report-image

Global Massive Multiplayer Online (MMO) Games Market Size, Industry Analysis By Segmentations, Top Key Players, Trends, Future Development & Forecast 2024-2035

  • PUBLISHED ON
  • 9/1/2022
  • NO OF PAGES
  • 257
  • CATEGORY
  • Information Technology
The Massive Multiplayer Online (MMO) Games market report is a perfect foundation for people looking out for a comprehensive study and analysis of the Massive Multiplayer Online (MMO) Games market. On the basis of historic growth analysis and current scenario of Massive Multiplayer Online (MMO) Games market place, the report intends to offer actionable insights on global market growth projections. Authenticated data presented in report is based on findings of extensive primary and secondary research. Insights drawn from data serve as excellent tools that facilitate deeper understanding of multiple aspects of global Massive Multiplayer Online (MMO) Games market. This further helps user with their developmental strategy.

This report examines all the key factors influencing growth of global Massive Multiplayer Online (MMO) Games market, including demand-supply scenario, pricing structure, profit margins, production and value chain analysis. Regional assessment of global Massive Multiplayer Online (MMO) Games market unlocks a plethora of untapped opportunities in regional and domestic market places. Detailed company profiling enables users to evaluate company shares analysis, emerging product lines, scope of NPD in new markets, pricing strategies, innovation possibilities and much more.

Global Massive Multiplayer Online (MMO) Games Market: Major Players
OGPlanet
CCP hf
Ankama
Valve Corporation
Shanda Interactive Entertainment Ltd.
Tencent Holdings Limited
Perfect World Co. Ltd.
Ubisoft Entertainment SA
Wargaming.net
Riot Games
Activision Blizzard, Inc.
Aeria Games and Entertainment Inc.
Changyou.com Ltd.
Turbine Inc
CipSoft GmbH
Cryptic Studios Inc.

Global Massive Multiplayer Online (MMO) Games Market: Types
Mmo Real-time Strategy
Mmo First Person Shooter
Mmo Role Play Games
Others

Global Massive Multiplayer Online (MMO) Games Market: Applications
Professional Players
Amateur Players

Global Massive Multiplayer Online (MMO) Games Market: Regional Analysis
All the regional segmentation has been studied based on recent and future trends, and the market is forecasted throughout the prediction period. The countries covered in the regional analysis of the Global Massive Multiplayer Online (MMO) Games market report are U.S., Canada, and Mexico in North America, Germany, France, U.K., Russia, Italy, Spain, Turkey, Netherlands, Switzerland, Belgium, and Rest of Europe in Europe, Singapore, Malaysia, Australia, Thailand, Indonesia, Philippines, China, Japan, India, South Korea, Rest of Asia-Pacific (APAC) in the Asia-Pacific (APAC), Saudi Arabia, U.A.E, South Africa, Egypt, Israel, Rest of Middle East and Africa (MEA) as a part of Middle East and Africa (MEA), and Argentina, Brazil, and Rest of South America as part of South America.


Key Points:
Define, describe and forecast Massive Multiplayer Online (MMO) Games product market by type, application, end user and region.
Provide enterprise external environment analysis and PEST analysis.
Provide strategies for company to deal with the impact of COVID-19.
Provide market dynamic analysis, including market driving factors, market development constraints.
Provide market entry strategy analysis for new players or players who are ready to enter the market, including market segment definition, client analysis, distribution model, product messaging and positioning, and price strategy analysis.
Keep up with international market trends and provide analysis of the impact of the COVID-19 epidemic on major regions of the world.
Analyze the market opportunities of stakeholders and provide market leaders with details of the competitive landscape.

