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世界のMMOゲーム市場 2018-2022年

Global MMO Games Market 2018-2022

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出版社 出版年月電子版価格 ページ数
TechNavio
テクナビオ
2018年11月US$2,500
シングルユーザライセンス
115

サマリー

この調査レポートは世界のMMOゲーム市場を分析・予測したTechNavioの市場調査報告書です。

Description

About this market


The growing popularity of digital content is driving the online gaming industry. Digital contents can be downloaded once and be played across PC and X box One multiple times. This is resulting in an increased number of players. Technavio’s analysts have predicted that the global MMO games market will register a CAGR of 8% by 2022.

Market overview
Availability of several payment services
The popularity of many MMO games with in-app purchases is increasing among gamers. The convenience of switching to various payment options such as VISA, MasterCard, and others as per convenience attracts these buyers.
High cost of latest MMO game applications
The increased cost of latest MMO game applications compel gamers to opt for substitutes such as freeware mobile game applications.

For the detailed list of factors that will drive and challenge the growth of the global MMO games market during 2018-2022, view our report.

Completive landscape
The market appears to be concentrated due to the presence of a few companies. Factors such as the availability of several payment services and growing popularity of digital content, will provide considerable growth opportunities to MMO games market vendors. Activision Blizzard, Electronic Arts, NetEase Games, Tencent, and Valve are some of the major companies covered in this report.



目次

PART 01: EXECUTIVE SUMMARY
PART 02: SCOPE OF THE REPORT
PART 03: RESEARCH METHODOLOGY
PART 04: MARKET LANDSCAPE
- Market ecosystem
- Market characteristics
- Market segmentation analysis
PART 05: MARKET SIZING
- Market definition
- Market sizing 2017
- Market size and forecast 2017-2022
PART 06: FIVE FORCES ANALYSIS
- Bargaining power of buyers
- Bargaining power of suppliers
- Threat of new entrants
- Threat of substitutes
- Threat of rivalry
- Market condition
PART 07: MARKET SEGMENTATION BY REVENUE MODEL
- Segmentation by revenue model
- Comparison by revenue model
- F2P - Market size and forecast 2017-2022
- P2P - Market size and forecast 2017-2022
- Market opportunity by revenue model
PART 08: MARKET SEGMENTATION BY GENRE
- Segmentation by genre
- Comparison by genre
- MMORPG - Market size and forecast 2017-2022
- MMOFPS - Market size and forecast 2017-2022
- MMORTS - Market size and forecast 2017-2022
- Others? Market size and forecast 2017-2022
- Market opportunity by genre
PART 09: CUSTOMER LANDSCAPE
PART 10: REGIONAL LANDSCAPE
- Geographical segmentation
- Regional comparison
- Americas - Market size and forecast 2017-2022
- EMEA - Market size and forecast 2017-2022
- APAC - Market size and forecast 2017-2022
- Key leading countries
- Market opportunity
PART 11: DECISION FRAMEWORK
PART 12: DRIVERS AND CHALLENGES
- Market drivers
- Market challenges
PART 13: MARKET TRENDS
- Growth of cryptocurrency
- Emergence of gamification
- Games converting to F2P model
- Use of blockchain technology
PART 14: VENDOR LANDSCAPE
- Overview
- Landscape disruption
- Competitive landscape
PART 15: VENDOR ANALYSIS
- Vendors covered
- Vendor classification
- Market positioning of vendors
- Activision Blizzard
- Electronic Arts
- NetEase Games
- Tencent
- Valve
PART 16: APPENDIX
- List of abbreviations

