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MMORPGs-Global Market Insights and Sales Trends 2025

MMORPGs-Global Market Insights and Sales Trends 2025

Publishing Date : Mar, 2025

License Type :
 

Report Code : 1864759

No of Pages : 100

Synopsis
Massively multiplayer online role-playing games (MMORPGs) are a combination of role-playing video games and massively multiplayer online games in which a very large number of players interact with one another within a virtual world.
The global MMORPGs market size is expected to reach US$ million by 2029, growing at a CAGR of % from 2023 to 2029. The market is mainly driven by the significant applications of MMORPGs in various end use industries. The expanding demands from the Juvenile (7-17), Youth (18-40), Middle Aged (41-65) and Elderly (>66), are propelling MMORPGs market. PC-based, one of the segments analysed in this report, is projected to record % CAGR and reach US$ million by the end of the analysis period. Growth in the TV-based segment is estimated at % CAGR for the next seven-year period.
Asia Pacific shows high growth potential for MMORPGs market, driven by demand from China, the second largest economy with some signs of stabilising, the MMORPGs market in China is forecast to reach US$ million by 2029, trailing a CAGR of % over the 2023-2029 period, while the U.S. market will reach US$ million by 2029, exhibiting a CAGR of % during the same period.
Report Objectives
This report provides market insight on the different segments, by players, by Type, by Application. Market size and forecast (2018-2029) has been provided in the report. The primary objectives of this report are to provide 1) global market size and forecasts, growth rates, market dynamics, industry structure and developments, market situation, trends; 2) global market share and ranking by company; 3) comprehensive presentation of the global market for MMORPGs, with both quantitative and qualitative analysis through detailed segmentation; 4) detailed value chain analysis and review of growth factors essential for the existing market players and new entrants; 5) emerging opportunities in the market and the future impact of major drivers and restraints of the market.
Key Features of The Study:
This report provides in-depth analysis of the global MMORPGs market, and provides market size (US$ million) and CAGR for the forecast period (2023-2029), considering 2022 as the base year.
This report profiles key players in the global MMORPGs market based on the following parameters - company details (found date, headquarters, manufacturing bases), products portfolio, MMORPGs sales data, market share and ranking.
This report elucidates potential market opportunities across different segments and explains attractive investment proposition matrices for this market.
This report illustrates key insights about market drivers, restraints, opportunities, market trends, regional outlook.
Key companies of MMORPGs covered in this report include NCSOFT, Pearl Abyss, Krafton, Neowiz, Blizzard Entertainment, Smilegate, ZeniMax Online Studios, Trion Worlds and Nexon, etc.
The global MMORPGs market report caters to various stakeholders in this industry including investors, suppliers, product players, distributors, new entrants, and financial analysts.
Market Segmentation
Company Profiles:
NCSOFT
Pearl Abyss
Krafton
Neowiz
Blizzard Entertainment
Smilegate
ZeniMax Online Studios
Trion Worlds
Nexon
NetEase
Tencent
Global MMORPGs market, by region:
North America (U.S., Canada, Mexico)
Europe (Germany, France, UK, Italy, etc.)
Asia Pacific (China, Japan, South Korea, Southeast Asia, India, etc.)
South America (Brazil, etc.)
Middle East and Africa (Turkey, GCC Countries, Africa, etc.)
