Global MMO Games Market 2021-2025

Global MMO Games Market 2021-2025

Technavio has been monitoring the MMO games market and it is poised to grow by $ 18.76 bn during 2021-2025, progressing at a CAGR of 9.24% during the forecast period. Our report on the MMO games market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current global market scenario, latest trends and drivers, and the overall market environment. The market is driven by the availability of several payment services and the popularity of the online gaming industry. In addition, the availability of several payment services is anticipated to boost the growth of the market as well.

The MMO games market analysis includes revenue model and genre segments and geographic landscape.

Technavio's MMO games market is segmented as below:

  • Revenue Model
  • F2P
  • P2P
  • Genre
  • MMORPG
  • MMOFPS
  • MMORTS
  • Others
By Geographical Landscape
  • APAC
  • North America
  • Europe
  • South America
  • MEA
This study identifies the growing adoption of VR /AR gamingas one of the prime reasons driving the MMO games market growth during the next few years.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters. Our report on MMO games market covers the following areas:
  • MMO games market sizing
  • MMO games market forecast
  • MMO games market industry analysis
Technavio's robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading MMO games market vendors that include Activision Blizzard Inc., ChangYou.com Ltd., CipSoft GmbH, Daybreak Game Co. LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., KONAMI HOLDINGS CORP., NCSOFT Corp., and NEXON America Inc.Also, the MMO games market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market and vendor landscape in addition to an analysis of the key vendors.

Technavio presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive research - both primary and secondary. Technavio's market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast the accurate market growth.

Companies Mentioned

Activision Blizzard Inc., ChangYou.com Ltd., CipSoft GmbH, Daybreak Game Co. LLC, Electronic Arts Inc., GungHo Online Entertainment Inc., Jagex Ltd., KONAMI HOLDINGS CORP., NCSOFT Corp., NEXON America Inc.


