Latest Update: Impact of current COVID-19 situation has been considered in this report while making the analysis.
Global Browser-based MMORPG Market by Type (Free-to-play, Payment or a Monthly Subscription), By Application (Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030-report

Global Browser-based MMORPG Market by Type (Free-to-play, Payment or a Monthly Subscription), By Application (Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)) and Region (North America, Latin America, Europe, Asia Pacific and Middle East & Africa), Forecast From 2022 To 2030

Report ID: 295557 4200 Service & Software 377 160 Pages 4.7 (48)
                                          

Market Overview:


The global browser-based MMORPG market is expected to grow from USD 2.5 billion in 2018 to USD 5.8 billion by 2030, at a CAGR of 12.9% during the forecast period. The growth of this market can be attributed to the increasing demand for multiplayer online games and growing popularity of free-to-play browser-based MMORPGs among gamers across the globe. Based on type, the global browser-based MMORPG market is segmented into free-to-play and payment or monthly subscription models. The free-to-play model is expected to hold a larger share of the market during the forecast period, owing to its easy accessibility and low cost as compared with other game models. Based on application, the global browser based MMO RPG market is segmented into juvenile (7–17 years), youth (18–40 years), middle aged (41–65 years), elderly (>66 years) segments.


Global Browser-based MMORPG Industry Outlook


Product Definition:


Browser-based MMORPG: A type of Massively Multiplayer Online Role-Playing Game (MMORPG) that can be played using a web browser. Browser-based MMORPGs typically do not require any software installation, making them easy to access and play. They are often free to play and have lower system requirements than traditional PC or console games, making them accessible to a wider range of gamers.


Free-to-play:


Free-to-play games have been gaining popularity in the online gaming market. The growth of this segment is attributed to its ability to offer an extensive variety of gameplay options, frequent updates and new features, and a large number of players. These factors attract both new as well as experienced gamers resulting in increased adoption rate among them.


Payment or a Monthly Subscription:


Payment or a monthly subscription is a method, where the gamer pays for the content that he/she downloads in online games. The payment can be done in various ways like via credit card, PayPal, and many other online payment methods. Payment or a monthly subscription is an important factor while determining the success of any game as players mostly spend money while playing games.


Application Insights:


Based on the application type, the market has been segmented into juvenile, youth, middle aged and elderly. The juvenile segment held a major share of over 50% in 2017 owing to the high number of players below 18 years old. Moreover, this demographic is more prone to playing browser-based games as compared to other age groups and is therefore likely to contribute towards higher growth rates during forecast years.


The middle aged group holds a significant share due both to increasing penetration rates as well as player base growth patterns within this demographic range are similar with those of other MMORPGs. In terms of revenue however, elderlies hold greater shares than their younger counterparts owing to factors such as preference for PC gaming over mobile gaming among older gamers coupled with rising disposable income levels among them which enables them spend money on subscriptions or purchases made through in-app billing systems.


Regional Analysis:


North America dominated the global market in terms of revenue share in 2017. The region is expected to continue its dominance over the forecast period owing to factors such as increasing penetration of online games and rising awareness about these games. Furthermore, presence of a large number of MMORPG players and high disposable income are also contributing towards regional growth.


Asia Pacific is anticipated to be the fastest-growing region during the forecast period due to increasing internet users, coupled with growing adoption of mobile phones and smartphones, thereby creating a positive impact on regional growth.


Growth Factors:


  • Increased development of browser-based gaming technologies that provide a more immersive experience for players.
  • Growing demand for social and casual games that can be played by people of all ages.
  • Proliferation of broadband internet access and mobile devices that can support high-quality browser-based games.
  • More widespread acceptance of online gaming as a legitimate form of entertainment, leading to an increase in player numbers and revenue growth potential for developers and publishers alike.

Scope Of The Report

Report Attributes

Report Details

Report Title

Browser-based MMORPG Market Research Report

By Type

Free-to-play, Payment or a Monthly Subscription

By Application

Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)

By Companies

Jagex, Tencent, Artix Entertainment, Deca Games, TQ Digital Entertainment

Regions Covered

North America, Europe, APAC, Latin America, MEA

Base Year

2021

Historical Year

2019 to 2020 (Data from 2010 can be provided as per availability)

Forecast Year

2030

Number of Pages

160

Number of Tables & Figures

112

Customization Available

Yes, the report can be customized as per your need.


