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Global Multiplayer Online Battle Arena (Moba) Games Market Analysis and Forecast 2026-2032

Publisher APO Research, Inc.
Published Jan 02, 2026
Length 196 Pages
SKU # APRC20798034

Description

The global Multiplayer Online Battle Arena (Moba) Games market is projected to grow from US$ million in 2026 to US$ million by 2032, at a Compound Annual Growth Rate (CAGR) of % during the forecast period.

The North America market for Multiplayer Online Battle Arena (Moba) Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Europe market for Multiplayer Online Battle Arena (Moba) Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

Asia-Pacific market for Multiplayer Online Battle Arena (Moba) Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The China market for Multiplayer Online Battle Arena (Moba) Games is estimated to increase from $ million in 2026 to reach $ million by 2032, at a CAGR of % during the forecast period of 2026 through 2032.

The major global companies of Multiplayer Online Battle Arena (Moba) Games include Riot Games, Tencent, Blizzard Entertainment,Inc, Valve Corporation, Hi-Rez, Super Evil Megacorp, Stunlock Studios, Ronimo Games and Netmarble, etc. In 2025, the world's top three vendors accounted for approximately % of the revenue.

Report Includes

This report presents an overview of global market for Multiplayer Online Battle Arena (Moba) Games, market size. Analyses of the global market trends, with historic market revenue data for 2021 - 2025, estimates for 2026, and projections of CAGR through 2032.

This report researches the key producers of Multiplayer Online Battle Arena (Moba) Games, also provides the revenue of main regions and countries. Of the upcoming market potential for Multiplayer Online Battle Arena (Moba) Games, and key regions or countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.

This report focuses on the Multiplayer Online Battle Arena (Moba) Games revenue, market share and industry ranking of main manufacturers, data from 2021 to 2026. Identification of the major stakeholders in the global Multiplayer Online Battle Arena (Moba) Games market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.

This report analyzes the segments data by Type and by Application, revenue, and growth rate, from 2021 to 2032. Evaluation and forecast the market size for Multiplayer Online Battle Arena (Moba) Games revenue, projected growth trends, production technology, application and end-user industry.

Multiplayer Online Battle Arena (Moba) Games Segment by Company

Riot Games
Tencent
Blizzard Entertainment,Inc
Valve Corporation
Hi-Rez
Super Evil Megacorp
Stunlock Studios
Ronimo Games
Netmarble
Creative Assembly Sofia
NetDragon
Netease

Multiplayer Online Battle Arena (Moba) Games Segment by Type

PC
Mobile

Multiplayer Online Battle Arena (Moba) Games Segment by Application

Entertainment
E-Sports Competition

Multiplayer Online Battle Arena (Moba) Games Segment by Region

North America
United States
Canada
Mexico
Europe
Germany
France
U.K.
Italy
Russia
Spain
Netherlands
Switzerland
Sweden
Poland
Asia-Pacific
China
Japan
South Korea
India
Australia
Taiwan
Southeast Asia
South America
Brazil
Argentina
Chile
Middle East & Africa
Egypt
South Africa
Israel
Türkiye
GCC Countries

Study Objectives

1. To analyze and research the global status and future forecast, involving growth rate (CAGR), market share, historical and forecast.
2. To present the key players, revenue, market share, and Recent Developments.
3. To split the breakdown data by regions, type, manufacturers, and Application.
4. To analyze the global and key regions market potential and advantage, opportunity and challenge, restraints, and risks.
5. To identify significant trends, drivers, influence factors in global and regions.
6. To analyze competitive developments such as expansions, agreements, new product launches, and acquisitions in the market.

