시장보고서
상품코드
2109543

대규모 다중 사용자 온라인 롤플레잉 게임(MMORPG) 시장(2026-2030년)

Global Massive Multiplayer Online Role-Playing Game (MMORPG) Market 2026-2030

발행일: | 리서치사: 구분자 TechNavio | 페이지 정보: 영문 304 Pages | 배송안내 : 즉시배송

    
    
    




가격
PDF (Single User License) help
PDF 보고서를 1명만 이용할 수 있는 라이선스입니다. 텍스트 등을 복사 및 붙여넣기 할 수 있습니다. 인쇄 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 2,500 금액 안내 화살표 ₩ 3,579,000
PDF (Enterprise License) help
PDF 보고서를 동일 기업의 모든 분이 이용할 수 있는 라이선스입니다. 인쇄는 가능하며 인쇄물의 이용 범위는 PDF 이용 범위와 동일합니다.
US $ 4,000 금액 안내 화살표 ₩ 5,726,000
※ 부가세 별도
한글목차
영문목차
※ 본 상품은 영문 자료로 한글과 영문 목차에 불일치하는 내용이 있을 경우 영문을 우선합니다. 정확한 검토를 위해 영문 목차를 참고해주시기 바랍니다.

세계의 대규모 다중 사용자 온라인 롤플레잉 게임(MMORPG) 시장은 2025년부터 2030년까지 106억 7,590만 달러 증가하고, 예측 기간 동안 CAGR은 10.9%에 달할 것으로 예측됩니다.

본 보고서는 전 세계 대규모 다중 사용자 온라인 롤플레잉 게임(MMORPG) 시장에 대해 종합적인 분석, 시장 규모 및 전망, 동향, 성장 요인, 과제는 물론 약 25개 업체에 대한 분석을 제공합니다.

본 보고서는 현재 시장 상황, 최신 시장 동향 및 촉진요인, 그리고 전반적인 시장 환경에 대한 최신 분석을 제공합니다. 이 시장은 플랫폼 접근성을 향상시키는 기술 발전, 트랜스미디어 엔터테인먼트 파이프라인의 융합, 하이브리드형 수익화 및 사용자 참여 분야의 혁신에 의해 주도되고 있습니다.

본 조사는 업계 주요 관계자로부터 얻은 정보를 포함한 1차 및 2차 정보를 객관적으로 종합하여 수행되었습니다. 본 보고서에는 주요 기업에 대한 분석 외에도 종합적인 시장 규모 데이터, 지역별 분석을 포함한 부문, 그리고 벤더 현황이 수록되어 있습니다. 보고서에는 과거 데이터 및 예측 데이터가 포함되어 있습니다.

시장 범위
기준 연도 2025년
종료 연도 2030년
조사 대상 기간 2026-2030년
성장 모멘텀 가속
2026년 전년 대비 9.8%
CAGR 10.9%
증가액 106억 7,590만 달러

본 조사에서는 크로스 플랫폼 지원과 원활한 통합이 향후 수년간 전 세계 대규모 다중 사용자 온라인 롤플레잉 게임(MMORPG) 시장의 성장을 견인할 주요 요인 중 하나라고 규명하고 있습니다. 또한, AI를 활용한 역동적인 세계 구축 기능과 하이브리드형 라이브 서비스 모델도 시장에서 상당한 수요를 창출할 것으로 전망됩니다.

목차

제1장 주요 요약

제2장 Technavio 분석

제3장 시장 구도

제4장 시장 규모

제5장 시장 규모 실적

제6장 정성 분석

제7장 Five Forces 분석

제8장 시장 세분화 : 디바이스별

제9장 시장 세분화 : 유형별

제10장 시장 세분화 : 수익원별

제11장 고객 상황

제12장 지역별 상황

제13장 촉진요인, 과제, 기회

제14장 경쟁 구도

제15장 경쟁 분석

제16장 부록

KSM

The global massive multiplayer online role-playing game (MMORPG) market is forecasted to grow by USD 10675.9 mn during 2025-2030, accelerating at a CAGR of 10.9% during the forecast period. The report on the global massive multiplayer online role-playing game (MMORPG) market provides a holistic analysis, market size and forecast, trends, growth drivers, and challenges, as well as vendor analysis covering around 25 vendors.

