltd.
Our researchers analyzed the data with 2022 as the base year, along with the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.
One of the key factors driving the massive multiplayer online (MMO) games market growth is the growing popularity of online gaming. One of the largest economic sectors in the world is the gaming industry, attracting a diverse audience while generating billions of dollars in revenue. In addition, online gaming is one of the most significant sectors of the global gaming market, and it is growing rapidly in popularity.
Moreover, online games are gaining traction due to the growth and popularity of digital content. In addition, several software companies are actively using various traditional and non-traditional media, such as televisions, press advertising, and promotional activities, to target new players and promote online gaming. Furthermore, multiplayer games, a category in online games, account for a major share of the gaming industry mainly because of the growth of online gaming and its popularity across the world. Hence, such factors are positively impacting the massive multiplayer online games market. Therefore, it is expected to drive market growth during the forecast period.
A key factor shaping the massive multiplayer online (MMO) games market growth is the adoption of the F2P model of the game. F2P games allow players to experience the gaming world while socializing and having fun without paying any money. In addition, a limited percentage of gamers around the world choose to spend on games. Furthermore, the F2P model gives ample opportunities to gaming companies, as gamers get to play games free of cost, including games that were not chosen before.
Moreover, as P2P is a barrier to adoption, several gaming companies are adopting the F2P model, removing subscription that enables several gamers to play the games without the compulsion to pay first. In addition, it also enables companies to make a meaningful business model that helps to serve large audiences. Hence, such factors are positively impacting the massive multiplayer online games market. Therefore, it is expected to drive market growth during the forecast period.
Lack of creativity in online gaming content is one of the key challenges hindering the massive multiplayer online (MMO) games market growth. Gamers tend to lose interest in playing games if the gaming content is repetitive or without any creativity. In addition, games currently available to gamers have similar content without any major changes to the gaming plot. Furthermore, the gaming industry is suffering from a lack of creative growth.
Moreover, the current gaming landscape is dominated by sequels, prequels, and reboots. In addition, the repeated recycling of old gaming ideas and mechanics will result in the death of the gaming industry. Furthermore, companies across the world are enhancing gaming interactivity levels. The lack of creative gaming content is, therefore, resulting in the loss of interest for hardcore gamers in online gaming content that is stale. Hence, such factors are negatively impacting the massive multiplayer online games market. Therefore, it is expected to hinder the market growth during the forecast period.
This massive multiplayer online (MMO) games market report extensively covers market segmentation by product (MMO role play games, MMO first person shooter, MMO real time strategy, and others), type (free to play (F2P) and pay to play (P2P)), and geography (APAC, North America, Europe, South America, and Middle East and Africa).
The MMO role play games segment is estimated to witness significant growth during the forecast period. MMORPG includes role-playing games with many players all connected to the Internet. In addition, they have deep role-playing elements that include a leveling-up system, customization options, and permanent equipment upgrades. Furthermore, gamers register an account with their gaming copy.
Figure 2: Massive Multiplayer Online (MMO) Games Market by Product (2018-2028)
Get a glance at the market contribution of various segments View the PDF Sample
The MMO role play games segment was the largest segment and was valued at USD 9.69 billion in 2018. Moreover, most gamers must pay as per the revenue model to start playing. Thus, gamers buy the playing time in monthly installments. In addition, this genre of games allows the player to control a character statistically. Furthermore, most of these games are based around quests with character customization and experience points, which help the character grow in power. In addition, this is a very popular genre in the gaming industry, which has existed since the 1990s, but in the last few years, the MMORPG market has become increasingly vast. Hence, such factors are fuelling the growth of this segment which in turn drives the market growth during the forecast period.