Reasons to Buy This Report

1. This report will help the readers to understand the competition within the industries and strategies for the competitive environment to enhance the potential profit. The report also focuses on the competitive landscape of the global Multiplayer Online Battle Arena (Moba) Games market, and introduces in detail the market share, industry ranking, competitor ecosystem, market performance, new product development, operation situation, expansion, and acquisition. etc. of the main players, which helps the readers to identify the main competitors and deeply understand the competition pattern of the market.
2. This report will help stakeholders to understand the global industry status and trends of Multiplayer Online Battle Arena (Moba) Games and provides them with information on key market drivers, restraints, challenges, and opportunities.
3. This report will help stakeholders to understand competitors better and gain more insights to strengthen their position in their businesses. The competitive landscape section includes the market share and rank (in market size), competitor ecosystem, new product development, expansion, and acquisition.
4. This report stays updated with novel technology integration, features, and the latest developments in the market.
5. This report helps stakeholders to gain insights into which regions to target globally.
6. This report helps stakeholders to gain insights into the end-user perception concerning the adoption of Multiplayer Online Battle Arena (Moba) Games.
7. This report helps stakeholders to identify some of the key players in the market and understand their valuable contribution.

Chapter Outline

Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Revenue of Multiplayer Online Battle Arena (Moba) Games in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world.
Chapter 4: Detailed analysis of Multiplayer Online Battle Arena (Moba) Games company competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 5: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 6: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 7: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Multiplayer Online Battle Arena (Moba) Games revenue, gross margin, and recent development, etc.
Chapter 8: North America by type, by application and by country, revenue for each segment.
Chapter 9: Europe by type, by application and by country, revenue for each segment.
Chapter 10: China type, by application, revenue for each segment.
Chapter 11: Asia (excluding China) type, by application and by region, revenue for each segment.
Chapter 12: South America, Middle East and Africa by type, by application and by country, revenue for each segment.
Chapter 13: The main concluding insights of the report.

Please Note: Single-User license will be delivered via PDF from the publisher without the rights to print or to edit.

