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市场调查报告书
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1660066

P2P (Pay-to-Play) MMO游戏市场:现状分析与未来预测 (2024年~2032年)

Pay-to-Play (P2P) MMO Games Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2个工作天内

价格
简介目录

P2P(付费游戏)MMO 游戏市场预计将以约 9.03% 的速度成长。这是由于竞技游戏的兴起、P2P MMO 的兴起以及忠实玩家的获得。此外,不断增加的研发、投资、产品进步和产业合作也在推动 P2P(付费游戏) MMO 游戏市场的发展。例如,2024年,美国艺电公司(EA)宣布了雄心勃勃的计划,计划在未来五年内将其全球受众数量增加一倍,达到 10 亿以上。该策略在 EA 的投资者日上宣布,详细介绍了其到 2027 财年的长期成长目标,旨在超越市场成长并提高利润率。

市场依类型分为直接收费和间接收费。直接支付类别是全球 P2P(付费游戏)MMO 游戏市场中最大的部分。直接计费要求玩家支付固定费用(一次性费用或订阅费用)来玩游戏。稳定的收入使开发者能够投资优质内容、游戏改进并为玩家提供相同的价值。这种收入模式是稳定的,因为所有筹集的资金都直接支持公司,而公司将专注于透过巩固玩家忠诚度和鼓励进一步开发游戏内容来吸引更多的游戏用户,从而维持这些游戏的长期成长。

依照用途来看,市场分为业余游戏玩家和专业游戏玩家。其中,业余玩家对 P2P(付费游戏)MMO 游戏产业的贡献最大,他们推动了游戏整体玩家数量和整体社群水平的提升。这些玩家不一定有任何游戏经验,但很可能会被 P2P MMO 的易玩性、世界观和社交元素所吸引。最近的趋势是,游戏开发商透过设计简单的游戏来迎合潜在的游戏玩家,这些游戏具有任何人都可以享受的基本和简单的玩法。随着业余游戏玩家数量的不断增加,新订阅用户的不断产生,游戏不断发展,P2P MMO 游戏变得越来越受欢迎和成功。

为了更了解 P2P(付费游戏)MMO 游戏的市场采用情况,我们根据北美(美国、加拿大和北美其他地区)、欧洲(德国、英国、法国、西班牙、义大利和欧洲其他地区)、亚太地区(中国、日本、印度和亚太地区其他地区)和世界其他地区的全球影响力对市场进行了分析。其中,北美P2P MMO游戏市场是国际电玩产业最受欢迎和最相关的细分市场之一。这是因为北美拥有成熟且多样化的玩家群体,他们愿意在游戏上花钱。我们与 P2P MMO 游戏领域的一些知名公司联合发行游戏,其中包括暴雪娱乐、艺电以及其他长期广受欢迎的游戏的主要开发商。推动市场发展的因素包括高可支配收入、不断改进的游戏平台以及对卓越网路体验日益增长的需求。此外,鑑于电子竞技和虚拟世界市场的成长,云端游戏和创新技术、社群创建的内容以及频繁的内容更新正在维持市场成长,这一点仍然显而易见。

在市场上营运的主要公司包括暴雪娱乐(Activision Blizzard)、电子艺界公司、网易公司、腾讯云、Valve Corporation、SQUARE ENIX、Pearl Abyss Corp.、ZENIMAX MEDIA INC(微软)、NCSOFT Corporation 和 Kakao Games Corp。

目录

第1章 市场概要

  • 市场定义
  • 主要目的
  • 相关利益者
  • 限制事项

第2章 分析方法或前提条件

  • 分析流程
  • 分析方法
  • 受访者简介

第3章 摘要整理

  • 产业摘要
  • 各市场区隔预测
    • 市场成长的强度
  • 地区展望

第4章 市场动态

  • 促进因素
  • 机会
  • 阻碍因素
  • 趋势
  • PESTEL分析
  • 需求面分析
  • 供给面分析
    • 企业合併·收购 (M&A)
    • 合作与投资情境
    • 产业考察:主要Start-Ups企业及其独家策略

第5章 价格分析

  • 价格分析:各地区
  • 价格的影响因素

第6章 全球P2P (Pay-to-Play) MMO游戏的市场收益 (2022~2032年)

第7章 市场分析:各类型

  • 直接收费
  • 间接收费

第8章 市场分析:各用途

  • 业余爱好者游戏玩家
  • 专业游戏玩家

第9章 市场分析:各地区

  • 北美
    • 美国
    • 加拿大
    • 其他北美地区
  • 欧洲
    • 德国
    • 英国
    • 法国
    • 义大利
    • 西班牙
    • 其他欧洲地区
  • 亚太地区
    • 中国
    • 日本
    • 印度
    • 其他亚太地区
  • 全球其他地区

第10章 价值链分析

  • 限制分析
  • 市场参与企业一览

第11章 竞争情形

  • 竞争仪表板
  • 企业的市场定位分析
  • 波特的五力分析

第12章 企业简介

  • Blizzard Entertainment, Inc. (Activision Blizzard)
    • 企业概要
    • 主要的财务指标
    • SWOT分析
    • 产品系列
    • 近几年趋势
  • Electronic Arts Inc.
  • NetEase, Inc.
  • Tencent Cloud
  • Valve Corporation
  • SQUARE ENIX
  • Pearl Abyss Corp
  • ZENIMAX MEDIA INC (Microsoft)
  • NCSOFT Corporation
  • Kakao Games Corp.

