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将来のゲーム市場:MMO&MOBA 2017-2021年

Future Games Market: MMO&MOBA 2017-2021

 

出版社 出版年月電子版価格 ページ数
Juniper Research
ジュニパーリサーチ社
2017年4月GBP2,990
企業ライセンス
41

サマリー

このレポートは日本を含む7ヶ国でのMMO&MOBA市場を調査し、利用者数や主要ゲーム、平均販売額、総収益などを掲載しています。

主な掲載内容

国別データ

  • カナダ
  • 中国
  • ドイツ
  • 日本
  • 韓国
  • 英国
  • 米国
  • その他世界の主要8地域

MMO&MOBAのプラットフォーム別の総ユーザ数、平均販売額、関連収益

  • デスクトップPC&ノートパソコン
  • ゲーム機/ゲームコンソール
  • モバイルデバイス

MMO&MOBA別のプラットフォーム別データ

  • PC用MMOゲームの契約支出
  • PC、ゲーム機/コンソール、モバイルでのF2P支出
  • PCとゲーム機/コンソール、DLC(ダウンロードコンテンツ)のプレミアム購入

Overview

Juniper’s Future Games Market: MMO & MOBA research provides the most comprehensive study of this high growth sector available today.

The MMO (Massively Multiplayer Online) and MOBA (Multiplayer Online Battle Arena) games sectors are evolving rapidly and already account for almost 25% of the 100bn digital games market. Juniper forecasts that this share will accelerate to one over third of the industry by 2021.

This study is an indispensable reference source for industry players wishing to gain competitive advantage in this highly attractive sector.   

The research includes:

  • Market Trends & Opportunities (PDF)
  • 5 Year Market Sizing & Forecast Spreadsheet (Excel)

Key Features

  • Sector Dynamics: Understand the key components of this market, and how it is being driven forwards in terms of:
    • User engagement
    • Monetisation,
    • Key market forces
  • Trend Appraisal: Major trends identified and defined with Juniper’s ‘take’ and assessment of the implications for the industry. Analysis of:
    • Leading games
    • Core drivers, supported by case studies & industry data
    • Strategic recommendations for industry players.
  • Benchmark industry forecasts for the MMO & MOBA sectors, including evaluation of as well user numbers, ARPU and monetisation models:
    • F2P (free to play)
    • Subscription,
    • Premium titles

Key Questions

  1. What is the size and growth of the MMO & MOBA markets, in terms of user numbers and revenues?
  2. What are the MMO & MOBA games sectors, and how will they be monetised?
  3. What is driving this sector of the games market, and how can industry players take advantage?
  4. What are the key challenges faced by the industry, and how can these be addressed?
  5. What are Juniper’s strategic recommendations for games developers and other industry players?

Companies Referenced

Alienware, Amazon, Bethesda, Bluehole Inc, Bungie, Coffee Stain Studios, Daybreak Game Company, Disney, EA, Eyedentity Games, Google, HTC, Jagex, Linden Lab, LuckyVR, Microsoft, Neople, NetEase, Nintendo, NVIDIA, Panda TV, Slotsmillion, Smilegate, Sony, Studio Wildcard, Super Evil Megacorp, Supercell, Tencent, Twitch, Ubisoft, Valve, Wargaming, YouTube.

Data & Interactive Forecast

Juniper’s Future Games Market: MMO & MOBA forecast suite includes

  • Country level data splits for:
    • Canada
    • China
    • Germany
    • Japan
    • South Korea
    • UK
    • US
    • Plus 8 key global regions
  • Total user numbers, ARPU and associated revenues for both MMO & MOBA, split by platform:
    • Desktop PCs & Laptops
    • Games Consoles
    • Mobile devices
  • Platform break-out to provide data for MMO & MOBA games separately:
    • Subscription spend on PC MMO games
    • F2P spend for PC, Console, and mobile
    • Premium purchases on PC and console, as well as DLC (Downloadable Content).
  • Interactive Scenario Tool allowing users to manipulate Juniper’s data for 7 different metrics.
  • Access to the full set of forecast data of 129 tables and over 13,900 data points.