The report offers an up-to-date analysis regarding the current market scenario, the latest trends and drivers, and the overall market environment. The market is driven by technological advancements enhancing platform accessibility, convergence of transmedia entertainment pipelines, innovations in hybrid monetization and engagement.

The study was conducted using an objective combination of primary and secondary information including inputs from key participants in the industry. The report contains a comprehensive market size data, segment with regional analysis and vendor landscape in addition to an analysis of the key companies. Reports have historic and forecast data.

Market Scope
Base Year2025
End Year2030
Series Year2026-2030
Growth MomentumAccelerate
YOY 20269.8%
CAGR10.9%
Incremental Value$10675.9 mn

Technavio's global massive multiplayer online role-playing game (MMORPG) market is segmented as below:

By Device

  • Mobile
  • Tablet
  • Others

By Type

  • Fantasy MMORPGs
  • Sci-Fi MMORPGs
  • Sandbox MMORPGs
  • MMO Hybrids

By Revenue Stream

  • Free-to-play
  • Subscription-based
  • Hybrid and season pass
  • Buy-to-play

Geography

  • APAC
    • China
    • Japan
    • South Korea
    • India
    • Indonesia
    • Australia
  • North America
    • US
    • Canada
    • Mexico
  • Europe
    • Germany
    • UK
    • France
    • Italy
    • Spain
    • The Netherlands
  • South America
    • Brazil
    • Argentina
    • Chile
  • Middle East and Africa
    • UAE
    • Turkey
    • South Africa
  • Rest of World (ROW)

This study identifies the cross platform connectivity and seamless integration as one of the prime reasons driving the global massive multiplayer online role-playing game (MMORPG) market growth during the next few years. Also, ai driven dynamic world building features and hybrid live service models will lead to sizable demand in the market.

The report on the global massive multiplayer online role-playing game (MMORPG) market covers the following areas:

  • Global massive multiplayer online role-playing game (MMORPG) market sizing
  • Global massive multiplayer online role-playing game (MMORPG) market forecast
  • Global massive multiplayer online role-playing game (MMORPG) market industry analysis

The robust vendor analysis is designed to help clients improve their market position, and in line with this, this report provides a detailed analysis of several leading global massive multiplayer online role-playing game (MMORPG) market vendors that include Amazon Games, Blizzard Entertainment Inc., CCP ehf., CipSoft GmbH, Com2uS Holdings Corp., Cryptic Studios Inc., Daybreak Game Co. LLC, Electronic Arts Inc., Jagex Ltd., Kakao Games Corp., NCSoft Corp., NetEase Inc., NEXON Co. Ltd., Pearl Abyss Corp, Sandbox Interactive GmbH, Smilegate Holdings, Square Enix Holdings Co. Ltd., WebZen Inc., Wemade Co. Ltd., X Legend Entertainment Co. Ltd.. Also, the global massive multiplayer online role-playing game (MMORPG) market analysis report includes information on upcoming trends and challenges that will influence market growth. This is to help companies strategize and leverage all forthcoming growth opportunities.

The publisher presents a detailed picture of the market by the way of study, synthesis, and summation of data from multiple sources by an analysis of key parameters such as profit, pricing, competition, and promotions. It presents various market facets by identifying the key industry influencers. The data presented is comprehensive, reliable, and a result of extensive primary and secondary research. The market research reports provide a complete competitive landscape and an in-depth vendor selection methodology and analysis using qualitative and quantitative research to forecast accurate market growth.

