Global Client-based MMORPG Market Size, Status and Forecast 2019-2025
Table of Contents
1 Report Overview
- 1.1 Study Scope
- 1.2 Key Market Segments
- 1.3 Players Covered
- 1.4 Market Analysis by Type
- 1.4.1 Global Client-based MMORPG Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Free-to-play
- 1.4.3 Payment or a Monthly Subscription
- 1.5 Market by Application
- 1.5.1 Global Client-based MMORPG Market Share by Application (2019-2025)
- 1.5.2 Juvenile (7-17)
- 1.5.3 Youth (18-40)
- 1.5.4 Middle Aged (41-65)
- 1.5.5 Elderly (>66)
- 1.6 Study Objectives
- 1.7 Years Considered
2 Global Growth Trends
- 2.1 Client-based MMORPG Market Size
- 2.2 Client-based MMORPG Growth Trends by Regions
- 2.2.1 Client-based MMORPG Market Size by Regions (2019-2025)
- 2.2.2 Client-based MMORPG Market Share by Regions (2014-2019)
- 2.3 Industry Trends
- 2.3.1 Market Top Trends
- 2.3.2 Market Drivers
- 2.3.3 Market Challenges
- 2.3.4 Porter’s Five Forces Analysis
3 Market Share by Key Players
- 3.1 Client-based MMORPG Market Size by by Players
- 3.1.1 Global Client-based MMORPG Revenue by by Players (2014-2019)
- 3.1.2 Global Client-based MMORPG Revenue Market Share by by Players (2014-2019)
- 3.1.3 Global Client-based MMORPG Market Concentration Ratio (CR5 and HHI)
- 3.2 Client-based MMORPG Key Players Head office and Area Served
- 3.3 Key Players Client-based MMORPG Product/Solution/Service
- 3.4 Date of Enter into Client-based MMORPG Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global Client-based MMORPG Market Size by Type (2014-2019)
- 4.2 Global Client-based MMORPG Market Size by Application (2014-2019)
5 North America
- 5.1 North America Client-based MMORPG Market Size (2014-2019)
- 5.2 Client-based MMORPG Key Players in North America
- 5.3 North America Client-based MMORPG Market Size by Type
- 5.4 North America Client-based MMORPG Market Size by Application
6 Europe
- 6.1 Europe Client-based MMORPG Market Size (2014-2019)
- 6.2 Client-based MMORPG Key Players in Europe
- 6.3 Europe Client-based MMORPG Market Size by Type
- 6.4 Europe Client-based MMORPG Market Size by Application
7 China
- 7.1 China Client-based MMORPG Market Size (2014-2019)
- 7.2 Client-based MMORPG Key Players in China
- 7.3 China Client-based MMORPG Market Size by Type
- 7.4 China Client-based MMORPG Market Size by Application
8 Japan
- 8.1 Japan Client-based MMORPG Market Size (2014-2019)
- 8.2 Client-based MMORPG Key Players in Japan
- 8.3 Japan Client-based MMORPG Market Size by Type
- 8.4 Japan Client-based MMORPG Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia Client-based MMORPG Market Size (2014-2019)
- 9.2 Client-based MMORPG Key Players in Southeast Asia
- 9.3 Southeast Asia Client-based MMORPG Market Size by Type
- 9.4 Southeast Asia Client-based MMORPG Market Size by Application
10 India
- 10.1 India Client-based MMORPG Market Size (2014-2019)
- 10.2 Client-based MMORPG Key Players in India
- 10.3 India Client-based MMORPG Market Size by Type
- 10.4 India Client-based MMORPG Market Size by Application
11 Central & South America
- 11.1 Central & South America Client-based MMORPG Market Size (2014-2019)
- 11.2 Client-based MMORPG Key Players in Central & South America
- 11.3 Central & South America Client-based MMORPG Market Size by Type
- 11.4 Central & South America Client-based MMORPG Market Size by Application
12 International Players Profiles
- 12.1 Tencent
- 12.1.1 Tencent Company Details
- 12.1.2 Company Description and Business Overview
- 12.1.3 Client-based MMORPG Introduction
- 12.1.4 Tencent Revenue in Client-based MMORPG Business (2014-2019))
- 12.1.5 Tencent Recent Development
- 12.2 NetEase
- 12.2.1 NetEase Company Details
- 12.2.2 Company Description and Business Overview
- 12.2.3 Client-based MMORPG Introduction
- 12.2.4 NetEase Revenue in Client-based MMORPG Business (2014-2019)
- 12.2.5 NetEase Recent Development
- 12.3 Blizzard Entertainment
- 12.3.1 Blizzard Entertainment Company Details
- 12.3.2 Company Description and Business Overview
- 12.3.3 Client-based MMORPG Introduction
- 12.3.4 Blizzard Entertainment Revenue in Client-based MMORPG Business (2014-2019)
- 12.3.5 Blizzard Entertainment Recent Development
- 12.4 NCSOFT
