Global MMOG (Massively Multiplayer Online Games) Market to Reach $51.8 Billion by 2030
The global market for MMOG (Massively Multiplayer Online Games) estimated at US$27.2 Billion in the year 2022, is projected to reach a revised size of US$51.8 Billion by 2030, growing at a CAGR of 8.4% over the analysis period 2022-2030. Role Play Games (RPG), one of the segments analyzed in the report, is projected to record 9.7% CAGR and reach US$29.2 Billion by the end of the analysis period. Taking into account the ongoing post pandemic recovery, growth in the First-Person Shooter (FPS) segment is readjusted to a revised 7.7% CAGR for the next 8-year period.The U.S. Market is Estimated at $7.4 Billion, While China is Forecast to Grow at 12.7% CAGR
The MMOG (Massively Multiplayer Online Games) market in the U.S. is estimated at US$7.4 Billion in the year 2022. China, the world's second largest economy, is forecast to reach a projected market size of US$11.9 Billion by the year 2030 trailing a CAGR of 12.7% over the analysis period 2022 to 2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at 4.1% and 6.5% respectively over the 2022-2030 period. Within Europe, Germany is forecast to grow at approximately 5.5% CAGR.Select Competitors (Total 51 Featured) -
- Activision Blizzard, Inc.
- Aeria Games GmbH
- Ankama
- CCP HF
- Changyou.com Ltd.
- CipSoft GmbH
- Cryptic Studios Inc.
- eGames.com
- Electronic Arts, Inc.
- GungHo Online Entertainment, Inc.
- Jagex Limited
- King.com Ltd.
- Konami Gaming, Inc.
- NCSOFT Corporation
- NetEase, Inc.
- NEXON Corporation
- Perfect World Entertainment, Inc.
- Riot Games, Inc.
- SEGA Holdings Co., Ltd.
- Shanda Interactive Entertainment Ltd.
- Softnyx Ltd.
- Square Enix Holdings Co., Ltd.
- Take-Two Interactive Software, Inc.
- Tencent Cloud
- The Walt Disney Company
- Webzen Inc.
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- Global competitiveness and key competitor percentage market shares
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Table of Contents
I. METHODOLOGYII. EXECUTIVE SUMMARY2. FOCUS ON SELECT PLAYERS3. MARKET TRENDS & DRIVERSIII. MARKET ANALYSISSOUTH KOREAREST OF ASIA-PACIFICARGENTINABRAZILMEXICOREST OF LATIN AMERICAIRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EASTIV. COMPETITION
1. MARKET OVERVIEW
- Influencer Market Insights
- World Market Trajectories
- MMOG (Massively Multiplayer Online Games) - Global Key Competitors Percentage Market Share in 2022 (E)
- Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2022 (E)
- Impact of Covid-19 and a Looming Global Recession
4. GLOBAL MARKET PERSPECTIVE
- Table 1: World Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 2: World Historic Review for MMOG (Massively Multiplayer Online Games) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 3: World 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2014, 2023 & 2030
- Table 4: World Recent Past, Current & Future Analysis for Role Play Games (RPG) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 5: World Historic Review for Role Play Games (RPG) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 6: World 16-Year Perspective for Role Play Games (RPG) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 7: World Recent Past, Current & Future Analysis for First-Person Shooter (FPS) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 8: World Historic Review for First-Person Shooter (FPS) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 9: World 16-Year Perspective for First-Person Shooter (FPS) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 10: World Recent Past, Current & Future Analysis for Real-Time Strategy (RTS) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 11: World Historic Review for Real-Time Strategy (RTS) by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 12: World 16-Year Perspective for Real-Time Strategy (RTS) by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 13: World Recent Past, Current & Future Analysis for Personal by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 14: World Historic Review for Personal by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 15: World 16-Year Perspective for Personal by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 16: World Recent Past, Current & Future Analysis for Commercial by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 17: World Historic Review for Commercial by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 18: World 16-Year Perspective for Commercial by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2014, 2023 & 2030
- Table 19: World MMOG (Massively Multiplayer Online Games) Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
UNITED STATES
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2023 (E)
- Table 20: USA Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 21: USA Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 22: USA 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 23: USA Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 24: USA Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 25: USA 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
CANADA
- Table 26: Canada Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 27: Canada Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 28: Canada 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 29: Canada Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 30: Canada Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 31: Canada 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
JAPAN
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2023 (E)
- Table 32: Japan Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 33: Japan Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 34: Japan 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 35: Japan Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 36: Japan Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 37: Japan 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
CHINA
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2023 (E)
- Table 38: China Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 39: China Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 40: China 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 41: China Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 42: China Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 43: China 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
EUROPE
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2023 (E)