Global Browser-based MMORPG Market Report Segments:

The global Browser-based MMORPG market is segmented on the basis of:

Types

Free-to-play, Payment or a Monthly Subscription

The product segment provides information about the market share of each product and the respective CAGR during the forecast period. It lays out information about the product pricing parameters, trends, and profits that provides in-depth insights of the market. Furthermore, it discusses latest product developments & innovation in the market.

Applications

Juvenile (7-17), Youth (18-40), Middle Aged (41-65), Elderly (>66)

The application segment fragments various applications of the product and provides information on the market share and growth rate of each application segment. It discusses the potential future applications of the products and driving and restraining factors of each application segment.

Some of the companies that are profiled in this report are:

  1. Jagex
  2. Tencent
  3. Artix Entertainment
  4. Deca Games
  5. TQ Digital Entertainment

Global Browser-based MMORPG Market Overview


Highlights of The Browser-based MMORPG Market Report:

  1. The market structure and projections for the coming years.
  2. Drivers, restraints, opportunities, and current trends of market.
  3. Historical data and forecast.
  4. Estimations for the forecast period 2030.
  5. Developments and trends in the market.
  6. By Type:

    1. Free-to-play
    2. Payment or a Monthly Subscription
  1. By Application:

    1. Juvenile (7-17)
    2. Youth (18-40)
    3. Middle Aged (41-65)
    4. Elderly (>66)
  1. Market scenario by region, sub-region, and country.
  2. Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
  3. Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
  4. Government Policies, Macro & Micro economic factors are also included in the report.

We have studied the Browser-based MMORPG Market in 360 degrees via. both primary & secondary research methodologies. This helped us in building an understanding of the current market dynamics, supply-demand gap, pricing trends, product preferences, consumer patterns & so on. The findings were further validated through primary research with industry experts & opinion leaders across countries. The data is further compiled & validated through various market estimation & data validation methodologies. Further, we also have our in-house data forecasting model to predict market growth up to 2030.

Regional Analysis

  • North America
  • Europe
  • Asia Pacific
  • Middle East & Africa
  • Latin America

Note: A country of choice can be added in the report at no extra cost. If more than one country needs to be added, the research quote will vary accordingly.

The geographical analysis part of the report provides information about the product sales in terms of volume and revenue in regions. It lays out potential opportunities for the new entrants, emerging players, and major players in the region. The regional analysis is done after considering the socio-economic factors and government regulations of the countries in the regions.

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  • Product & Brand Management
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Global Browser-based MMORPG Market Statistics

8 Reasons to Buy This Report

  1. Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
  2. Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
  3. Implemented Robust Methodology to Prepare the Report
  4. Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
  5. Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
  6. Provides Information About the Top-winning Strategies Implemented by Industry Players.
  7. In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
  8. Customization of the Report Available

Frequently Asked Questions?


Browser-based MMORPGs are games that are played online through a web browser. Players can access these games from any device with an internet connection, including their phones and computers.

Some of the key players operating in the browser-based mmorpg market are Jagex, Tencent, Artix Entertainment, Deca Games, TQ Digital Entertainment.

The browser-based mmorpg market is expected to register a CAGR of 12.9%.

                                            
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 Browser-based MMORPG Market Overview    4.1 Introduction       4.1.1 Market Taxonomy       4.1.2 Market Definition       4.1.3 Macro-Economic Factors Impacting the Market Growth    4.2 Browser-based MMORPG Market Dynamics       4.2.1 Market Drivers       4.2.2 Market Restraints       4.2.3 Market Opportunity    4.3 Browser-based MMORPG Market - Supply Chain Analysis       4.3.1 List of Key Suppliers       4.3.2 List of Key Distributors       4.3.3 List of Key Consumers    4.4 Key Forces Shaping the Browser-based MMORPG Market       4.4.1 Bargaining Power of Suppliers       4.4.2 Bargaining Power of Buyers       4.4.3 Threat of Substitution       4.4.4 Threat of New Entrants       4.4.5 Competitive Rivalry    4.5 Global Browser-based MMORPG Market Size & Forecast, 2018-2028       4.5.1 Browser-based MMORPG Market Size and Y-o-Y Growth       4.5.2 Browser-based MMORPG Market Absolute $ Opportunity

Chapter 5 Global Browser-based MMORPG Market Analysis and Forecast by Type
   5.1 Introduction
      5.1.1 Key Market Trends & Growth Opportunities by Type
      5.1.2 Basis Point Share (BPS) Analysis by Type
      5.1.3 Absolute $ Opportunity Assessment by Type
   5.2 Browser-based MMORPG Market Size Forecast by Type
      5.2.1 Free-to-play
      5.2.2 Payment or a Monthly Subscription
   5.3 Market Attractiveness Analysis by Type