Years considered for this report:
Historical Years: 2016-2021
Base Year: 2021
Estimated Year: 2022
Forecast Period: 2022-2030
Base Year: 2023
Historic Year: 2016-2022
Forecast: 2024-2035


1 Massive Multiplayer Online (MMO) Games Market Definition and Overview
1.1 Objectives of the Study
1.2 Overview of Massive Multiplayer Online (MMO) Games
1.3 Massive Multiplayer Online (MMO) Games Market Scope and Market Size Estimation
1.4 Market Segmentation
1.4.1 Types of Massive Multiplayer Online (MMO) Games
1.4.2 Applications of Massive Multiplayer Online (MMO) Games
1.5 Market Exchange Rate

2 Research Method and Logic
2.1 Methodology
2.2 Research Data Source

3 Market Competition Analysis
3.1 OGPlanet Market Performance Analysis
3.1.1 OGPlanet Basic Information
3.1.2 Product and Service Analysis
3.1.3 Strategies for Company to Deal with the Impact of COVID-19
3.1.4 OGPlanet Sales, Value, Price, Gross Margin 2016-2021
3.2 CCP hf Market Performance Analysis
3.2.1 CCP hf Basic Information
3.2.2 Product and Service Analysis
3.2.3 Strategies for Company to Deal with the Impact of COVID-19
3.2.4 CCP hf Sales, Value, Price, Gross Margin 2016-2021
3.3 Ankama Market Performance Analysis
3.3.1 Ankama Basic Information
3.3.2 Product and Service Analysis
3.3.3 Strategies for Company to Deal with the Impact of COVID-19
3.3.4 Ankama Sales, Value, Price, Gross Margin 2016-2021
3.4 Valve Corporation Market Performance Analysis
3.4.1 Valve Corporation Basic Information
3.4.2 Product and Service Analysis
3.4.3 Strategies for Company to Deal with the Impact of COVID-19
3.4.4 Valve Corporation Sales, Value, Price, Gross Margin 2016-2021
3.5 Shanda Interactive Entertainment Ltd. Market Performance Analysis
3.5.1 Shanda Interactive Entertainment Ltd. Basic Information
3.5.2 Product and Service Analysis
3.5.3 Strategies for Company to Deal with the Impact of COVID-19
3.5.4 Shanda Interactive Entertainment Ltd. Sales, Value, Price, Gross Margin 2016-2021
3.6 Tencent Holdings Limited Market Performance Analysis
3.6.1 Tencent Holdings Limited Basic Information
3.6.2 Product and Service Analysis
3.6.3 Strategies for Company to Deal with the Impact of COVID-19
3.6.4 Tencent Holdings Limited Sales, Value, Price, Gross Margin 2016-2021
3.7 Perfect World Co. Ltd. Market Performance Analysis
3.7.1 Perfect World Co. Ltd. Basic Information
3.7.2 Product and Service Analysis
3.7.3 Strategies for Company to Deal with the Impact of COVID-19
3.7.4 Perfect World Co. Ltd. Sales, Value, Price, Gross Margin 2016-2021
3.8 Ubisoft Entertainment SA Market Performance Analysis
3.8.1 Ubisoft Entertainment SA Basic Information
3.8.2 Product and Service Analysis
3.8.3 Strategies for Company to Deal with the Impact of COVID-19
3.8.4 Ubisoft Entertainment SA Sales, Value, Price, Gross Margin 2016-2021
3.9 Wargaming.net Market Performance Analysis
3.9.1 Wargaming.net Basic Information
3.9.2 Product and Service Analysis
3.9.3 Strategies for Company to Deal with the Impact of COVID-19
3.9.4 Wargaming.net Sales, Value, Price, Gross Margin 2016-2021
3.10 Riot Games Market Performance Analysis
3.10.1 Riot Games Basic Information
3.10.2 Product and Service Analysis
3.10.3 Strategies for Company to Deal with the Impact of COVID-19
3.10.4 Riot Games Sales, Value, Price, Gross Margin 2016-2021
3.11 Activision Blizzard, Inc. Market Performance Analysis
3.11.1 Activision Blizzard, Inc. Basic Information
3.11.2 Product and Service Analysis
3.11.3 Strategies for Company to Deal with the Impact of COVID-19
3.11.4 Activision Blizzard, Inc. Sales, Value, Price, Gross Margin 2016-2021
3.12 Aeria Games and Entertainment Inc. Market Performance Analysis
3.12.1 Aeria Games and Entertainment Inc. Basic Information
3.12.2 Product and Service Analysis
3.12.3 Strategies for Company to Deal with the Impact of COVID-19
3.12.4 Aeria Games and Entertainment Inc. Sales, Value, Price, Gross Margin 2016-2021
3.13 Changyou.com Ltd. Market Performance Analysis
3.13.1 Changyou.com Ltd. Basic Information
3.13.2 Product and Service Analysis
3.13.3 Strategies for Company to Deal with the Impact of COVID-19
3.13.4 Changyou.com Ltd. Sales, Value, Price, Gross Margin 2016-2021
3.14 Turbine Inc Market Performance Analysis
3.14.1 Turbine Inc Basic Information
3.14.2 Product and Service Analysis
3.14.3 Strategies for Company to Deal with the Impact of COVID-19
3.14.4 Turbine Inc Sales, Value, Price, Gross Margin 2016-2021
3.15 CipSoft GmbH Market Performance Analysis
3.15.1 CipSoft GmbH Basic Information
3.15.2 Product and Service Analysis
3.15.3 Strategies for Company to Deal with the Impact of COVID-19
3.15.4 CipSoft GmbH Sales, Value, Price, Gross Margin 2016-2021
3.16 Cryptic Studios Inc. Market Performance Analysis
3.16.1 Cryptic Studios Inc. Basic Information
3.16.2 Product and Service Analysis
3.16.3 Strategies for Company to Deal with the Impact of COVID-19
3.16.4 Cryptic Studios Inc. Sales, Value, Price, Gross Margin 2016-2021

