Global MMORPG on PC 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 MMORPG on PC Market Size Growth Rate by Type (2014-2025)
- 1.4.2 Client-based
- 1.4.3 Browser-based
- 1.5 Market by Application
- 1.5.1 Global MMORPG on PC 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 MMORPG on PC Market Size
- 2.2 MMORPG on PC Growth Trends by Regions
- 2.2.1 MMORPG on PC Market Size by Regions (2019-2025)
- 2.2.2 MMORPG on PC 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 MMORPG on PC Market Size by by Players
- 3.1.1 Global MMORPG on PC Revenue by by Players (2014-2019)
- 3.1.2 Global MMORPG on PC Revenue Market Share by by Players (2014-2019)
- 3.1.3 Global MMORPG on PC Market Concentration Ratio (CR5 and HHI)
- 3.2 MMORPG on PC Key Players Head office and Area Served
- 3.3 Key Players MMORPG on PC Product/Solution/Service
- 3.4 Date of Enter into MMORPG on PC Market
- 3.5 Mergers & Acquisitions, Expansion Plans
4 Breakdown Data by Type and Application
- 4.1 Global MMORPG on PC Market Size by Type (2014-2019)
- 4.2 Global MMORPG on PC Market Size by Application (2014-2019)
5 North America
- 5.1 North America MMORPG on PC Market Size (2014-2019)
- 5.2 MMORPG on PC Key Players in North America
- 5.3 North America MMORPG on PC Market Size by Type
- 5.4 North America MMORPG on PC Market Size by Application
6 Europe
- 6.1 Europe MMORPG on PC Market Size (2014-2019)
- 6.2 MMORPG on PC Key Players in Europe
- 6.3 Europe MMORPG on PC Market Size by Type
- 6.4 Europe MMORPG on PC Market Size by Application
7 China
- 7.1 China MMORPG on PC Market Size (2014-2019)
- 7.2 MMORPG on PC Key Players in China
- 7.3 China MMORPG on PC Market Size by Type
- 7.4 China MMORPG on PC Market Size by Application
8 Japan
- 8.1 Japan MMORPG on PC Market Size (2014-2019)
- 8.2 MMORPG on PC Key Players in Japan
- 8.3 Japan MMORPG on PC Market Size by Type
- 8.4 Japan MMORPG on PC Market Size by Application
9 Southeast Asia
- 9.1 Southeast Asia MMORPG on PC Market Size (2014-2019)
- 9.2 MMORPG on PC Key Players in Southeast Asia
- 9.3 Southeast Asia MMORPG on PC Market Size by Type
- 9.4 Southeast Asia MMORPG on PC Market Size by Application
10 India
- 10.1 India MMORPG on PC Market Size (2014-2019)
- 10.2 MMORPG on PC Key Players in India
- 10.3 India MMORPG on PC Market Size by Type
- 10.4 India MMORPG on PC Market Size by Application
11 Central & South America
- 11.1 Central & South America MMORPG on PC Market Size (2014-2019)
- 11.2 MMORPG on PC Key Players in Central & South America
- 11.3 Central & South America MMORPG on PC Market Size by Type
- 11.4 Central & South America MMORPG on PC 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 MMORPG on PC Introduction
- 12.1.4 Tencent Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.2.4 NetEase Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.3.4 Blizzard Entertainment Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.4.4 NCSOFT Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.5.4 Sandbox Interactive GmbH Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.6.4 ZeniMax Online Studios Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.7.4 Nexon Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.8.4 Trion Worlds Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.9.4 KOG Games Revenue in MMORPG on PC 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 MMORPG on PC Introduction
- 12.10.4 Bungie Revenue in MMORPG on PC Business (2014-2019)
- 12.10.5 Bungie Recent Development
- 12.11 Jagex
- 12.12 TQ Digital Entertainment
- 12.13 Artix Entertainment
- 12.14 Deca Games
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
A role playing game on the computer played by many people.
In 2018, the global MMORPG on PC 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 MMORPG on PC status, future forecast, growth opportunity, key market and key players. The study objectives are to present the MMORPG on PC 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
Jagex
TQ Digital Entertainment
Artix Entertainment
Deca Games
Market segment by Type, the product can be split into
Client-based
Browser-based
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 MMORPG on PC status, future forecast, growth opportunity, key market and key players.
To present the MMORPG on PC 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 MMORPG on PC 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.