Global MMORPGs market, Segment by Type:
PC-based
TV-based
Smartphone-based
Global MMORPGs market, by Application
Juvenile (7-17)
Youth (18-40)
Middle Aged (41-65)
Elderly (>66)
Core Chapters
Chapter One: Introduces the report scope of the report, executive summary of global and regional market size and CAGR for the history and forecast period (2018-2023, 2024-2029). 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 Two: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter Three: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter Four: Detailed analysis of MMORPGs companies’ competitive landscape, revenue, market share and ranking, latest development plan, merger, and acquisition information, etc.
Chapter Five: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product introduction, revenue, recent development, etc.
Chapter Six, Seven, Eight, Nine and Ten: North America, Europe, Asia Pacific, Latin America, Middle East & Africa, revenue by country.
Chapter Eleven: this section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter Twelve: Research Finding/Conclusion
Index
1 Market Overview of MMORPGs
1.1 MMORPGs Market Overview
1.1.1 MMORPGs Product Scope
1.1.2 MMORPGs Market Status and Outlook
1.2 Global MMORPGs Market Size Overview by Region 2018 VS 2022 VS 2029
1.3 Global MMORPGs Market Size by Region (2018-2029)
1.4 Global MMORPGs Historic Market Size by Region (2018-2023)
1.5 Global MMORPGs Market Size Forecast by Region (2024-2029)
1.6 Key Regions, MMORPGs Market Size (2018-2029)
1.6.1 North America MMORPGs Market Size (2018-2029)
1.6.2 Europe MMORPGs Market Size (2018-2029)
1.6.3 Asia-Pacific MMORPGs Market Size (2018-2029)
1.6.4 Latin America MMORPGs Market Size (2018-2029)
1.6.5 Middle East & Africa MMORPGs Market Size (2018-2029)
2 MMORPGs Market by Type
2.1 Introduction
2.1.1 PC-based
2.1.2 TV-based
2.1.3 Smartphone-based
2.2 Global MMORPGs Market Size by Type: 2018 VS 2022 VS 2029
2.2.1 Global MMORPGs Historic Market Size by Type (2018-2023)
2.2.2 Global MMORPGs Forecasted Market Size by Type (2024-2029)
2.3 Key Regions Market Size by Type
2.3.1 North America MMORPGs Revenue Breakdown by Type (2018-2029)
2.3.2 Europe MMORPGs Revenue Breakdown by Type (2018-2029)
2.3.3 Asia-Pacific MMORPGs Revenue Breakdown by Type (2018-2029)
2.3.4 Latin America MMORPGs Revenue Breakdown by Type (2018-2029)
2.3.5 Middle East and Africa MMORPGs Revenue Breakdown by Type (2018-2029)
3 MMORPGs Market Overview by Application
3.1 Introduction
3.1.1 Juvenile (7-17)
3.1.2 Youth (18-40)
3.1.3 Middle Aged (41-65)
3.1.4 Elderly (>66)
3.2 Global MMORPGs Market Size by Application: 2018 VS 2022 VS 2029
3.2.1 Global MMORPGs Historic Market Size by Application (2018-2023)
3.2.2 Global MMORPGs Forecasted Market Size by Application (2024-2029)
3.3 Key Regions Market Size by Application
3.3.1 North America MMORPGs Revenue Breakdown by Application (2018-2029)
3.3.2 Europe MMORPGs Revenue Breakdown by Application (2018-2029)
3.3.3 Asia-Pacific MMORPGs Revenue Breakdown by Application (2018-2029)
3.3.4 Latin America MMORPGs Revenue Breakdown by Application (2018-2029)
3.3.5 Middle East and Africa MMORPGs Revenue Breakdown by Application (2018-2029)
4 MMORPGs Competition Analysis by Players
4.1 Global MMORPGs Market Size by Players (2018-2023)
4.2 Global Top Players by Company Type (Tier 1, Tier 2 and Tier 3) & (based on the Revenue in MMORPGs as of 2022)
4.3 Date of Key Players Enter into MMORPGs Market
4.4 Global Top Players MMORPGs Headquarters and Area Served
4.5 Key Players MMORPGs Product Solution and Service
4.6 Competitive Status
4.6.1 MMORPGs Market Concentration Rate
4.6.2 Mergers & Acquisitions, Expansion Plans
5 Company (Top Players) Profiles
5.1 NCSOFT
5.1.1 NCSOFT Profile