Chapter 6 Global Browser-based MMORPG Market Analysis and Forecast by Applications
   6.1 Introduction
      6.1.1 Key Market Trends & Growth Opportunities by Applications
      6.1.2 Basis Point Share (BPS) Analysis by Applications
      6.1.3 Absolute $ Opportunity Assessment by Applications
   6.2 Browser-based MMORPG Market Size Forecast by Applications
      6.2.1 Juvenile (7-17)
      6.2.2 Youth (18-40)
      6.2.3 Middle Aged (41-65)
      6.2.4 Elderly ï¼ˆ>66)
   6.3 Market Attractiveness Analysis by Applications

Chapter 7 Global Browser-based MMORPG Market Analysis and Forecast by Region
   7.1 Introduction
      7.1.1 Key Market Trends & Growth Opportunities by Region
      7.1.2 Basis Point Share (BPS) Analysis by Region
      7.1.3 Absolute $ Opportunity Assessment by Region
   7.2 Browser-based MMORPG Market Size Forecast by Region
      7.2.1 North America
      7.2.2 Europe
      7.2.3 Asia Pacific
      7.2.4 Latin America
      7.2.5 Middle East & Africa (MEA)
   7.3 Market Attractiveness Analysis by Region

Chapter 8 Coronavirus Disease (COVID-19) Impact 
   8.1 Introduction 
   8.2 Current & Future Impact Analysis 
   8.3 Economic Impact Analysis 
   8.4 Government Policies 
   8.5 Investment Scenario

Chapter 9 North America Browser-based MMORPG Analysis and Forecast
   9.1 Introduction
   9.2 North America Browser-based MMORPG Market Size Forecast by Country
      9.2.1 U.S.
      9.2.2 Canada
   9.3 Basis Point Share (BPS) Analysis by Country
   9.4 Absolute $ Opportunity Assessment by Country
   9.5 Market Attractiveness Analysis by Country
   9.6 North America Browser-based MMORPG Market Size Forecast by Type
      9.6.1 Free-to-play
      9.6.2 Payment or a Monthly Subscription
   9.7 Basis Point Share (BPS) Analysis by Type 
   9.8 Absolute $ Opportunity Assessment by Type 
   9.9 Market Attractiveness Analysis by Type
   9.10 North America Browser-based MMORPG Market Size Forecast by Applications
      9.10.1 Juvenile (7-17)
      9.10.2 Youth (18-40)
      9.10.3 Middle Aged (41-65)
      9.10.4 Elderly ï¼ˆ>66)
   9.11 Basis Point Share (BPS) Analysis by Applications 
   9.12 Absolute $ Opportunity Assessment by Applications 
   9.13 Market Attractiveness Analysis by Applications

Chapter 10 Europe Browser-based MMORPG Analysis and Forecast
   10.1 Introduction
   10.2 Europe Browser-based MMORPG Market Size Forecast by Country
      10.2.1 Germany
      10.2.2 France
      10.2.3 Italy
      10.2.4 U.K.
      10.2.5 Spain
      10.2.6 Russia
      10.2.7 Rest of Europe
   10.3 Basis Point Share (BPS) Analysis by Country
   10.4 Absolute $ Opportunity Assessment by Country
   10.5 Market Attractiveness Analysis by Country
   10.6 Europe Browser-based MMORPG Market Size Forecast by Type
      10.6.1 Free-to-play
      10.6.2 Payment or a Monthly Subscription
   10.7 Basis Point Share (BPS) Analysis by Type 
   10.8 Absolute $ Opportunity Assessment by Type 
   10.9 Market Attractiveness Analysis by Type
   10.10 Europe Browser-based MMORPG Market Size Forecast by Applications
      10.10.1 Juvenile (7-17)
      10.10.2 Youth (18-40)
      10.10.3 Middle Aged (41-65)
      10.10.4 Elderly ï¼ˆ>66)
   10.11 Basis Point Share (BPS) Analysis by Applications 
   10.12 Absolute $ Opportunity Assessment by Applications 
   10.13 Market Attractiveness Analysis by Applications

