市场调查报告书
商品编码
1451832
2024-2032 年大型多人线上 (MMO) 游戏市场报告,按类型(MMORPG、MMOFPS、MMORTS 等)、类型(免费游戏 (F2P)、付费游戏 (P2P))和地区划分Massive Multiplayer Online (MMO) Games Market Report by Genre (MMORPG, MMOFPS, MMORTS, and Others), Type (Free to play (F2P), Pay to play (P2P)), and Region 2024-2032 |
2023年全球大型多人线上(MMO)游戏市场规模达559亿美元。展望未来, IMARC Group预计到2032年市场规模将达到1304亿美元,2024-2032年复合年增长率(CAGR)为9.57% 。职业玩家数量的不断增加、各种类型游戏的广泛使用以吸引大量消费者基础以及网路游戏在年轻人中的日益普及是推动市场发展的一些关键因素。
大型多人线上 (MMO) 游戏是允许许多参与者使用网路连接在电子设备(例如手机、电脑和笔记型电脑)上玩游戏的各种视讯游戏。这些游戏可以在购买或安装软体后访问,并且可以免费玩(F2P)和付费玩(P2P)。它们使玩家能够组建联盟、在游戏中进行交流、加入公会或氏族、交易物品以及定制他们的服装和外观。它们有助于提供真实且独特的体验,并提高游戏玩家玩游戏的满意度。除此之外,它们还有助于提高解决问题的能力,提高策略思考能力,建立团队合作和领导素质,并提高手眼协调和注意力。由于它们提供娱乐和放鬆并减轻个人压力,全球对 MMO 游戏的需求正在增加。
目前,网路游戏在年轻人中的普及以及职业玩家数量的不断增加是支撑市场成长的关键因素之一。除此之外,游戏机的日益普及,加上游戏订阅量的增加,提供了良好的市场前景。此外,人工智慧 (AI) 等先进技术越来越多地融入 MMO 游戏中,为用户提供真实的游戏体验,这为行业投资者提供了利润丰厚的成长机会。除此之外,大众对免费游戏(F2P)的需求也在增加,因为与全球其他游戏相比,它们是免费、易于安装且方便。再加上电竞游戏的日益普及,正在推动市场的成长。此外,MMO 游戏提供的各种好处,例如增强学习和认知技能,也促进了市场的成长。此外,智慧型手机用户数量的不断增长以及世界各地互联网设施的便利性正在对市场产生积极影响。与此一致的是,针对不同年龄层的具有附加功能的新类型游戏的广泛使用正在推动市场的成长。此外,主要参与者正致力于透过社群媒体行销增加电玩广告,以吸引广泛的消费者群体。
The global massive multiplayer online (MMO) games market size reached US$ 55.9 Billion in 2023. Looking forward, IMARC Group expects the market to reach US$ 130.4 Billion by 2032, exhibiting a growth rate (CAGR) of 9.57% during 2024-2032. The growing number of professional players, wide availability of various genres games to attract a large consumer base, and rising popularity of online games among young population represent some of the key factors driving the market.
Massive multiplayer online (MMO) games are various video games that allow many participants to play a game on electronic devices, such as mobile phones, computers, and laptops, using an internet connection. These games can be accessed after purchasing or installing software and are available as free to play (F2P) and pay to play (P2P). They enable players to form alliances, communicate within the game, join guilds or clans, trade items, and customize their costumes and looks. They assist in providing a realistic and unique experience and increasing the satisfaction of playing games among gamers. Besides this, they aid in enhancing problem-solving skills, increasing strategic thinking skills, building teamwork and leadership qualities, and improving hand and eye coordination and concentration power. As they provide entertainment and relaxation and reduce stress among individuals, the demand for MMO games is increasing across the globe.
At present, the rising popularity of online games among the young population, along with the increasing number of professional players, represents one of the key factors supporting the growth of the market. Besides this, the growing adoption of gaming consoles, coupled with the rising gaming subscriptions, is offering a favorable market outlook. Additionally, the increasing integration of advanced technologies, such as artificial intelligence (AI), in MMO games to provide real-world gaming experience to users is offering lucrative growth opportunities to industry investors. Apart from this, there is a rise in the demand for free to play (F2P) games among the masses, as they are free of cost, easily installed, and convenient compared to other games across the globe. This, coupled with the increasing popularity of e-sports games, is impelling the growth of the market. In addition, various benefits offered by MMO games, such as enhanced learning and cognitive skills, is contributing to the growth of the market. Moreover, the growing number of smartphone users, along with the ease of internet facilities around the world, is positively influencing the market. In line with this, the wide availability of new genres of games with additional features for different age groups is bolstering the growth of the market. Furthermore, key players are focusing on increasing video game advertising through social media marketing to attract a wide consumer base.
IMARC Group provides an analysis of the key trends in each segment of the global massive multiplayer online (MMO) games market, along with forecasts at the global, regional, and country levels from 2024-2032. Our report has categorized the market based on genre and type.
MMORPG
MMOFPS
MMORTS
Others
The report has provided a detailed breakup and analysis of the massive multiplayer online (MMO) games market based on the genre. This includes MMORPG, MMOFPS, MMORTS, and others. According to the report, MMORPG represented the largest segment.
Free to play (F2P)
Pay to play (P2P)
A detailed breakup and analysis of the massive multiplayer online (MMO) games market based on the type has also been provided in the report. This includes free to play (F2P) and pay to play (P2P). According to the report, free to play (F2P) accounted for the largest market share.
North America
United States
Canada
Asia Pacific
China
Japan
India
South Korea
Australia
Indonesia
Others
Europe
Germany
France
United Kingdom
Italy
Spain
Russia
Others
Latin America
Brazil
Mexico
Others
Middle East and Africa
The report has also provided a comprehensive analysis of all the major regional markets, which include North America (the United States and Canada); Asia Pacific (China, Japan, India, South Korea, Australia, Indonesia, and others); Europe (Germany, France, the United Kingdom, Italy, Spain, Russia, and others); Latin America (Brazil, Mexico, and others); and the Middle East and Africa. According to the report, Asia Pacific was the largest market for massive multiplayer online (MMO) games. Some of the factors driving the Asia Pacific massive multiplayer online (MMO) games market included the growing preferences for online gaming, rising number of mobile phone users, increasing demand for enhanced gaming experience among users, etc.
The report has also provided a comprehensive analysis of the competitive landscape in the global massive multiplayer online (MMO) games market. Detailed profiles of all major companies have been provided. Some of the companies covered include Activision Blizzard Inc., Ankama, CCP ehf. (Pearl Abyss), ChangYou.com Limited. (Sohu Inc.), CipSoft GmbH, Cryptic Studios Inc. (Embracer Group), Electronic Arts Inc., gamigo AG (Media and Games Invest), GungHo Online Entertainment Inc., Jagex Ltd. (The Carlyle Group), Krafton Inc., NCSOFT Corporation, NetEase Inc., etc. Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.
Kindly note that this only represents a partial list of companies, and the complete list has been provided in the report.