4 Market Segment by Type, Historical Data and Market Forecasts
4.1 Global Massive Multiplayer Online (MMO) Games Production and Value by Type
4.1.1 Global Massive Multiplayer Online (MMO) Games Production by Type 2016-2021
4.1.2 Global Massive Multiplayer Online (MMO) Games Market Value by Type 2016-2021
4.2 Global Massive Multiplayer Online (MMO) Games Market Production, Value and Growth Rate by Type 2016-2021
4.2.1 Mmo Real-time Strategy Market Production, Value and Growth Rate
4.2.2 Mmo First Person Shooter Market Production, Value and Growth Rate
4.2.3 Mmo Role Play Games Market Production, Value and Growth Rate
4.2.4 Others Market Production, Value and Growth Rate
4.3 Global Massive Multiplayer Online (MMO) Games Production and Value Forecast by Type
4.3.1 Global Massive Multiplayer Online (MMO) Games Production Forecast by Type 2021-2026
4.3.2 Global Massive Multiplayer Online (MMO) Games Market Value Forecast by Type 2021-2026
4.4 Global Massive Multiplayer Online (MMO) Games Market Production, Value and Growth Rate by Type Forecast 2021-2026
4.4.1 Mmo Real-time Strategy Market Production, Value and Growth Rate Forecast
4.4.2 Mmo First Person Shooter Market Production, Value and Growth Rate Forecast
4.4.3 Mmo Role Play Games Market Production, Value and Growth Rate Forecast
4.4.4 Others Market Production, Value and Growth Rate Forecast

5 Market Segment by Application, Historical Data and Market Forecasts
5.1 Global Massive Multiplayer Online (MMO) Games Consumption and Value by Application
5.1.1 Global Massive Multiplayer Online (MMO) Games Consumption by Application 2016-2021
5.1.2 Global Massive Multiplayer Online (MMO) Games Market Value by Application 2016-2021
5.2 Global Massive Multiplayer Online (MMO) Games Market Consumption, Value and Growth Rate by Application 2016-2021
5.2.1 Professional Players Market Consumption, Value and Growth Rate
5.2.2 Amateur Players Market Consumption, Value and Growth Rate
5.3 Global Massive Multiplayer Online (MMO) Games Consumption and Value Forecast by Application
5.3.1 Global Massive Multiplayer Online (MMO) Games Consumption Forecast by Application 2021-2026
5.3.2 Global Massive Multiplayer Online (MMO) Games Market Value Forecast by Application 2021-2026
5.4 Global Massive Multiplayer Online (MMO) Games Market Consumption, Value and Growth Rate by Application Forecast 2021-2026
5.4.1 Professional Players Market Consumption, Value and Growth Rate Forecast
5.4.2 Amateur Players Market Consumption, Value and Growth Rate Forecast