- Table 44: Europe Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 45: Europe Historic Review for MMOG (Massively Multiplayer Online Games) by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 46: Europe 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2014, 2023 & 2030
- Table 47: Europe Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 48: Europe Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 49: Europe 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 50: Europe Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 51: Europe Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 52: Europe 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
FRANCE
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2023 (E)
- Table 53: France Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 54: France Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 55: France 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 56: France Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 57: France Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 58: France 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
GERMANY
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2023 (E)
- Table 59: Germany Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 60: Germany Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 61: Germany 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 62: Germany Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 63: Germany Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 64: Germany 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
ITALY
- Table 65: Italy Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 66: Italy Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 67: Italy 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 68: Italy Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 69: Italy Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 70: Italy 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
UNITED KINGDOM
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2023 (E)
- Table 71: UK Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 72: UK Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 73: UK 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 74: UK Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 75: UK Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 76: UK 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
SPAIN
- Table 77: Spain Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 78: Spain Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 79: Spain 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 80: Spain Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 81: Spain Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 82: Spain 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
RUSSIA
- Table 83: Russia Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 84: Russia Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 85: Russia 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 86: Russia Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 87: Russia Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 88: Russia 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
REST OF EUROPE
- Table 89: Rest of Europe Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 90: Rest of Europe Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 91: Rest of Europe 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 92: Rest of Europe Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 93: Rest of Europe Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 94: Rest of Europe 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
ASIA-PACIFIC
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2023 (E)
- Table 95: Asia-Pacific Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2022 through 2030 and % CAGR
- Table 96: Asia-Pacific Historic Review for MMOG (Massively Multiplayer Online Games) by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 97: Asia-Pacific 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2014, 2023 & 2030
- Table 98: Asia-Pacific Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 99: Asia-Pacific Historic Review for MMOG (Massively Multiplayer Online Games) by Type - Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 100: Asia-Pacific 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Type - Percentage Breakdown of Value Sales for Role Play Games (RPG), First-Person Shooter (FPS) and Real-Time Strategy (RTS) for the Years 2014, 2023 & 2030
- Table 101: Asia-Pacific Recent Past, Current & Future Analysis for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial - Independent Analysis of Annual Sales in US$ Million for the Years 2022 through 2030 and % CAGR
- Table 102: Asia-Pacific Historic Review for MMOG (Massively Multiplayer Online Games) by Application - Personal and Commercial Markets - Independent Analysis of Annual Sales in US$ Million for Years 2014 through 2021 and % CAGR
- Table 103: Asia-Pacific 16-Year Perspective for MMOG (Massively Multiplayer Online Games) by Application - Percentage Breakdown of Value Sales for Personal and Commercial for the Years 2014, 2023 & 2030
AUSTRALIA
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2023 (E)
INDIA
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2023 (E)
LATIN AMERICA
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2023 (E)
MIDDLE EAST
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2023 (E)
AFRICA
- MMOG (Massively Multiplayer Online Games) Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2023 (E)
Companies Mentioned (Partial List)
A selection of companies mentioned in this report includes, but is not limited to:
- Activision Blizzard, Inc.
- Aeria Games GmbH
- Ankama
- CCP HF
- Changyou.com Ltd.
- CipSoft GmbH
- Cryptic Studios Inc.
- eGames.com
- Electronic Arts, Inc.
- GungHo Online Entertainment, Inc.
- Jagex Limited
- King.com Ltd.
- Konami Gaming, Inc.
- NCSOFT Corporation
- NetEase, Inc.
- NEXON Corporation
- Perfect World Entertainment, Inc.
- Riot Games, Inc.
- SEGA Holdings Co., Ltd.
- Shanda Interactive Entertainment Ltd.
- Softnyx Ltd.
- Square Enix Holdings Co., Ltd.
- Take-Two Interactive Software, Inc.
- Tencent Cloud
- The Walt Disney Company
- Webzen Inc.
Table Information
Report Attribute | Details |
---|---|
No. of Pages | 187 |
Published | April 2024 |
Forecast Period | 2020 - 2027 |
Estimated Market Value ( USD | $ 21.3 Billion |
Forecasted Market Value ( USD | $ 38.8 Billion |
Compound Annual Growth Rate | 8.9% |
Regions Covered | Global |