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Global MMO Games Market 2015-2019

  • December 2015
  • -
  • Infiniti Research Limited
  • -
  • 81 pages

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 the 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.


Related reports
- Global Online Gaming Market 2015-2019
- Global Games Market 2015-2019
- Game Market in APAC 2015-2019
- Global MMO Game Market 2014-2018

Table Of Contents

Global MMO Games Market 2015-2019
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
LOE
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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