Global MMORPGs Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029
The large-scale multiplayer online role-playing game is a kind of video game, which is an online game classified by the number of video games. In all MMORPGs, players can play one or more virtual characters and control the characters' activities and behaviors in the virtual world in the game. The difference between large-scale multiplayer online role-playing games and stand-alone games and other small, multi-player role-playing games is that large-scale multiplayer online role-playing games have a continuously running virtual world. After the player leaves the game, this virtual world It still exists in the host server provided by the online game operator, and continues to evolve until the game is terminated.
Market Overview:The latest research study on the global MMORPGs market finds that the global MMORPGs market reached a value of USD 15901.0 million in 2022. It’s expected that the market will achieve USD 30520.0 million by 2028, exhibiting a CAGR of 11.48% during the forecast period.
Impacts from the short-term
In a short period of time, the MMORPGs industry has stronger resistance to the COVID-19 virus. Most MMORPGs developers, publishers and operators can maintain operations with employees working from home to maintain game development and digital distribution. In addition, because many people around the world cannot work at home, MMORPGs broke the record of the number of players during the pandemic. This is a popular activity against social alienation. This is a practice recommended by the World Health Organization to help the industry. Increase in income.
Impacts from the long-term
In the long-term, most e-sports activities and trading activities are cancelled during the epidemic, which may have a little impact on the relationship between developers and publishers. And when the epidemic is over, people do not have much time to play games after they have fully resumed work. So, this may have a negative impact on the development of the MMORPGs industry. However, as long as game development companies continue to innovate their products and services, the development of the MMORPGs industry will become an upward trend.
Drivers
Availability of several payment services in the online gaming industry: Many MMORPGs purchases encourage users to pay to collect points and earn rewards. In addition to defeating opponent players, there are several innovative payment solutions in the gaming industry. In addition to attracting new players, this has also helped game companies maximize the revenue of these games.
The popularity of online games: The game industry is one of the largest economic sectors in the world. It attracts a variety of audiences and generates billions of dollars in revenue. Online games are one of the most important areas in the global gaming market and are becoming more and more popular. Due to the growth and popularity of digital content, online games are receiving increasing attention. Multiplayer games are a category in online games and have an important share in the gaming industry. This is mainly due to the growth of online games and their worldwide popularity.
Role-playing ability: MMORPGs are widely welcomed by the audience because of their role-playing ability. Role-playing is very creative and imaginative. Here, players can customize the avatar. For example, the player chooses the clothes he / she wears when depicting real characters. It allows users to play unhindered games in a virtual environment.
LimitationsRelative lack of comprehensive talents: MMORPGs are a product that integrates creative planning, software technology, marketing and user management, and inevitably requires a large number of comprehensive talents with knowledge in planning, programming, art, operations and marketing. Since the professional training and education market related to MMORPGs is not yet mature, the internal training of enterprises is difficult and the cycle is long, resulting in a shortage of talents in the industry. The problem of talents is becoming the bottleneck of all links, and the problem of scarcity of high-level production talents is particularly prominent.
There is homogenization of products: At present, there are a large number of MMORPGs, but there are only a handful of innovative products, and there is homogenization of products. Once a MMORPGs are successful, many game developers will quickly follow up and develop the same type of products, resulting in homogeneous competition in the online game industry.
Infringements occur from time to time: The main infringements in the MMORPGs industry include number theft, plug-ins and private services. The hacking infringes the rights and interests of the players 'virtual property, resulting in the loss of the players' virtual property and affecting the user experience of the game player; the plug-in is a cheating program developed using the MMORPGs program vulnerability, which destroys the fairness of the MMORPGs and the values of the MMORPGs Balance, thus affecting the sustainable development of MMORPGs.
OpportunitiesMost countries promote the development and prosperity of culture, support the development of MMORPGs, and attach great importance to the development of cultural and creative industries, including the publication of MMORPGs. The huge development potential of the Internet industry provides conditions for industrial development. The rapid increase in Internet penetration and the improvement of Internet infrastructure have prepared the conditions for the rapid development of the MMORPGs industry. The rapid transmission of large amounts of data provided by broadband networks and the increase in computing speed of computer terminals can make the user's game process smoother. The appearance of high-performance display products can allow users to get a more immersive picture experience, which will enhance the attractiveness of MMORPGs to users.