  • Executive Summary
  • Market Landscape
    • Market ecosystem
      • Table Parent market
      • Table Market characteristics
    • Value chain analysis
      • Table Value chain analysis: Global application software market
      • Inputs
      • Software development process
      • Marketing and distribution:
      • Post-selling services:
      • Innovation
  • Market Sizing
    • Market definition
      • Table Offerings of vendors included in the market definition
    • Market segment analysis
      • Table Market segments
    • Market size 2020
    • Market outlook: Forecast for 2020 - 2025
      • Estimating growth rates for emerging and high-growth markets
      • Estimating growth rates for mature markets
        • Table Global - Market size and forecast 2020 - 2025 ($ million)
        • Table Global market: Year-over-year growth 2020 - 2025 (%)
  • Five Forces Analysis
    • Five forces analysis
      • Table Five forces analysis 2020 & 2025
    • Bargaining power of buyers
      • Table Bargaining power of buyers
    • Bargaining power of suppliers
      • Table Bargaining power of suppliers
    • Threat of new entrants
      • Table Threat of new entrants
    • Threat of substitutes
      • Table Threat of substitutes
    • Threat of rivalry
      • Table Threat of rivalry
    • Market condition
      • Table Market condition - Five forces 2020
  • Market Segmentation by Revenue model
    • Market segments
      • Table Revenue model - Market share 2020-2025 (%)
    • Comparison by Revenue model
      • Table Comparison by Revenue model
    • F2P - Market size and forecast 2020-2025
      • Table F2P - Market size and forecast 2020-2025 ($ million)
      • Table F2P - Year-over-year growth 2020-2025 (%)
    • P2P - Market size and forecast 2020-2025
      • Table P2P - Market size and forecast 2020-2025 ($ million)
      • Table P2P - Year-over-year growth 2020-2025 (%)
    • Market opportunity by Revenue model
      • Table Market opportunity by Revenue model
  • Market Segmentation by Genre
    • Market segments
      • Table Genre - Market share 2020-2025 (%)
    • Comparison by Genre
      • Table Comparison by Genre
    • MMORPG - Market size and forecast 2020-2025
      • Table MMORPG - Market size and forecast 2020-2025 ($ million)
      • Table MMORPG - Year-over-year growth 2020-2025 (%)
    • MMOFPS - Market size and forecast 2020-2025
      • Table MMOFPS - Market size and forecast 2020-2025 ($ million)
      • Table MMOFPS - Year-over-year growth 2020-2025 (%)
    • MMORTS - Market size and forecast 2020-2025
      • Table MMORTS - Market size and forecast 2020-2025 ($ million)
      • Table MMORTS - Year-over-year growth 2020-2025 (%)
    • Others - Market size and forecast 2020-2025
      • Table Others - Market size and forecast 2020-2025 ($ million)
      • Table Others - Year-over-year growth 2020-2025 (%)
    • Market opportunity by Genre
      • Table Market opportunity by Genre
  • Customer landscape
    • Table Customer landscape
  • Geographic Landscape
    • Geographic segmentation
      • Table Market share by geography 2020-2025 (%)
    • Geographic comparison
      • Table Geographic comparison
    • APAC - Market size and forecast 2020-2025
      • Table APAC - Market size and forecast 2020-2025 ($ million)
      • Table APAC - Year-over-year growth 2020-2025 (%)
    • North America - Market size and forecast 2020-2025
      • Table North America - Market size and forecast 2020-2025 ($ million)
      • Table North America - Year-over-year growth 2020-2025 (%)
    • Europe - Market size and forecast 2020-2025
      • Table Europe - Market size and forecast 2020-2025 ($ million)
      • Table Europe - Year-over-year growth 2020-2025 (%)
    • South America - Market size and forecast 2020-2025
      • Table South America - Market size and forecast 2020-2025 ($ million)
      • Table South America - Year-over-year growth 2020-2025 (%)
    • MEA - Market size and forecast 2020-2025
      • Table MEA - Market size and forecast 2020-2025 ($ million)
      • Table MEA - Year-over-year growth 2020-2025 (%)
    • Key leading countries
      • Table Key leading countries
    • Market opportunity by geography
      • Table Market opportunity by geography ($ million)
  • Drivers, Challenges, and Trends
    • Market drivers
      • Availability of several payment services
      • Popularity of the online gaming industry
      • Growing adoption of VR/AR gaming
    • Market challenges
      • High cost of latest MMO game applications
      • Privacy and security issues
      • Need for high-speed connectivity
      • Delivering gaming content online
        • Table Impact of drivers and challenges
    • Market trends
      • Growth of cryptocurrency
      • Emergence of gamification
      • Games converting to F2P model
      • Use of blockchain technology
  • Vendor Landscape
    • Overview
      • Table Vendor landscape
    • Landscape disruption
      • Table Landscape disruption
      • Table Industry risks
  • Vendor Analysis
    • Vendors covered
      • Table Vendors covered
    • Market positioning of vendors
      • Table Market positioning of vendors
    • Activision Blizzard Inc.
      • Table Activision Blizzard Inc. - Overview
      • Table Activision Blizzard Inc. - Business segments
      • Table Activision Blizzard Inc. - Key offerings
      • Table Activision Blizzard Inc. - Segment focus
    • ChangYou.com Ltd.
      • Table ChangYou.com Ltd. - Overview
      • Table ChangYou.com Ltd. - Product and service
      • Table ChangYou.com Ltd. - Key offerings
    • CipSoft GmbH
      • Table CipSoft GmbH - Overview
      • Table CipSoft GmbH - Product and service
      • Table CipSoft GmbH - Key offerings
    • Daybreak Game Co. LLC
      • Table Daybreak Game Co. LLC - Overview
      • Table Daybreak Game Co. LLC - Product and service
      • Table Daybreak Game Co. LLC - Key offerings
    • Electronic Arts Inc.
      • Table Electronic Arts Inc. - Overview
      • Table Electronic Arts Inc. - Product and service
      • Table Electronic Arts Inc. - Key offerings
    • GungHo Online Entertainment Inc.
      • Table GungHo Online Entertainment Inc. - Overview
      • Table GungHo Online Entertainment Inc. - Product and service
      • Table GungHo Online Entertainment Inc. - Key offerings
    • Jagex Ltd.
      • Table Jagex Ltd. - Overview
      • Table Jagex Ltd. - Product and service
      • Table Jagex Ltd. - Key offerings
    • KONAMI HOLDINGS CORP.
      • Table KONAMI HOLDINGS CORP. - Overview
      • Table KONAMI HOLDINGS CORP. - Business segments
      • Table KONAMI HOLDINGS CORP. - Key offerings
      • Table KONAMI HOLDINGS CORP. - Segment focus
    • NCSOFT Corp.
      • Table NCSOFT Corp. - Overview
      • Table NCSOFT Corp. - Business segments
      • Table NCSOFT Corp. - Key offerings
      • Table NCSOFT Corp. - Segment focus
    • NEXON America Inc.
      • Table NEXON America Inc. - Overview
      • Table NEXON America Inc. - Business segments
      • Table NEXON America Inc. - Key offerings
      • Table NEXON America Inc. - Segment focus
  • Appendix
    • Scope of the report
      • Market definition
      • Objectives
      • Notes and caveats
    • Currency conversion rates for US$
      • Table Currency conversion rates for US$
    • Research methodology
      • Table Research Methodology
      • Table Validation techniques employed for market sizing
      • Table Information sources
    • List of abbreviations
      • Table List of abbreviations

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