Based on the type, the segment is classified into free to play (F2P) and pay to play (P2P). Free to play (F2P) segment refers to a business revenue model for online games, where game developers do not charge players for playing games. In addition, the revenue is generated from advertisements or in-game sales, such as payment for virtual items, upgrades, and expansion packs. Moreover, this type of model sharply contrasts with the P2P model. In addition, the early F2P games were of low quality as compared to traditional pay-to-play (P2P) games. However, with the increasing demand and their ability to generate more revenues, F2P games have quickly advanced in quality. Furthermore, MMO game producers are working on the F2P model to optimize it for being used by several gaming companies. Hence, such factors are fuelling the growth of this segment which in turn drives the market growth during the forecast period.
For more insights on the market share of various regions Download PDF Sample now!
APAC is estimated to contribute 51% to the growth of the global market during the forecast period. Technavio’s analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period. Some of the main contributors to the market growth in APAC include China, South Korea, and Japan. In addition, APAC was also the leading market for online gaming on PCs, owing to the popularity of online video games in Southeast Asia and the expansion of broadband connectivity. Moreover, the market in APAC is fuelled by the expansion of the fifth-generation (5G) network. In addition, the country is experiencing an increase in premium and full-game downloads. Furthermore, the market in China witnesses high expenditure on F2P games and in-app purchases. Hence, such factors drive the market growth in APAC during the forecast period.
Companies are implementing various strategies, such as strategic alliances, partnerships, mergers and acquisitions, geographical expansion, and product/service launches, to enhance their presence in the market.
Activision Blizzard Inc: The company offers massive multiplayer online games such as Burning Crusade Classic.
Qualitative and quantitative analysis of companies has been conducted to help clients understand the wider business environment as well as the strengths and weaknesses of key market players. Data is qualitatively analyzed to categorize companies as pure play, category-focused, industry-focused, and diversified; it is quantitatively analyzed to categorize companies as dominant, leading, strong, tentative, and weak.
Massive Multiplayer Online (MMO) Games Market Scope |
|
Report Coverage |
Details |
Page number |
163 |
Base year |
2023 |
Historic period |
2018-2022 |
Forecast period |
2024-2028 |
Growth momentum & CAGR |
Accelerate at a CAGR of 10.68% |
Market growth 2024-2028 |
USD 29.96 billion |
Market structure |
Fragmented |
YoY growth 2023-2024(%) |
10.44 |
Regional analysis |
APAC, North America, Europe, South America, and Middle East and Africa |
Performing market contribution |
APAC at 51% |
Key countries |
US, China, Japan, Germany, and UK |
Competitive landscape |
Leading Companies, Market Positioning of Companies, Competitive Strategies, and Industry Risks |
Key companies profiled |
Activision Blizzard Inc., Ankama Games, CCP ehf., CipSoft GmbH, Electronic Arts Inc., gamigo AG, GungHo Online Entertainment Inc., Jagex Ltd., Konami Group Corp., Krafton Inc., NCSoft Corp., NetEase Inc., Perfect World Co. Ltd., Take Two Interactive Software Inc., Tencent Holdings Ltd., The Walt Disney Co., Valve Corp., WebZen Inc., Wemade Co. Ltd., and ChangYou.com Ltd. |
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 the 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. |
We can help! Our analysts can customize this market research report to meet your requirements.
1 Executive Summary
2 Market Landscape
3 Market Sizing
4 Historic Market Size
5 Five Forces Analysis
6 Market Segmentation by Product
7 Market Segmentation by Type
8 Customer Landscape
9 Geographic Landscape
10 Drivers, Challenges, and Trends
11 Vendor Landscape
12 Vendor Analysis
13 Appendix
Get the report (PDF) sent to your email within minutes.
Get lifetime access to our
Technavio Insights
Quick Report Overview:
Cookie Policy
The Site uses cookies to record users' preferences in relation to the functionality of accessibility. We, our Affiliates, and our Vendors may store and access cookies on a device, and process personal data including unique identifiers sent by a device, to personalise content, tailor, and report on advertising and to analyse our traffic. By clicking “I’m fine with this”, you are allowing the use of these cookies. Please refer to the help guide of your browser for further information on cookies, including how to disable them. Review our Privacy & Cookie Notice.