Table of Contents

1 Executive Summary

  • 1.1 Market overview
    • Executive Summary - Chart on Market Overview
    • Executive Summary - Data Table on Market Overview
    • Executive Summary - Chart on Global Market Characteristics
    • Executive Summary - Chart on Market by Geography
    • Executive Summary - Chart on Market Segmentation by Device
    • Executive Summary - Chart on Market Segmentation by Type
    • Executive Summary - Chart on Market Segmentation by Revenue Stream
    • Executive Summary - Chart on Incremental Growth
    • Executive Summary - Data Table on Incremental Growth
    • Executive Summary - Chart on Company Market Positioning

2 Technavio Analysis

  • 2.1 Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria
  • 2.2 Criticality of inputs and Factors of differentiation
  • 2.3 Factors of disruption
  • 2.4 Impact of drivers and challenges

3 Market Landscape

  • 3.1 Market ecosystem
  • 3.2 Market characteristics
  • 3.3 Value chain analysis

4 Market Sizing

  • 4.1 Market definition
  • 4.2 Market segment analysis
    • Market segments
  • 4.3 Market size 2025
  • 4.4 Market outlook: Forecast for 2025-2030

5 Historic Market Size

  • 5.1 Global Massive Multiplayer Online Role-Playing Game (MMORPG) Market 2020 - 2024
    • Historic Market Size - Data Table on Global Massive Multiplayer Online Role-Playing Game (MMORPG) Market 2020 - 2024 ($ million)
  • 5.2 Device segment analysis 2020 - 2024
    • Historic Market Size - Device Segment 2020 - 2024 ($ million)
  • 5.3 Type segment analysis 2020 - 2024
    • Historic Market Size - Type Segment 2020 - 2024 ($ million)
  • 5.4 Revenue Stream segment analysis 2020 - 2024
    • Historic Market Size - Revenue Stream Segment 2020 - 2024 ($ million)
  • 5.5 Geography segment analysis 2020 - 2024
    • Historic Market Size - Geography Segment 2020 - 2024 ($ million)
  • 5.6 Country segment analysis 2020 - 2024
    • Historic Market Size - Country Segment 2020 - 2024 ($ million)

6 Qualitative Analysis

  • 6.1 Impact of AI on Global Massive Multiplayer Online Role-playing Game (MMORPG) Market
  • 6.2 Impact of geopolitical conflicts on Global Massive Multiplayer Online Role-playing Game (MMORPG) Market

7 Five Forces Analysis

  • 7.1 Five forces summary
    • Five forces analysis - Comparison between 2025 and 2030
  • 7.2 Bargaining power of buyers
    • Bargaining power of buyers - Impact of key factors 2025 and 2030
  • 7.3 Bargaining power of suppliers
    • Bargaining power of suppliers - Impact of key factors in 2025 and 2030
  • 7.4 Threat of new entrants
    • Threat of new entrants - Impact of key factors in 2025 and 2030
  • 7.5 Threat of substitutes
    • Threat of substitutes - Impact of key factors in 2025 and 2030
  • 7.6 Threat of rivalry
    • Threat of rivalry - Impact of key factors in 2025 and 2030
  • 7.7 Market condition

8 Market Segmentation by Device

  • 8.1 Market segments
  • 8.2 Comparison by Device
  • 8.3 Mobile - Market size and forecast 2025-2030
  • 8.4 Tablet - Market size and forecast 2025-2030
  • 8.5 Others - Market size and forecast 2025-2030
  • 8.6 Market opportunity by Device
    • Market opportunity by Device ($ million)

9 Market Segmentation by Type

  • 9.1 Market segments
  • 9.2 Comparison by Type
  • 9.3 Fantasy MMORPGs - Market size and forecast 2025-2030
  • 9.4 Sci-Fi MMORPGs - Market size and forecast 2025-2030
  • 9.5 Sandbox MMORPGs - Market size and forecast 2025-2030
  • 9.6 MMO Hybrids - Market size and forecast 2025-2030
  • 9.7 Market opportunity by Type
    • Market opportunity by Type ($ million)

