Industry Growth Insights published a new data on “MMOG (Massively Multiplayer Online Games) Market”. The research report is titled “MMOG (Massively Multiplayer Online Games) Market research by Types (Role play games (RPG), First-person shooter (FPS), Real-time strategy (RTS)), By Applications (Personal, Commerical), By Players/Companies Aeria Games and Entertainment Inc., Ankama, CCP hf, Changyou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., OGPlanet, Perfect World Co. Ltd., Riot Games, Shanda Interactive Entertainment Ltd., Tencent Holdings Limited, Turbine Inc, Ubisoft Entertainment SA, Valve Corporation, Wargaming.net”.
Scope Of The Report
Report Attributes
Report Details
Report Title
MMOG (Massively Multiplayer Online Games) Market Research Report
By Type
Role play games (RPG), First-person shooter (FPS), Real-time strategy (RTS)
By Application
Personal, Commerical
By Companies
Aeria Games and Entertainment Inc., Ankama, CCP hf, Changyou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., OGPlanet, Perfect World Co. Ltd., Riot Games, Shanda Interactive Entertainment Ltd., Tencent Holdings Limited, Turbine Inc, Ubisoft Entertainment SA, Valve Corporation, Wargaming.net
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
203
Number of Tables & Figures
143
Customization Available
Yes, the report can be customized as per your need.
Global MMOG (Massively Multiplayer Online Games) Market Report Segments:
The global MMOG (Massively Multiplayer Online Games) market is segmented on the basis of:
Types
Role play games (RPG), First-person shooter (FPS), Real-time strategy (RTS)
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
Personal, Commerical
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:
- Aeria Games and Entertainment Inc.
- Ankama
- CCP hf
- Changyou.com Ltd.
- CipSoft GmbH
- Cryptic Studios Inc.
- OGPlanet
- Perfect World Co. Ltd.
- Riot Games
- Shanda Interactive Entertainment Ltd.
- Tencent Holdings Limited
- Turbine Inc
- Ubisoft Entertainment SA
- Valve Corporation
- Wargaming.net
Highlights of The MMOG (Massively Multiplayer Online Games) Market Report:
- The market structure and projections for the coming years.
- Drivers, restraints, opportunities, and current trends of market.
- Historical data and forecast.
- Estimations for the forecast period 2030.
- Developments and trends in the market.
- By Type:
- Role play games (RPG)
- First-person shooter (FPS)
- Real-time strategy (RTS)
- By Application:
- Personal
- Commerical
- Market scenario by region, sub-region, and country.
- Market share of the market players, company profiles, product specifications, SWOT analysis, and competitive landscape.
- Analysis regarding upstream raw materials, downstream demand, and current market dynamics.
- Government Policies, Macro & Micro economic factors are also included in the report.
We have studied the MMOG (Massively Multiplayer Online Games) 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.
How you may use our products:
- Correctly Positioning New Products
- Market Entry Strategies
- Business Expansion Strategies
- Consumer Insights
- Understanding Competition Scenario
- Product & Brand Management
- Channel & Customer Management
- Identifying Appropriate Advertising Appeals
8 Reasons to Buy This Report
- Includes a Chapter on the Impact of COVID-19 Pandemic On the Market
- Report Prepared After Conducting Interviews with Industry Experts & Top Designates of the Companies in the Market
- Implemented Robust Methodology to Prepare the Report
- Includes Graphs, Statistics, Flowcharts, and Infographics to Save Time
- Industry Growth Insights Provides 24/5 Assistance Regarding the Doubts in the Report
- Provides Information About the Top-winning Strategies Implemented by Industry Players.
- In-depth Insights On the Market Drivers, Restraints, Opportunities, and Threats
- Customization of the Report Available
Frequently Asked Questions?
MMOGs are online games that allow players to interact with each other in a virtual world. Players can join together in large groups and explore the game world, fighting against enemies or working together to complete tasks. MMOGs can be based on any type of theme, including fantasy worlds, science fiction universes, and historical settings.
