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Global Massive Multiplayer Online (MMO) Games Market 2017-2021

Global Massive Multiplayer Online (MMO) Games Market 2017-2021

About Massive Multiplayer Online (MMO) Games

Massive multiplayer online (MMO) gaming involves several players playing different roles and strategies in a particular game from across the world. MMO are of different types such as role play games (RPG), first-person shooter (FPS), and real-time strategy (RTS) games. Developers are constantly developing new genres of games to break away from traditional ways of gaming. They are regularly creating sub-genres within the main genre. Adding elements into the MMO games has resulted in the formation of mixed and intricate combinations in the gaming world.

Technavio’s analysts forecast the global massive multiplayer online (MMO) games market to grow at a CAGR of 7.70% during the period 2017-2021.

Covered in this report

The report covers the present scenario and the growth prospects of the global massive multiplayer online (MMO) games market for 2017-2021. The report presents a detailed picture of the market by way of study, synthesis, and summation of data from multiple sources.

The market is divided into the following segments based on geography:

  • Americas
  • APAC
  • EMEA
Technavio's report, Global Massive Multiplayer Online (MMO) Games Market 2017-2021, has been prepared based on an in-depth market analysis with inputs from industry experts. The report covers the market landscape and its growth prospects over the coming years. The report also includes a discussion of the key vendors operating in this market.

Key vendors
  • Activision Blizzard
  • Electronic Arts
  • Riot Games
  • Tencent
  • Valve Corporation
Other prominent vendors
  • Aeria Games and Entertainment
  • Ankama
  • CCP
  • ChangYou.com
  • CipSoft
  • Cryptic Studios
  • Disney
  • eGames
  • GungHo Online Entertainment
  • King.com
  • KONAMI
  • WebZen (gPotato)
  • Jagex
  • WeMade Entertainment (Joymax)
  • NCSoft
  • NetEase
  • NEXON Korea Corporation and NEXON America
  • OGPlanet
  • Perfect World
  • SEGA Holdings
  • Shanda Interactive Entertainment
  • SOFTNYX
  • Sony Online Entertainment
  • SQUARE ENIX
  • Take-Two Interactive Software
  • Warner Bros. Entertainment
Market driver
  • Availability of several payment services in the online gaming industry
  • For a full, detailed list, view our report
Market challenge
  • Delivering gaming content online
  • For a full, detailed list, view our report
Market trend
  • Possibility of MMOs being incorporated in e-sports in the coming years
  • For a full, detailed list, view our report
Key questions answered in this report
  • What will the market size be in 2021 and what will the growth rate be?
  • What are the key market trends?
  • What is driving this market?
  • What are the challenges to market growth?
  • Who are the key vendors in this market space?


Press Release

Technavio Announces the Publication of its Research Report – Global Massive Multiplayer Online (MMO) Games Market 2017-2021

Technavio recognizes the following companies as the key players in the global massive multiplayer online (MMO) games market: Activision Blizzard, Electronic Arts, Riot Games, Tencent, and Valve Corporation.

Other Prominent Vendors in the market are: Aeria Games and Entertainment, Ankama, CCP, ChangYou.com, CipSoft, Cryptic Studios, Disney, eGames, GungHo Online Entertainment, King.com, KONAMI, WebZen (gPotato), Jagex, WeMade Entertainment (Joymax), NCSoft, NetEase, NEXON Korea Corporation and NEXON America, OGPlanet, Perfect World, SEGA Holdings, Shanda Interactive Entertainment, SOFTNYX, Sony Online Entertainment, SQUARE ENIX, Take-Two Interactive Software, and Warner Bros. Entertainment.

Commenting on the report, an analyst from Technavio’s team said: “One trend in the market is possibility of MMOs being incorporated in e-sports in the coming years. E-sports is increasingly becoming popular as professional gamers compete against each other as in any other physical sporting events. Several gaming teams around the world fight for prestige and hefty prizes.”

According to the report, one driver in the market is availability of several payment services in the online gaming industry. There are various MMO games available with in-app purchases. These in-app purchases prompt the user to make payments to collect points and get rewards as well as power against the opponent player. There are several innovative payment solutions available in the gaming industry, which assist specialists in maximizing the revenue generated from these games while attracting new players. One Click Payment is one such payment option; it is a unique payment service that provides a convenient way to recharge user accounts in a single click.