Exhibit 01: Parent market
Exhibit 02: Global gaming market
Exhibit 03: Market characteristics
Exhibit 04: Market segments
Exhibit 05: Market definition - Inclusions and exclusions checklist
Exhibit 06: Market size 2017
Exhibit 07: Validation techniques employed for market sizing 2017
Exhibit 08: Global MMO games market - Market size and forecast 2017-2022 ($ bn)
Exhibit 09: Global MMO games market - Year-over-year growth 2018-2022 (%)
Exhibit 10: Five forces analysis 2017
Exhibit 11: Five forces analysis 2022
Exhibit 12: Bargaining power of buyers
Exhibit 13: Bargaining power of suppliers
Exhibit 14: Threat of new entrants
Exhibit 15: Threat of substitutes
Exhibit 16: Threat of rivalry
Exhibit 17: Market condition - Five forces 2017
Exhibit 18: Revenue model - Market share 2017-2022 (%)
Exhibit 19: Comparison by revenue model
Exhibit 20: F2P - Market size and forecast 2017-2022 ($ bn)
Exhibit 21: F2P - Year-over-year growth 2018-2022 (%)
Exhibit 22: P2P - Market size and forecast 2017-2022 ($ bn)
Exhibit 23: P2P - Year-over-year growth 2018-2022 (%)
Exhibit 24: Market opportunity by revenue model
Exhibit 25: Genre - Market share 2017-2022 (%)
Exhibit 26: Comparison by genre
Exhibit 27: MMORPG - Market size and forecast 2017-2022 ($ bn)
Exhibit 28: MMORPG - Year-over-year growth 2018-2022 (%)
Exhibit 29: MMOFPS - Market size and forecast 2017-2022 ($ bn)
Exhibit 30: MMOFPS - Year-over-year growth 2018-2022 (%)
Exhibit 31: MMORTS - Market size and forecast 2017-2022 ($ bn)
Exhibit 32: MMORTS - Year-over-year growth 2018-2022 (%)
Exhibit 33: Others? Market size and forecast 2017-2022 ($ bn)
Exhibit 34: Others - Year-over-year growth 2018-2022 (%)
Exhibit 35: Market opportunity by genre
Exhibit 36: Customer landscape
Exhibit 37: Geography - Market share 2017-2022 (%)
Exhibit 38: Regional comparison
Exhibit 39: Americas - Market size and forecast 2017-2022 ($ bn)
Exhibit 40: Americas - Year-over-year growth 2018-2022 (%)
Exhibit 41: EMEA - Market size and forecast 2017-2022 ($ bn)
Exhibit 42: EMEA - Year-over-year growth 2018-2022 (%)
Exhibit 43: APAC - Market size and forecast 2017-2022 ($ bn)
Exhibit 44: APAC - Year-over-year growth 2018-2022 (%)
Exhibit 45: Key leading countries
Exhibit 46: Market opportunity
Exhibit 47: Vendor landscape
Exhibit 48: Landscape disruption
Exhibit 49: Vendors covered
Exhibit 50: Vendor classification
Exhibit 51: Market positioning of vendors
Exhibit 52: Vendor overview
Exhibit 53: Activision Blizzard - Business segments
Exhibit 54: Activision Blizzard - Organizational developments
Exhibit 55: Activision Blizzard - Geographic focus
Exhibit 56: Activision Blizzard - Segment focus
Exhibit 57: Activision Blizzard - Key offerings
Exhibit 58: Vendor overview
Exhibit 59: Electronic Arts - Organizational developments
Exhibit 60: Electronic Arts - Geographic focus
Exhibit 61: Electronic Arts - Key offerings
Exhibit 62: Vendor overview
Exhibit 63: NetEase Games - Business segments
Exhibit 64: NetEase Games - Organizational developments
Exhibit 65: NetEase Games - Segment focus
Exhibit 66: NetEase Games - Key offerings
Exhibit 67: Vendor overview
Exhibit 68: Tencent - Business segments
Exhibit 69: Tencent - Organizational developments
Exhibit 70: Tencent - Geographic focus
Exhibit 71: Tencent - Segment focus
Exhibit 72: Tencent - Key offerings
Exhibit 73: Vendor overview
Exhibit 74: Valve - Organizational developments
Exhibit 75: Valve - Key offerings

 

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