Juniper Research’s highly granular IFxls (interactive forecast excels) enable clients to manipulate Juniper’s forecast data and charts to test their own assumptions using the Interactive Scenario Tool; and compare select markets side by side in customised charts and tables. IFxls greatly increase clients’ ability to both understand a particular market and to integrate their own views into the model.

The research suite includes:

  1. Key market trends and forecasts, allied to a series of recommendations for players across the value chain.
  2. Strategic analysis of the MMO & MOBA games industry today, looking at the key drivers and opportunities for the market moving forwards.
  3. Regional prospects analysis together with five year forecasts for MMO & MOBA games. The study includes exclusive forecast breakdowns for:
    1. Total users of MMO & MOBA games, split by platform
    2. ARPU and blended ARPU for MMO & MOBA games
    3. Total revenues for the sector, as well as revenues split by platform, and by game style (MMO/MOBA)
  4. Interactive Forecast Excel – highly granular dataset comprising of more than 13,900 datapoints, allied to regional and sector analysis tools (Interactive XL).


目次

1. Introduction to the Games Industry

1.1 Games Industry ................................................................................ 5
1.1.1 History & Definition ...................................................................... 5
Figure 1.1: A Brief History of Video Games (1940-Present) .................................. 5
1.1.2 Sectors of the Games Industry .................................................... 6
i. Mobile Games ................................................................................................... 6
Figure 1.2: Clash of Clans iPhone App ................................................................. 6
ii. Console Games ................................................................................................ 6
Figure 1.3: 8th Generation Console Controllers ..................................................... 6
iii. PC Games ....................................................................................................... 7
Figure 1.4: Alienware PC Hardware ...................................................................... 7
iv. Handheld Games & Hybrids ............................................................................. 7
Figure 1.5: Handheld & Hybrid Games Devices ? Sony’s PSP & Nintendo’s
Switch .................................................................................................................. 7
v. Cloud Games .................................................................................................... 7
Figure 1.6: NVIDIA’s ‘GRID’ Cloud Gaming Delivery System ................................ 8
vi. Microconsoles & Connected TVs ..................................................................... 8
Figure 1.7: Piston Microconsole ............................................................................ 8
1.1.3 Gamer Demographics/Categorisation ........................................ 8
i. Casual ............................................................................................................... 8
ii. Mid-Core/Core .................................................................................................. 8
iii. Hard-Core ........................................................................................................ 9
iv. Professional Gamers........................................................................................ 9
v. Games Streamers/Personalities........................................................................ 9

2. MMOs & MOBAs: Market Dynamics

2.1 Introduction .................................................................................... 11
i. MMO (Massively Multiplayer Online) ............................................................... 11
ii. MOBA (Multiplayer Online Battle Arena) ......................................................... 11
Figure 2.1: Aeon Strife, the First MOBA ............................................................. 11
Figure 2.2: MOBA Mechanics ? League of Legends Gameplay ......................... 11
Figure 2.3: League of Legends Champion (Player Character) Selection Screen 12
Figure 2.4: A Brief History of MMO & MOBA Games (1972-Present) ................. 12
2.1.2 Game Categories & Definitions ................................................. 13
i. Action & Arcade .............................................................................................. 13
Figure 2.5: World War II Online: Battleground Europe ........................................ 13
ii. Casual & Social .............................................................................................. 13
Figure 2.6: Hello Kitty Online.............................................................................. 13
iii. Racing & Sports ............................................................................................. 13
Figure 2.7: Rocket League ................................................................................. 13
iv. RPG & Strategy ............................................................................................. 14
Figure 2.8: WoW (World of Warcraft) ................................................................. 14
2.2 The MMO & MOBA Industry .......................................................... 15
Figure 2.9: Key Trends & Developments in the MMO & MOBA Industry ............. 15
2.3 MMO & MOBA Markets: 2017 & Beyond ...................................... 16
2.3.1 MMOs ........................................................................................... 16
i. F2P (Free to Play) ........................................................................................... 16
ii. Subscription ................................................................................................... 16
2.3.2 MOBA ........................................................................................... 16
i. F2P .................................................................................................................. 16
2.3.3 Key Trends in the MMO & MOBA Space ................................... 16
Figure 2.10: Screenshot of Guild Wars 2 ............................................................ 16
Figure 2.11: Total Game Downloads on Steam (%), April 2015-April 2017, Split by
Monetisation Model ............................................................................................ 17
Figure 2.12: Leading F2P Titles on PC ............................................................... 17
Table 2.13: Leading Paid-for MMO Games on Steam in 2017 ............................ 18
Figure 2.14: Fallout 4 VR .................................................................................... 19
Figure 2.15: Virtuix Omi Treadmill for VR Gaming .............................................. 19
Figure 2.16: Most Popular F2P PC MMO Titles by Registered Users ................. 20
Figure 2.17: Goat Simulator DLC ‘Goat MMO Simulator’ .................................... 21
Figure 2.18: Club Penguin .................................................................................. 21
Figure 2.19: Popular eSports Titles ..................................................................... 22
vii. Case Study: DOTA 2 ..................................................................................... 22
Figure 2.20: Destiny PVP ‘Control’ a ‘Capture the Flag’ Style Contest ................ 23
Figure 2.21: Xbox Profile, Clubs, & Gamerscore Leaderboard: Fuelling
Competition ........................................................................................................ 23
x. Case Study: PewDiePie .................................................................................. 24
Figure 2.22: YouTube Star DanTDM .................................................................. 25
xi. Case Study: YouTube Gaming ....................................................................... 25
xiii. Case Study: Clash Royale ............................................................................ 26
Figure 2.23: Clash Royale on Google Play ......................................................... 27
xiv. Case Study: Vainglory .................................................................................. 27
2.4 Strategic Recommendations ........................................................ 28
2.4.1 MMO Games ................................................................................ 28
2.4.2 MOBA Games .............................................................................. 28