6 Global Massive Multiplayer Online (MMO) Games by Region, Historical Data and Market Forecasts
6.1 Global Massive Multiplayer Online (MMO) Games Sales by Region 2016-2021
6.2 Global Massive Multiplayer Online (MMO) Games Market Value by Region 2016-2021
6.3 Global Massive Multiplayer Online (MMO) Games Market Sales, Value and Growth Rate by Region 2016-2021
6.3.1 North America
6.3.2 Europe
6.3.3 Asia Pacific
6.3.4 South America
6.3.5 Middle East and Africa
6.4 Global Massive Multiplayer Online (MMO) Games Sales Forecast by Region 2021-2026
6.5 Global Massive Multiplayer Online (MMO) Games Market Value Forecast by Region 2021-2026
6.6 Global Massive Multiplayer Online (MMO) Games Market Sales, Value and Growth Rate Forecast by Region 2021-2026
6.6.1 North America
6.6.2 Europe
6.6.3 Asia Pacific
6.6.4 South America
6.6.5 Middle East and Africa

7 United State Market Size Analysis 2016-2026
7.1 United State Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
7.2 United State Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
7.3 United State Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

8 Canada Market Size Analysis 2016-2026
8.1 Canada Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
8.2 Canada Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
8.3 Canada Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

9 Germany Market Size Analysis 2016-2026
9.1 Germany Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
9.2 Germany Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
9.3 Germany Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

10 UK Market Size Analysis 2016-2026
10.1 UK Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
10.2 UK Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
10.3 UK Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

11 France Market Size Analysis 2016-2026
11.1 France Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
11.2 France Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
11.3 France Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

12 Italy Market Size Analysis 2016-2026
12.1 Italy Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
12.2 Italy Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
12.3 Italy Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

13 Spain Market Size Analysis 2016-2026
13.1 Spain Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
13.2 Spain Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
13.3 Spain Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

14 Russia Market Size Analysis 2016-2026
14.1 Russia Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
14.2 Russia Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
14.3 Russia Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

15 China Market Size Analysis 2016-2026
15.1 China Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
15.2 China Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
15.3 China Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

16 Japan Market Size Analysis 2016-2026
16.1 Japan Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
16.2 Japan Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
16.3 Japan Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

17 South Korea Market Size Analysis 2016-2026
17.1 South Korea Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
17.2 South Korea Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
17.3 South Korea Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

18 Australia Market Size Analysis 2016-2026
18.1 Australia Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
18.2 Australia Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
18.3 Australia Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

19 Thailand Market Size Analysis 2016-2026
19.1 Thailand Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
19.2 Thailand Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
19.3 Thailand Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

20 Brazil Market Size Analysis 2016-2026
20.1 Brazil Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
20.2 Brazil Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
20.3 Brazil Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

21 Argentina Market Size Analysis 2016-2026
21.1 Argentina Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
21.2 Argentina Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
21.3 Argentina Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

22 Chile Market Size Analysis 2016-2026
22.1 Chile Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
22.2 Chile Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
22.3 Chile Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

23 South Africa Market Size Analysis 2016-2026
23.1 South Africa Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
23.2 South Africa Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
23.3 South Africa Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

24 Egypt Market Size Analysis 2016-2026
24.1 Egypt Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
24.2 Egypt Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
24.3 Egypt Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

25 UAE Market Size Analysis 2016-2026
25.1 UAE Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
25.2 UAE Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
25.3 UAE Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

26 Saudi Arabia Market Size Analysis 2016-2026
26.1 Saudi Arabia Massive Multiplayer Online (MMO) Games Value and Market Growth 2016-2021
26.2 Saudi Arabia Massive Multiplayer Online (MMO) Games Sales and Market Growth 2016-2021
26.3 Saudi Arabia Massive Multiplayer Online (MMO) Games Market Value Forecast 2021-2026

27 Market Dynamic Analysis and Development Suggestions
27.1 Market Drivers
27.2 Market Development Constraints
27.3 PEST Analysis
27.3.1 Political Factors
27.3.2 Economic Factors
27.3.3 Social Factors
27.3.4 Technological Factors
27.4 Industry Trends Under COVID-19
27.4.1 Risk Assessment on COVID-19
27.4.2 Assessment of the Overall Impact of COVID-19 on the Industry
27.4.3 Pre COVID-19 and Post COVID-19 Market Scenario
27.5 Market Entry Strategy Analysis
27.5.1 Market Definition
27.5.2 Client
27.5.3 Distribution Model
27.5.4 Product Messaging and Positioning
27.5.5 Price
27.6 Advice on Entering the Market

Quality Assurance Process

  1. We Market Research’s Quality Assurance program strives to deliver superior value to our clients.

We Market Research senior executive is assigned to each consulting engagement and works closely with the project team to deliver as per the clients expectations.