Chapter 11 Asia Pacific Browser-based MMORPG Analysis and Forecast
   11.1 Introduction
   11.2 Asia Pacific Browser-based MMORPG Market Size Forecast by Country
      11.2.1 China
      11.2.2 Japan
      11.2.3 South Korea
      11.2.4 India
      11.2.5 Australia
      11.2.6 South East Asia (SEA)
      11.2.7 Rest of Asia Pacific (APAC)
   11.3 Basis Point Share (BPS) Analysis by Country
   11.4 Absolute $ Opportunity Assessment by Country
   11.5 Market Attractiveness Analysis by Country
   11.6 Asia Pacific Browser-based MMORPG Market Size Forecast by Type
      11.6.1 Free-to-play
      11.6.2 Payment or a Monthly Subscription
   11.7 Basis Point Share (BPS) Analysis by Type 
   11.8 Absolute $ Opportunity Assessment by Type 
   11.9 Market Attractiveness Analysis by Type
   11.10 Asia Pacific Browser-based MMORPG Market Size Forecast by Applications
      11.10.1 Juvenile (7-17)
      11.10.2 Youth (18-40)
      11.10.3 Middle Aged (41-65)
      11.10.4 Elderly ï¼ˆ>66)
   11.11 Basis Point Share (BPS) Analysis by Applications 
   11.12 Absolute $ Opportunity Assessment by Applications 
   11.13 Market Attractiveness Analysis by Applications

Chapter 12 Latin America Browser-based MMORPG Analysis and Forecast
   12.1 Introduction
   12.2 Latin America Browser-based MMORPG Market Size Forecast by Country
      12.2.1 Brazil
      12.2.2 Mexico
      12.2.3 Rest of Latin America (LATAM)
   12.3 Basis Point Share (BPS) Analysis by Country
   12.4 Absolute $ Opportunity Assessment by Country
   12.5 Market Attractiveness Analysis by Country
   12.6 Latin America Browser-based MMORPG Market Size Forecast by Type
      12.6.1 Free-to-play
      12.6.2 Payment or a Monthly Subscription
   12.7 Basis Point Share (BPS) Analysis by Type 
   12.8 Absolute $ Opportunity Assessment by Type 
   12.9 Market Attractiveness Analysis by Type
   12.10 Latin America Browser-based MMORPG Market Size Forecast by Applications
      12.10.1 Juvenile (7-17)
      12.10.2 Youth (18-40)
      12.10.3 Middle Aged (41-65)
      12.10.4 Elderly ï¼ˆ>66)
   12.11 Basis Point Share (BPS) Analysis by Applications 
   12.12 Absolute $ Opportunity Assessment by Applications 
   12.13 Market Attractiveness Analysis by Applications

Chapter 13 Middle East & Africa (MEA) Browser-based MMORPG Analysis and Forecast
   13.1 Introduction
   13.2 Middle East & Africa (MEA) Browser-based MMORPG Market Size Forecast by Country
      13.2.1 Saudi Arabia
      13.2.2 South Africa
      13.2.3 UAE
      13.2.4 Rest of Middle East & Africa (MEA)
   13.3 Basis Point Share (BPS) Analysis by Country
   13.4 Absolute $ Opportunity Assessment by Country
   13.5 Market Attractiveness Analysis by Country
   13.6 Middle East & Africa (MEA) Browser-based MMORPG Market Size Forecast by Type
      13.6.1 Free-to-play
      13.6.2 Payment or a Monthly Subscription
   13.7 Basis Point Share (BPS) Analysis by Type 
   13.8 Absolute $ Opportunity Assessment by Type 
   13.9 Market Attractiveness Analysis by Type
   13.10 Middle East & Africa (MEA) Browser-based MMORPG Market Size Forecast by Applications
      13.10.1 Juvenile (7-17)
      13.10.2 Youth (18-40)
      13.10.3 Middle Aged (41-65)
      13.10.4 Elderly ï¼ˆ>66)
   13.11 Basis Point Share (BPS) Analysis by Applications 
   13.12 Absolute $ Opportunity Assessment by Applications 
   13.13 Market Attractiveness Analysis by Applications

Chapter 14 Competition Landscape 
   14.1 Browser-based MMORPG Market: Competitive Dashboard
   14.2 Global Browser-based MMORPG Market: Market Share Analysis, 2019
   14.3 Company Profiles (Details â€“ Overview, Financials, Developments, Strategy) 
      14.3.1 Jagex
      14.3.2 Tencent
      14.3.3 Artix Entertainment
      14.3.4 Deca Games
      14.3.5 TQ Digital Entertainment

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