3. Total Market Forecasts for MMOs & MOBAs

3.1 Introduction .................................................................................... 31
3.2 Total Market for MMO & MOBA Games ....................................... 32
3.2.1 Total Revenues for MMO & MOBA Games ............................... 32
Figure & Table 3.1: Total Revenues from MMO & MOBA Games ($m), Split by 8
Key Regions 2016-2021 ..................................................................................... 32
Figure & Table 3.2: Total Revenues from MMO & MOBA Games ($m), Split by
Game Type 2016-2021 ...................................................................................... 33
3.3 Desktop & Notebook MMO & MOBA Games ............................... 34
3.3.1 Introduction ................................................................................. 34
Figure 3.3: Methodology for Desktop & Notebook MMO & MOBA Games
Forecasts ........................................................................................................... 34
3.3.2 Total Market for Desktop & Notebook MMO & MOBA Games 35
Figure & Table 3.4: Total Revenues from Desktop & Notebook MMO & MOBA
Games ($m), Split by 8 Key Regions 2016-2021 ................................................ 35
3.3.3 Total Market for Desktop & Notebook MMO & MOBA Games,
Split by Channel .................................................................................. 36
Figure 3.5: Total Revenues in 2021, Split by Game Type: $30.8 billion .............. 36
Table 3.6: Total Revenues from Desktop & Notebook MMO & MOBA Games
($m), Split by Monetisation Method 2016-2021 .................................................. 36
3.4 Console MMO & MOBA Games .................................................... 37
3.4.1 Introduction ................................................................................. 37
Figure 3.7: Methodology for Console MMO & MOBA Games Forecasts ............. 37
3.4.2 Total Market for Console MMO & MOBA Games ..................... 38
Figure & Table 3.8: Total Revenues from Console MMO & MOBA Games ($m),
Split by 8 Key Regions 2016-2021 ..................................................................... 38
3.5 Mobile MMO & MOBA Games ....................................................... 39
3.5.1 Introduction ................................................................................. 39
Figure 3.9: Methodology for Mobile MMO & MOBA Games Forecasts ................ 39
3.5.2 Total Market for Mobile MMO & MOBA Games ........................ 40
Figure & Table 3.10: Total Revenues from Mobile MMO & MOBA Games ($m),
Split by 8 Key Regions 2016-2021 ...................................................................... 40
Figure & Table 3.11: Total Revenues from Mobile MMO & MOBA Games ($m),
Split by Game Type 2016-2021 .......................................................................... 41

 

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