Some of the major players in the mmog (massively multiplayer online games) market are Aeria Games and Entertainment Inc., Ankama, CCP hf, Changyou.com Ltd., CipSoft GmbH, Cryptic Studios Inc., OGPlanet, Perfect World Co. Ltd., Riot Games, Shanda Interactive Entertainment Ltd., Tencent Holdings Limited, Turbine Inc, Ubisoft Entertainment SA, Valve Corporation, Wargaming.net.
Chapter 1 Executive Summary
Chapter 2 Assumptions and Acronyms Used
Chapter 3 Research Methodology
Chapter 4 MMOG (Massively Multiplayer Online Games) 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 MMOG (Massively Multiplayer Online Games) Market Dynamics 4.2.1 Market Drivers 4.2.2 Market Restraints 4.2.3 Market Opportunity 4.3 MMOG (Massively Multiplayer Online Games) 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 MMOG (Massively Multiplayer Online Games) 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 MMOG (Massively Multiplayer Online Games) Market Size & Forecast, 2020-2028 4.5.1 MMOG (Massively Multiplayer Online Games) Market Size and Y-o-Y Growth 4.5.2 MMOG (Massively Multiplayer Online Games) Market Absolute $ Opportunity
Chapter 5 Global 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 Market Size Forecast by Type
5.2.1 Role play games (RPG)
5.2.2 First-person shooter (FPS)
5.2.3 Real-time strategy (RTS)
5.3 Market Attractiveness Analysis by Type
Chapter 6 Global 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 Market Size Forecast by Applications
6.2.1 Personal
6.2.2 Commerical
6.3 Market Attractiveness Analysis by Applications
Chapter 7 Global MMOG (Massively Multiplayer Online Games) 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 MMOG (Massively Multiplayer Online Games) 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 Analysis and Forecast
9.1 Introduction
9.2 North America 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 Market Size Forecast by Type
9.6.1 Role play games (RPG)
9.6.2 First-person shooter (FPS)
9.6.3 Real-time strategy (RTS)
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 Market Size Forecast by Applications
9.10.1 Personal
9.10.2 Commerical
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 Analysis and Forecast
10.1 Introduction
10.2 Europe 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 Market Size Forecast by Type
10.6.1 Role play games (RPG)
10.6.2 First-person shooter (FPS)
10.6.3 Real-time strategy (RTS)
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 Market Size Forecast by Applications
10.10.1 Personal
10.10.2 Commerical
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 Analysis and Forecast
11.1 Introduction
11.2 Asia Pacific 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 Market Size Forecast by Type
11.6.1 Role play games (RPG)
11.6.2 First-person shooter (FPS)
11.6.3 Real-time strategy (RTS)
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 Market Size Forecast by Applications
11.10.1 Personal
11.10.2 Commerical
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 Analysis and Forecast
12.1 Introduction
12.2 Latin America 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 Market Size Forecast by Type
12.6.1 Role play games (RPG)
12.6.2 First-person shooter (FPS)
12.6.3 Real-time strategy (RTS)
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 Market Size Forecast by Applications
12.10.1 Personal
12.10.2 Commerical
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) Analysis and Forecast
13.1 Introduction
13.2 Middle East & Africa (MEA) 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) Market Size Forecast by Type
13.6.1 Role play games (RPG)
13.6.2 First-person shooter (FPS)
13.6.3 Real-time strategy (RTS)
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) Market Size Forecast by Applications
13.10.1 Personal
13.10.2 Commerical
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 MMOG (Massively Multiplayer Online Games) Market: Competitive Dashboard
14.2 Global MMOG (Massively Multiplayer Online Games) Market: Market Share Analysis, 2019
14.3 Company Profiles (Details – Overview, Financials, Developments, Strategy)
14.3.1 Aeria Games and Entertainment Inc.
14.3.2 Ankama
14.3.3 CCP hf
14.3.4 Changyou.com Ltd.
14.3.5 CipSoft GmbH
14.3.6 Cryptic Studios Inc.
14.3.7 OGPlanet
14.3.8 Perfect World Co. Ltd.
14.3.9 Riot Games
14.3.10 Shanda Interactive Entertainment Ltd.
14.3.11 Tencent Holdings Limited
14.3.12 Turbine Inc
14.3.13 Ubisoft Entertainment SA
14.3.14 Valve Corporation
14.3.15 Wargaming.net