- 12.4.1 NCSOFT Company Details
- 12.4.2 Company Description and Business Overview
- 12.4.3 Client-based MMORPG Introduction
- 12.4.4 NCSOFT Revenue in Client-based MMORPG Business (2014-2019)
- 12.4.5 NCSOFT Recent Development
- 12.5 Sandbox Interactive GmbH
- 12.5.1 Sandbox Interactive GmbH Company Details
- 12.5.2 Company Description and Business Overview
- 12.5.3 Client-based MMORPG Introduction
- 12.5.4 Sandbox Interactive GmbH Revenue in Client-based MMORPG Business (2014-2019)
- 12.5.5 Sandbox Interactive GmbH Recent Development
- 12.6 ZeniMax Online Studios
- 12.6.1 ZeniMax Online Studios Company Details
- 12.6.2 Company Description and Business Overview
- 12.6.3 Client-based MMORPG Introduction
- 12.6.4 ZeniMax Online Studios Revenue in Client-based MMORPG Business (2014-2019)
- 12.6.5 ZeniMax Online Studios Recent Development
- 12.7 Nexon
- 12.7.1 Nexon Company Details
- 12.7.2 Company Description and Business Overview
- 12.7.3 Client-based MMORPG Introduction
- 12.7.4 Nexon Revenue in Client-based MMORPG Business (2014-2019)
- 12.7.5 Nexon Recent Development
- 12.8 Trion Worlds
- 12.8.1 Trion Worlds Company Details
- 12.8.2 Company Description and Business Overview
- 12.8.3 Client-based MMORPG Introduction
- 12.8.4 Trion Worlds Revenue in Client-based MMORPG Business (2014-2019)
- 12.8.5 Trion Worlds Recent Development
- 12.9 KOG Games
- 12.9.1 KOG Games Company Details
- 12.9.2 Company Description and Business Overview
- 12.9.3 Client-based MMORPG Introduction
- 12.9.4 KOG Games Revenue in Client-based MMORPG Business (2014-2019)
- 12.9.5 KOG Games Recent Development
- 12.10 Bungie
- 12.10.1 Bungie Company Details
- 12.10.2 Company Description and Business Overview
- 12.10.3 Client-based MMORPG Introduction
- 12.10.4 Bungie Revenue in Client-based MMORPG Business (2014-2019)
- 12.10.5 Bungie Recent Development
13 Market Forecast 2019-2025
- 13.1 Market Size Forecast by Product (2019-2025)
- 13.2 Market Size Forecast by Application (2019-2025)
- 13.3 Market Size Forecast by Regions
- 13.4 North America
- 13.5 Europe
- 13.6 China
- 13.7 Japan
- 13.8 Southeast Asia
- 13.9 India
- 13.10 Central & South America
14 Analyst's Viewpoints/Conclusions
15 Appendix
- 15.1 Research Methodology
- 15.1.1 Methodology/Research Approach
- 15.1.1.1 Research Programs/Design
- 15.1.1.2 Market Size Estimation
- 15.1.1.3 Market Breakdown and Data Triangulation
- 15.1.2 Data Source
- 15.1.2.1 Secondary Sources
- 15.1.2.2 Primary Sources
- 15.1.1 Methodology/Research Approach
- 15.2 Disclaimer
Downloadable, client based MMOs generally have an advantage when it comes to graphics and aesthetic appeal. The best part of playing a client-based MMO is that you would be awed by the excellent dynamic graphics that are available to you.
In 2018, the global Client-based MMORPG market size was xx million US$ and it is expected to reach xx million US$ by the end of 2025, with a CAGR of xx% during 2019-2025.
This report focuses on the global Client-based MMORPG status, future forecast, growth opportunity, key market and key players. The study objectives are to present the Client-based MMORPG development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
The key players covered in this study
Tencent
NetEase
Blizzard Entertainment
NCSOFT
Sandbox Interactive GmbH
ZeniMax Online Studios
Nexon
Trion Worlds
KOG Games
Bungie
Market segment by Type, the product can be split into
Free-to-play
Payment or a Monthly Subscription
Market segment by Application, split into
Juvenile (7-17)
Youth (18-40)
Middle Aged (41-65)
Elderly (>66)
Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America
The study objectives of this report are:
To analyze global Client-based MMORPG status, future forecast, growth opportunity, key market and key players.
To present the Client-based MMORPG development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by product type, market and key regions.
In this study, the years considered to estimate the market size of Client-based MMORPG are as follows:
History Year: 2014-2018
Base Year: 2018
Estimated Year: 2019
Forecast Year 2019 to 2025
For the data information by region, company, type and application, 2018 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.