第13章 缩写与前提条件

第14章 附录

简介目录
Product Code: UMME213152

The Pay-to-Play (P2P) MMO Games market can be defined as online multiplayer games, which demand a subscription or payment of a particular amount to access or play. This market has been experiencing growth year by year because companies and consumers have both been seeking big experiences in the virtual world, there is a trend towards producing more high-quality content, as well as improvements in the game mechanics and options. Factors promoting growth are the increasing number of gamers, the development of technologies, and increasing popularity of esports, and the use of virtual reality, which generates interest in the resalable product and stimulates the development of this market.

The Pay-to-Play (P2P) MMO Games market is set to show a growth rate of about 9.03%. This is due to the rise of competitive gaming, elevating the status of P2P MMOs, and attracting dedicated players. Also, increasing R&D, investment, product advancements, and collaborations in this industry drive the Pay-to-Play (P2P) MMO Games market. For instance, in 2024, Electronic Arts (EA) announced an ambitious plan to double its global audience to over 1 billion people within the next five years. This strategy was unveiled during EA's Investor Day, where the company detailed its long-term growth objectives aimed at outpacing market growth and enhancing profit margins through fiscal year 2027.

Based on type, the market is segmented into directly pay and indirectly pay. The directly pay category is the largest segment in the global Pay-to-Play (P2P) MMO Games market. The directly pay category influences players to pay a fixed fee, either a single amount or a subscription to play the game. They make this possible to offer stable revenues for developers to be able to invest in quality content, game improvements, and more of the same value for players. This kind of revenue model is stable because all sourced funding supports the conveyed direct payments which in turn concentrate on sustaining the long-term growth of these games through entrenching player loyalty as well as encouraging further development of game content to attract more and more game subscribers

Based on the application, the market is bifurcated into amateur gamers and professional gamers. Among these, the amateur gamers category is the largest contributor to the Pay-to-Play (P2P) MMO Games industry by boosting the overall players' population and the overall community level around the game. These players, who won't necessarily come from past gaming experience, would be drawn to the ease of play, feel of the world, and social components of P2P MMOs. In recent years, game developers have designed games simple enough for everyone with basic and easy gameplay to cater to the subliminal gamer. With the constant increase in the quantity of amateur gamers new subscriptions are created and the game keeps on developing, making P2P MMO games more and more popular and successful.

For a better understanding of the market adoption of Pay-to-Play (P2P) MMO Games, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Among these, the North American P2P MMO Games market is one of the most popular and relevant segments in the international video gaming industry, as those players who are willing to spend money on games have a mature and diverse audience in North America. It is co-sell with some of the largest players in the P2P MMO games including main developers of games that have proven long-term popularity such as Blizzard Entertainment, Electronic Arts, and others. The market is driven by high disposable income, improved gaming platforms, and a rising need for superior internet experience. Furthermore, this remains evident given the growing esports and virtual world market, cloud gaming and innovative technology, community-created content, and frequent content updates to sustain market growth.

Some major players running in the market include Blizzard Entertainment, Inc. (Activision Blizzard); Electronic Arts Inc.; NetEase, Inc.; Tencent Cloud; Valve Corporation; SQUARE ENIX; Pearl Abyss Corp; ZENIMAX MEDIA INC (Microsoft); NCSOFT Corporation; Kakao Games Corp.

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Global Pay-to-Play (P2P) MMO Games Market
  • 2.2. Research Methodology of the Global Pay-to-Play (P2P) MMO Games Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Collaboration & Investment and Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL PAY-TO-PLAY (P2P) MMO GAMES MARKET REVENUE (USD BN), 2022-2032F

7.MARKET INSIGHTS BY TYPE

  • 7.1. Directly Pay
  • 7.2. Indirectly Pay

8.MARKET INSIGHTS BY APPLICATION

  • 8.1. Amateur Gamers
  • 8.2. Professional Gamers

9.MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Italy
    • 9.2.5. Spain
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10.VALUE CHAIN ANALYSIS

  • 10.1. Marginal Analysis
  • 10.2. List of Market Participants

11.COMPETITIVE LANDSCAPE

  • 11.1. Competition Dashboard
  • 11.2. Competitor Market Positioning Analysis
  • 11.3. Porter Five Forces Analysis

12.COMPANY PROFILED

  • 12.1. Blizzard Entertainment, Inc. (Activision Blizzard)
    • 12.1.1. Company Overview
    • 12.1.2. Key Financials
    • 12.1.3. SWOT Analysis
    • 12.1.4. Product Portfolio
    • 12.1.5. Recent Developments
  • 12.2. Electronic Arts Inc.
  • 12.3. NetEase, Inc.
  • 12.4. Tencent Cloud
  • 12.5. Valve Corporation
  • 12.6. SQUARE ENIX
  • 12.7. Pearl Abyss Corp
  • 12.8. ZENIMAX MEDIA INC (Microsoft)
  • 12.9. NCSOFT Corporation
  • 12.10. Kakao Games Corp.

13.ACRONYMS & ASSUMPTION

14.ANNEXURE