5.1.2 NCSOFT Main Business
5.1.3 NCSOFT MMORPGs Products, Services and Solutions
5.1.4 NCSOFT MMORPGs Revenue (US$ Million) & (2018-2023)
5.1.5 NCSOFT Recent Developments
5.2 Pearl Abyss
5.2.1 Pearl Abyss Profile
5.2.2 Pearl Abyss Main Business
5.2.3 Pearl Abyss MMORPGs Products, Services and Solutions
5.2.4 Pearl Abyss MMORPGs Revenue (US$ Million) & (2018-2023)
5.2.5 Pearl Abyss Recent Developments
5.3 Krafton
5.3.1 Krafton Profile
5.3.2 Krafton Main Business
5.3.3 Krafton MMORPGs Products, Services and Solutions
5.3.4 Krafton MMORPGs Revenue (US$ Million) & (2018-2023)
5.3.5 Neowiz Recent Developments
5.4 Neowiz
5.4.1 Neowiz Profile
5.4.2 Neowiz Main Business
5.4.3 Neowiz MMORPGs Products, Services and Solutions
5.4.4 Neowiz MMORPGs Revenue (US$ Million) & (2018-2023)
5.4.5 Neowiz Recent Developments
5.5 Blizzard Entertainment
5.5.1 Blizzard Entertainment Profile
5.5.2 Blizzard Entertainment Main Business
5.5.3 Blizzard Entertainment MMORPGs Products, Services and Solutions
5.5.4 Blizzard Entertainment MMORPGs Revenue (US$ Million) & (2018-2023)
5.5.5 Blizzard Entertainment Recent Developments
5.6 Smilegate
5.6.1 Smilegate Profile
5.6.2 Smilegate Main Business
5.6.3 Smilegate MMORPGs Products, Services and Solutions
5.6.4 Smilegate MMORPGs Revenue (US$ Million) & (2018-2023)
5.6.5 Smilegate Recent Developments
5.7 ZeniMax Online Studios
5.7.1 ZeniMax Online Studios Profile
5.7.2 ZeniMax Online Studios Main Business
5.7.3 ZeniMax Online Studios MMORPGs Products, Services and Solutions
5.7.4 ZeniMax Online Studios MMORPGs Revenue (US$ Million) & (2018-2023)
5.7.5 ZeniMax Online Studios Recent Developments
5.8 Trion Worlds
5.8.1 Trion Worlds Profile
5.8.2 Trion Worlds Main Business
5.8.3 Trion Worlds MMORPGs Products, Services and Solutions
5.8.4 Trion Worlds MMORPGs Revenue (US$ Million) & (2018-2023)
5.8.5 Trion Worlds Recent Developments
5.9 Nexon
5.9.1 Nexon Profile
5.9.2 Nexon Main Business
5.9.3 Nexon MMORPGs Products, Services and Solutions
5.9.4 Nexon MMORPGs Revenue (US$ Million) & (2018-2023)
5.9.5 Nexon Recent Developments
5.10 NetEase
5.10.1 NetEase Profile
5.10.2 NetEase Main Business
5.10.3 NetEase MMORPGs Products, Services and Solutions
5.10.4 NetEase MMORPGs Revenue (US$ Million) & (2018-2023)
5.10.5 NetEase Recent Developments
5.11 Tencent
5.11.1 Tencent Profile
5.11.2 Tencent Main Business
5.11.3 Tencent MMORPGs Products, Services and Solutions
5.11.4 Tencent MMORPGs Revenue (US$ Million) & (2018-2023)
5.11.5 Tencent Recent Developments
6 North America
6.1 North America MMORPGs Market Size by Country (2018-2029)
6.2 U.S.
6.3 Canada
7 Europe
7.1 Europe MMORPGs Market Size by Country (2018-2029)
7.2 Germany
7.3 France
7.4 U.K.
7.5 Italy
7.6 Russia
7.7 Nordic Countries
7.8 Rest of Europe
8 Asia-Pacific
8.1 Asia-Pacific MMORPGs Market Size by Region (2018-2029)
8.2 China
8.3 Japan
8.4 South Korea
8.5 Southeast Asia
8.6 India
8.7 Australia
8.8 Rest of Asia-Pacific
9 Latin America
9.1 Latin America MMORPGs Market Size by Country (2018-2029)
9.2 Mexico
9.3 Brazil
9.4 Rest of Latin America
10 Middle East & Africa
10.1 Middle East & Africa MMORPGs Market Size by Country (2018-2029)
10.2 Turkey
10.3 Saudi Arabia
10.4 UAE
10.5 Rest of Middle East & Africa
11 MMORPGs Market Dynamics
11.1 MMORPGs Industry Trends
11.2 MMORPGs Market Drivers
11.3 MMORPGs Market Challenges
11.4 MMORPGs Market Restraints
12 Research Finding /Conclusion
13 Methodology and Data Source
13.1 Methodology/Research Approach
13.1.1 Research Programs/Design
13.1.2 Market Size Estimation
13.1.3 Market Breakdown and Data Triangulation
13.2 Data Source
13.2.1 Secondary Sources
13.2.2 Primary Sources
13.3 Disclaimer
13.4 Author List

Published By : QY Research

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