Table of Contents

196 Pages
1 Market Overview
1.1 Product Definition
1.2 Multiplayer Online Battle Arena (Moba) Games Market by Type
1.2.1 Global Multiplayer Online Battle Arena (Moba) Games Market Size by Type, 2021 VS 2025 VS 2032
1.2.2 PC
1.2.3 Mobile
1.3 Multiplayer Online Battle Arena (Moba) Games Market by Application
1.3.1 Global Multiplayer Online Battle Arena (Moba) Games Market Size by Application, 2021 VS 2025 VS 2032
1.3.2 Entertainment
1.3.3 E-Sports Competition
1.4 Assumptions and Limitations
1.5 Study Goals and Objectives
2 Multiplayer Online Battle Arena (Moba) Games Market Dynamics
2.1 Multiplayer Online Battle Arena (Moba) Games Industry Trends
2.2 Multiplayer Online Battle Arena (Moba) Games Industry Drivers
2.3 Multiplayer Online Battle Arena (Moba) Games Industry Opportunities and Challenges
2.4 Multiplayer Online Battle Arena (Moba) Games Industry Restraints
3 Global Growth Perspective
3.1 Global Multiplayer Online Battle Arena (Moba) Games Market Perspective (2021-2032)
3.2 Global Multiplayer Online Battle Arena (Moba) Games Growth Trends by Region
3.2.1 Global Multiplayer Online Battle Arena (Moba) Games Market Size by Region: 2021 VS 2025 VS 2032
3.2.2 Global Multiplayer Online Battle Arena (Moba) Games Market Size by Region (2021-2026)
3.2.3 Global Multiplayer Online Battle Arena (Moba) Games Market Size by Region (2027-2032)
4 Competitive Landscape by Players
4.1 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Players
4.1.1 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Players (2021-2026)
4.1.2 Global Multiplayer Online Battle Arena (Moba) Games Revenue Market Share by Players (2021-2026)
4.1.3 Global Multiplayer Online Battle Arena (Moba) Games Players Revenue Share Top 10 and Top 5 in 2025
4.2 Global Multiplayer Online Battle Arena (Moba) Games Key Players Ranking, 2024 VS 2025 VS 2026
4.3 Global Multiplayer Online Battle Arena (Moba) Games Key Players Headquarters & Area Served
4.4 Global Multiplayer Online Battle Arena (Moba) Games Players, Product Type & Application
4.5 Global Multiplayer Online Battle Arena (Moba) Games Players Establishment Date
4.6 Market Competitive Analysis
4.6.1 Global Multiplayer Online Battle Arena (Moba) Games Market CR5 and HHI
4.6.3 2025 Multiplayer Online Battle Arena (Moba) Games Tier 1, Tier 2, and Tier 3
5 Multiplayer Online Battle Arena (Moba) Games Market Size by Type
5.1 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021 VS 2025 VS 2032)
5.2 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
5.3 Global Multiplayer Online Battle Arena (Moba) Games Revenue Market Share by Type (2021-2032)
6 Multiplayer Online Battle Arena (Moba) Games Market Size by Application
6.1 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021 VS 2025 VS 2032)
6.2 Global Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
6.3 Global Multiplayer Online Battle Arena (Moba) Games Revenue Market Share by Application (2021-2032)
7 Company Profiles
7.1 Riot Games
7.1.1 Riot Games Company Information
7.1.2 Riot Games Business Overview
7.1.3 Riot Games Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.1.4 Riot Games Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.1.5 Riot Games Recent Developments
7.2 Tencent
7.2.1 Tencent Company Information
7.2.2 Tencent Business Overview
7.2.3 Tencent Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.2.4 Tencent Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.2.5 Tencent Recent Developments
7.3 Blizzard Entertainment,Inc
7.3.1 Blizzard Entertainment,Inc Company Information
7.3.2 Blizzard Entertainment,Inc Business Overview
7.3.3 Blizzard Entertainment,Inc Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.3.4 Blizzard Entertainment,Inc Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.3.5 Blizzard Entertainment,Inc Recent Developments
7.4 Valve Corporation
7.4.1 Valve Corporation Company Information
7.4.2 Valve Corporation Business Overview
7.4.3 Valve Corporation Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.4.4 Valve Corporation Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.4.5 Valve Corporation Recent Developments
7.5 Hi-Rez
7.5.1 Hi-Rez Company Information
7.5.2 Hi-Rez Business Overview
7.5.3 Hi-Rez Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.5.4 Hi-Rez Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.5.5 Hi-Rez Recent Developments
7.6 Super Evil Megacorp
7.6.1 Super Evil Megacorp Company Information
7.6.2 Super Evil Megacorp Business Overview
7.6.3 Super Evil Megacorp Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.6.4 Super Evil Megacorp Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.6.5 Super Evil Megacorp Recent Developments
7.7 Stunlock Studios
7.7.1 Stunlock Studios Company Information
7.7.2 Stunlock Studios Business Overview
7.7.3 Stunlock Studios Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.7.4 Stunlock Studios Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.7.5 Stunlock Studios Recent Developments
7.8 Ronimo Games
7.8.1 Ronimo Games Company Information
7.8.2 Ronimo Games Business Overview
7.8.3 Ronimo Games Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.8.4 Ronimo Games Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.8.5 Ronimo Games Recent Developments
7.9 Netmarble
7.9.1 Netmarble Company Information
7.9.2 Netmarble Business Overview
7.9.3 Netmarble Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.9.4 Netmarble Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.9.5 Netmarble Recent Developments
7.10 Creative Assembly Sofia
7.10.1 Creative Assembly Sofia Company Information
7.10.2 Creative Assembly Sofia Business Overview
7.10.3 Creative Assembly Sofia Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.10.4 Creative Assembly Sofia Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.10.5 Creative Assembly Sofia Recent Developments
7.11 NetDragon