Market Research Process




We Market Research monitors 3 important attributes during the QA process- Cost, Schedule & Quality. We believe them as a critical benchmark in achieving a project’s success.

To mitigate risks that can impact project success, we deploy the follow project delivery best practices:
  • Project kickoff meeting with client
  • Conduct frequent client communications
  • Form project steering committee
  • Assign a senior SR executive as QA Executive
  • Conduct internal editorial & quality reviews of project deliverables
  • Certify project staff in SR methodologies & standards
  • Monitor client satisfaction
  • Monitor realized value post-project

Case Study- Automotive Sector

One of the key manufacturers of automotive had plans to invest in electric utility vehicles. The electric cars and associated markets being a of evolving nature, the automotive client approached Straits Research for a detailed insight on the market forecasts. The client specifically asked for competitive analysis, regulatory framework, regional prospects studied under the influence of drivers, challenges, opportunities, and pricing in terms of revenue and sales (million units).

Solution

The overall study was executed in three stages, intending to help the client meet its objective of precisely understanding the entire market before deciding on an investment. At first, secondary research was conducted considering political, economic, social, and technological parameters to get a gist of the various aspects of the market. This stage of the study concluded with the derivation of drivers, opportunities, and challenges. It also laid substantial emphasis on understanding and collecting data not only on a global scale but also on the regional and country levels. Data Extraction through Primary Research

The second stage involved primary research in which several market players and automotive parts suppliers were contacted to study their viewpoint concerning the development of their market and production capacity, clientele, and product line. This stage concluded in a brief understanding of the competitive ecosystem and also glanced through the strategies and pricing of the companies profiled.

Market Estimates and Forecast

In the final stage of the study, market forecasts for the electric utility were derived using multiple market engineering approaches. This data helped the client to get an overview of the market and accelerate the process of investment.

Case Study- ICT Sector

Business process outsourcing, being one of the lucrative markets from both supply- and demand- side, has appealed to various companies. One of the prominent corporations based out of Japan approached us with their requirements regarding the scope of the procurement outsourcing market for around 50 countries. Additionally, the client also sought key players operating in the market and their revenue breakdown in terms of region and application.


Business Solution

An exhaustive market study was conducted based on primary and secondary research that involved factors such as labor costs in various countries, skilled and technical labors, manufacturing scenario, and their respective contributions in the global GDP. A comparative study of the market was conducted from both supply- and demand side, with the supply-side comprising of notable companies, such as GEP, Accenture, and others, that provide these services. On the other hand, large manufacturing companies from them demand-side were considered that opt for these services.


Conclusion

The report aided the client in understanding the market trends, including country-level business scenarios, consumer behavior, and trends in 50 countries. The report also provided financial insights of crucial players and detailed market estimations and forecasts till 2028.

CHOOSE LICENSE TYPE
QLOUD
Pricing

Select a license type that suits your business needs

Single User Access

US $3950

Only Three Thousand Nine Hundred Fifty US dollar

  • 1 User access
  • 15% Additional Free Customization
  • Free Unlimited post-sale support
  • 100% Service Guarantee until achievement of ROI
Multi User Cost

US $4950

Only Four Thousand Nine Hundred Fifty US dollar

  • 5 Users access
  • 25% Additional Free Customization
  • Access Report summaries for Free
  • Guaranteed service
  • Dedicated Account Manager
  • Discount of 20% on next purchase
  • Get personalized market brief from Lead Author
  • Printing of Report permitted
  • Discount of 20% on next purchase
  • 100% Service Guarantee until achievement of ROI
Enterprise User Cost

US $5950

Only Five Thousand Nine Hundred Fifty US dollar

  • Unlimited User Access
  • 30% Additional Free Customization
  • Exclusive Previews to latest or upcoming reports
  • Discount of 30% on next purchase
  • 100% Service Guarantee until achievement of ROI