Further, the report states that one challenge in the market is delivering gaming content online. Several gaming companies face difficulties in delivering gaming content online. The size of game downloads is increasing exponentially with new technologies, such as 4K and Ultra HD, being released in the market. These technologies enhance the gaming experience, but they damage the pre-gaming experience, which revolves around downloading game content. Gamers must wait for hours to download content, which accounts for bad user experience. Delivering large files quickly online is a major challenge faced by gaming companies.

Companies Mentioned

Activision Blizzard, Electronic Arts, Riot Games, Tencent, Valve Corporation, Aeria Games and Entertainment, Ankama, CCP, ChangYou.com, CipSoft, Cryptic Studios, Disney, eGames, GungHo Online Entertainment, King.com, KONAMI, WebZen (gPotato), Jagex, WeMade Entertainment (Joymax), NCSoft, NetEase, NEXON Korea Corporation and NEXON America, OGPlanet, Perfect World, SEGA Holdings, Shanda Interactive Entertainment, SOFTNYX, Sony Online Entertainment, SQUARE ENIX, Take-Two Interactive Software, and Warner Bros. Entertainment.

  • Executive summary
  • Scope of the report
  • Research methodology
  • Introduction
    • Market outline
  • Market landscape
    • Market overview
      • Table Global MMO games market: Overview
    • Market size and forecast
      • Table Global MMO games market 2016-2021 ($ billions)
    • Five forces analysis
      • Table Five forces analysis
  • Market segmentation by genre
    • Global MMO games market by genre
      • Table Global MMO games market by genre 2016 (% share) of revenue)
      • Table Global MMO games market 2021 (% share of revenue)
    • Global MMO games market by MMORPG
      • Table Global MMO games market by MMORPG 2016-2021 ($ billions)
    • Global MMO games market by MMOFPS
      • Table Global MMO games market by MMOFPS 2016-2021 ($ billions)
    • Global MMO games market by MMORTS
      • Table Global MMO market by MMORTS 2016-2021 ($ billions)
    • Global MMO games market by others
      • Table Global MMO games market by others 2016-2021 ($ billions)
  • Market segmentation by revenue model
    • Global MMO games market by revenue model
      • Table Global MMO games market by revenue model 2016 (% share of revenue)
    • Global MMO games market by F2P model
      • Table Global MMO games market by F2P revenue model 2016-2021 ($ billions)
    • Global MMO games market by P2P model
      • Table Global MMO games market by P2P revenue model 2016-2021 ($ billions)
  • Regional landscape
    • Geographical segmentation
      • Table Global MMO games market 2016-2021 - market size & forecast
    • Regional comparison
      • Table Regional comparison (%)
    • APAC - market size & forecast
      • Table APAC - market size & forecast 2016-2021 ($ billions)
      • Table APAC - Year-over-year growth 2017-2021 (%)
    • Americas - market size & forecast
      • Table Americas - market size & forecast 2016-2021 ($ billions)
      • Table Americas - Year-over-year growth 2017-2021 (%)
    • EMEA - market size & forecast
      • Table EMEA - market size & forecast 2016-2021 ($ billions)
      • Table EMEA - Year-over-year growth 2017-2021 (%)
    • Key leading countries
      • Table Key leading countries
    • China
      • Table MMO games market in China 2016-2021 ($ billions)
    • US
      • Table MMO games market in US 2016-2021 ($ billions)
    • Japan
      • Table MMO games market in Japan 2016-2021 ($ billions)
    • Germany
    • UK
    • Market opportunity
  • Decision framework
  • Drivers and challenges
    • Market drivers
    • Market challenges
  • Market trends
    • Possibility of MMOs being incorporated in e-sports in the coming years
    • Games converting to F2P model
    • VR/AR in MMO gaming
  • Vendor landscape
    • Competitive scenario
    • Activision Blizzard
    • Electronic Arts
    • Riot Games
    • Tencent
    • Valve Corporation
    • Other prominent vendors
      • Table Other prominent vendors
  • Appendix
    • List of abbreviations
  • Explore Technavio

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