7.11.1 NetDragon Company Information
7.11.2 NetDragon Business Overview
7.11.3 NetDragon Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.11.4 NetDragon Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.11.5 NetDragon Recent Developments
7.12 Netease
7.12.1 Netease Company Information
7.12.2 Netease Business Overview
7.12.3 Netease Multiplayer Online Battle Arena (Moba) Games Revenue and Gross Margin (2021-2026)
7.12.4 Netease Multiplayer Online Battle Arena (Moba) Games Product Portfolio
7.12.5 Netease Recent Developments
8 North America
8.1 North America Multiplayer Online Battle Arena (Moba) Games Revenue (2021-2032)
8.2 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
8.2.1 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2026)
8.2.2 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2027-2032)
8.3 North America Multiplayer Online Battle Arena (Moba) Games Revenue Share by Type (2021-2032)
8.4 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
8.4.1 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2026)
8.4.2 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2027-2032)
8.5 North America Multiplayer Online Battle Arena (Moba) Games Revenue Share by Application (2021-2032)
8.6 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Country
8.6.1 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021 VS 2025 VS 2032)
8.6.2 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021-2026)
8.6.3 North America Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2027-2032)
8.6.4 United States
8.6.5 Canada
8.6.6 Mexico
9 Europe
9.1 Europe Multiplayer Online Battle Arena (Moba) Games Revenue (2021-2032)
9.2 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
9.2.1 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2026)
9.2.2 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2027-2032)
9.3 Europe Multiplayer Online Battle Arena (Moba) Games Revenue Share by Type (2021-2032)
9.4 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
9.4.1 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2026)
9.4.2 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2027-2032)
9.5 Europe Multiplayer Online Battle Arena (Moba) Games Revenue Share by Application (2021-2032)
9.6 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Country
9.6.1 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021 VS 2025 VS 2032)
9.6.2 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021-2026)
9.6.3 Europe Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2027-2032)
9.6.4 Germany
9.6.5 France
9.6.6 U.K.
9.6.7 Italy
9.6.8 Russia
9.6.9 Spain
9.6.10 Netherlands
9.6.11 Switzerland
9.6.12 Sweden
9.6.13 Poland
10 China
10.1 China Multiplayer Online Battle Arena (Moba) Games Revenue (2021-2032)
10.2 China Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
10.2.1 China Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2026)
10.2.2 China Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2027-2032)
10.3 China Multiplayer Online Battle Arena (Moba) Games Revenue Share by Type (2021-2032)
10.4 China Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
10.4.1 China Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2026)
10.4.2 China Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2027-2032)
10.5 China Multiplayer Online Battle Arena (Moba) Games Revenue Share by Application (2021-2032)
11 Asia (Excluding China)
11.1 Asia Multiplayer Online Battle Arena (Moba) Games Revenue (2021-2032)
11.2 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
11.2.1 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2026)
11.2.2 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2027-2032)
11.3 Asia Multiplayer Online Battle Arena (Moba) Games Revenue Share by Type (2021-2032)
11.4 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
11.4.1 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2026)
11.4.2 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2027-2032)
11.5 Asia Multiplayer Online Battle Arena (Moba) Games Revenue Share by Application (2021-2032)
11.6 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Country
11.6.1 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021 VS 2025 VS 2032)
11.6.2 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021-2026)
11.6.3 Asia Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2027-2032)
11.6.4 Japan
11.6.5 South Korea
11.6.6 India
11.6.7 Australia
11.6.8 Taiwan
11.6.9 Southeast Asia
12 South America, Middle East and Africa
12.1 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue (2021-2032)
12.2 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2032)
12.2.1 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2021-2026)
12.2.2 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Type (2027-2032)
12.3 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue Share by Type (2021-2032)
12.4 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2032)
12.4.1 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2021-2026)
12.4.2 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Application (2027-2032)
12.5 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue Share by Application (2021-2032)
12.6 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Country
12.6.1 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021 VS 2025 VS 2032)
12.6.2 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2021-2026)
12.6.3 SAMEA Multiplayer Online Battle Arena (Moba) Games Revenue by Country (2027-2032)
12.6.4 Brazil
12.6.5 Argentina
12.6.6 Chile
12.6.7 Colombia
12.6.8 Peru
12.6.9 Saudi Arabia
12.6.10 Israel
12.6.11 UAE
12.6.12 Turkey
12.6.13 Iran
12.6.14 Egypt
13 Concluding Insights
14 Appendix
14.1 Reasons for Doing This Study
14.2 Research Methodology
14.3 Research Process
14.4 Authors List of This Report
14.5 Data Source
14.5.1 Secondary Sources
14.5.2 Primary Sources
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