Global Massive Multiplayer Online Games Market Overview:
Massive Multiplayer Online (MMO) Games are the online games where multiple number of players can play the online games simultaneously against each other or by forming teams. Generally all the MMOs present huge as well as persistent open world. Moreover, the fueling growth in MMO games have prompted many game designers to build number of online multiplayer gaming modes into many traditionally single-player games and many game developers have started investing in MMOG's. Also, due to increasing awareness and demand for MMOGs the global massive multiplayer online games will show an significant growth in forecasting years. Some of the players profiled in the study are Activision Blizzard (United States), Electronic Arts (United States), Riot Games (United States), Tencent (China), Valve Corporation (United States), Aeria Games and Entertainment (United States), Ankama (France), CCP Games (Iceland), Changyou (China), Cipsoft (Germany), Cryptic Studios (United States) and The Walt Disney Company (United States).
On the basis of geography, the market of Massive Multiplayer Online Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico). North America region held largest market share in the year 2019. Europe on the other hand stood as second largest market due to the presence of key companies into the region and high technological advancement. If we see Market by Platform, the sub-segment i.e. Android will boost the Massive Multiplayer Online Games market. Additionally, the rising demand from SMEs and various industry verticals gives enough cushion to market growth.
Market Growth Drivers
- Increasing Digitalization and Awareness about Online Gaming
- Growing Accessibility and Penetration of Online Gaming
- Adoption of VR/AR in Multiplayer Online Gaming
- Increasing popularity of MMOs across the Globe
- Prerequisites such as Internet Connectivity as well as Gaming Platforms
- Game Piracy
- Establishment of new MMO Gaming Brand
- Strategic Alliances with Internet Service Providers (ISPs)
- Up Surging Skilled Labor Wages
- Robust Competitive Rivalry in the MMO Games Market
Key Market Developments:
On May 22nd, 2018, Electronic Arts Inc. has acquired the cloud gaming technology assets and GameFly Inc. together with its subsidiaries. The Gamefly Inc. is based in Israel which will enable Electronic Arts Inc. to continue exploring new ways for players to access and experience games from any device.
On December 4th, 2018, Electronic Arts Inc. has launched ‘Command & Conquer: Rivals’ game officially. It is a fast-paced, real-time strategy (RTS) action game for Android and iOS devices. The game is built from the ground up specifically for mobile, which also offers innovative player versus player (PVP) gameplay, with intuitive controls that enable players to focus their efforts on strategy and skill as they face off in intense 1v1 battles.
On 31st August 2018, Chinese government has issued a legal statement related to recent regulations across the gaming industry in China. Chinese government has sent recommendations to 8 different regulatory bodies, the government is gathering an intensive effort with the aim to reduce myopia rates in children by limiting screen time and usage of electronic devices. In addition to this, the regulatory body ‘National Radio and Television Administration’ which is accountable for granting and approving media lic
MMO Gaming Application Providers, Internet Service Providers, Smart Mobile Manufacturers, Gaming Platform Developers, Operating System Developers, Private Gaming Industry Associations, Government Agencies and Others
Major Objectives Focused through this Study
To define, describe, and forecast the Global Massive Multiplayer Online Games market on the basis of product [Mmorpg, Mmofps, Mmorts and Others] , application [Amateur Gamers and Professional Gamers], key regions and end user
To provide in-depth information regarding major influencing factors affecting the growth of the market (trends, drivers, restraints, opportunities, and industry-centric and regional challenges)
To strategically analyse the micro-markets and important business segments with respect to individual growth drivers , market trends and potential, and historical contributions to the total market
Identifying the opportunities in the market for key stakeholders and detailing the competitive landscape for market leaders
To provide market size for various segments of the Massive Multiplayer Online Games market with respect to major geographies, namely, South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico)
To strategically profile the key players and analyzing their market shares and core competencies in the Massive Multiplayer Online Games industry
To track key developments such as product launches, expansions, agreements, partnerships, mergers & acquisitions, and R&D activities that are key factors in shaping the market
Data related to EXIM [Export- Import], production & consumption by country or regional level break-up can be provided based on client request**. Additionally, the Vendors which are also part of the research are Gungho Online Entertainment (Japan), King (Sweden), Konami (Japan), Webzen (South Korea), Jagex (United Kingdom), Wemade Entertainment (South Korea) and Ncsoft (South Korea).
** Confirmation on availability of data would be informed prior purchase
While framing the research framework, major and emerging players operating in the Massive Multiplayer Online Games market in various regions have been profiled, and their offerings, geographic footprints, and distribution/sales channels have been analysed through in-depth discussions. The primary research is performed by taking the interviews of executives of various companies dealing in the market as well as using the survey reports, research institute, and latest research reports. Meanwhile, analyst team keeps preparing set of questionnaires and after getting appointee list; the target audience are then tapped and segregated with various mediums and channels that are feasible for making connection that includes email communication, telephonic, skype, LinkedIn Group & InMail, Community Forums, Community Forums, open Survey, SurveyMonkey etc.