The rapid increase of MMORPGs paying users provides protection for the development and growth of the industry. With the further improvement of game quality and player income levels, the acceptance of MMORPGs users' payment will be further improved. The growth of paying users has become an important driving force for the development of the MMORPGs industry.
Region Overview:Geographically, China held the largest market share – 28.4% in 2022.
Company Overview:NetEase, Inc. is one of the major players operating in the MMORPGs market, holding a share of 16.72% in 2023.
NetEase, Inc.
NetEase is an Internet technology company. Currently provides online games, portals, mobile news clients, mobile finance clients, e-mail, e-commerce, search engines, blogs, photo albums, social platforms, Internet education and other services.
Activision Blizzard, Inc.
Activision Blizzard is a holding company that was renamed after Activision merged Vivendi Games and is an American video game developer, publisher and distributor. In 2009, Activision Blizzard became the second largest gaming company in the world after Nintendo.
Segmentation Overview:Among different product types, PC-based MMORPGs segment is anticipated to contribute the largest market share in 2028.
Console-based MMORPGs
The first console-based open-world MMORPG was Sony PlayStation 2’s Final Fantasy XI, and EverQuest Online Adventures, also running on PlayStation 2, was the first console MMORPG in North America. Although console-based MMORPG is considered more difficult to produce, the platform is gaining more and more attention. Example games that customers can play on the console: DC Universe Online (PS3, PS4), Planetside 2 (PS4), Destiny (PS3, PS4, Xbox 360, Xbox.
PC-based MMORPGs
Computers are the first and most popular platform for people to play MMORPG games. In terms of MMORPG PC games, customers have many options. For example, World of Warcraft, Final Fantasy, Guild Wars, The Elder Scrolls are perfect examples of MMORPG games. Most MMORPG games are made for computers, but with the development of consoles, networks, and mobile technologies, most companies began to manufacture MMORPGs that are also suitable for these platforms.
Smartphone-based MMORPGs
Users can download MMORPG games, such as Avabel Online, Plants Attack, etc. from the App Store (if using iOS) or Google Play (if using Android OS). Customers should look for role-playing games in these categories. However, some browser-based MMORPGs can also be played on smartphones.
Application Overview:The market's largest segment by application is the segment Personal Computer, with a market share of 60.12% in 2022.
Personal computer
Using a personal computer to play MMORPGs has some different advantages. The visual effects are clearer and more realistic, the peripheral devices are more accurate than the console, and the game can be updated. Users can build their own games and choose where and how much money to invest in when and where. Some gamers invest in maintaining a very high-end computer, preferring to run the latest game version with the highest possible settings.
Video game console
Many gamers choose Video game console to play MMORPGs because their design is easy to set up and maintain. After removing the system from the box, the console game may start in a few minutes. There is no need to build time or technical skills to start playing. The cost of game consoles is lower than that of gaming PCs. In addition, the newer Video game console can be used for streaming movies, TV shows and music, which adds another benefit to having a console.
Smart phones
One of the most obvious advantages of playing MMORPG on Smart phones is that users can use it anytime, anywhere. The smartphone development model is very suitable for the rapid growth of mobile games, and users gradually develop the habit of playing games on mobile phones. The mobile game business model dominated by the free value-added service model is maturing, accelerating the spread of games among the player groups, and facilitating the development of subsequent payment habits for users.
Key Companies in the global MMORPGs market covered in Chapter 3:CipSoft
NCsoft
Daybreak Game Company
Nexon Co. Ltd.
Changyou.com Ltd.
Tencent Holdings Ltd.
NetEase, Inc.
Pearl Abyss Corp.
Ankama
Gamigo
ZeniMax Online Studios
Electronic Arts Inc.
Square Enix
Netmarble
Activision Blizzard, Inc.
Perfect World Co., Ltd.
In Chapter 4 and Chapter 14.2, on the basis of types, the MMORPGs market from 2018 to 2029 is primarily split into:Console-based MMORPGs
PC-based MMORPGs
Smartphone-based MMORPGs
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the MMORPGs market from 2018 to 2029 covers:Personal computer
Video game console
Smart phones
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)