10 Market Segmentation by Revenue Stream

  • 10.1 Market segments
  • 10.2 Comparison by Revenue Stream
  • 10.3 Free-to-play - Market size and forecast 2025-2030
  • 10.4 Subscription-based - Market size and forecast 2025-2030
  • 10.5 Hybrid and season pass - Market size and forecast 2025-2030
  • 10.6 Buy-to-play - Market size and forecast 2025-2030
  • 10.7 Market opportunity by Revenue Stream
    • Market opportunity by Revenue Stream ($ million)

11 Customer Landscape

  • 11.1 Customer landscape overview
    • Analysis of price sensitivity, lifecycle, customer purchase basket, adoption rates, and purchase criteria

12 Geographic Landscape

  • 12.1 Geographic segmentation
  • 12.2 Geographic comparison
  • 12.3 APAC - Market size and forecast 2025-2030
    • 12.3.1 China - Market size and forecast 2025-2030
    • 12.3.2 Japan - Market size and forecast 2025-2030
    • 12.3.3 South Korea - Market size and forecast 2025-2030
    • 12.3.4 India - Market size and forecast 2025-2030
    • 12.3.5 Indonesia - Market size and forecast 2025-2030
    • 12.3.6 Australia - Market size and forecast 2025-2030
  • 12.4 North America - Market size and forecast 2025-2030
    • 12.4.1 US - Market size and forecast 2025-2030
    • 12.4.2 Canada - Market size and forecast 2025-2030
    • 12.4.3 Mexico - Market size and forecast 2025-2030
  • 12.5 Europe - Market size and forecast 2025-2030
    • 12.5.1 Germany - Market size and forecast 2025-2030
    • 12.5.2 UK - Market size and forecast 2025-2030
    • 12.5.3 France - Market size and forecast 2025-2030
    • 12.5.4 Italy - Market size and forecast 2025-2030
    • 12.5.5 Spain - Market size and forecast 2025-2030
    • 12.5.6 The Netherlands - Market size and forecast 2025-2030
  • 12.6 South America - Market size and forecast 2025-2030
    • 12.6.1 Brazil - Market size and forecast 2025-2030
    • 12.6.2 Argentina - Market size and forecast 2025-2030
    • 12.6.3 Chile - Market size and forecast 2025-2030
  • 12.7 Middle East and Africa - Market size and forecast 2025-2030
    • 12.7.1 Saudi Arabia - Market size and forecast 2025-2030
    • 12.7.2 UAE - Market size and forecast 2025-2030
    • 12.7.3 Turkey - Market size and forecast 2025-2030
    • 12.7.4 South Africa - Market size and forecast 2025-2030
    • 12.7.5 Israel - Market size and forecast 2025-2030
  • 12.8 Market opportunity by geography
    • Market opportunity by geography ($ million)
    • Data Tables on Market opportunity by geography ($ million)

13 Drivers, Challenges, and Opportunity

  • 13.1 Market drivers
    • Technological advancements enhancing platform accessibility
    • Convergence of transmedia entertainment pipelines
    • Innovations in hybrid monetization and engagement
  • 13.2 Market challenges
    • Escalating financial burdens in game development
    • Intense competition and market saturation
    • Player retention and community management
  • 13.3 Impact of drivers and challenges
    • Impact of drivers and challenges in 2025 and 2030
  • 13.4 Market opportunities
    • Cross platform connectivity and seamless integration
    • AI driven dynamic world building features
    • Hybrid live service models

14 Competitive Landscape

  • 14.1 Overview
  • 14.2 Competitive Landscape
    • Overview on criticality of inputs and factors of differentiation
  • 14.3 Landscape disruption
    • Overview on factors of disruption
  • 14.4 Industry risks
    • Impact of key risks on business

15 Competitive Analysis

  • 15.1 Companies profiled
    • Companies covered
  • 15.2 Company ranking index
    • Company ranking index
  • 15.3 Market positioning of companies
    • Matrix on companies position and classification
  • 15.4 Amazon Games
    • Amazon Games - Overview
    • Amazon Games - Product / Service
    • Amazon Games - Key offerings
    • SWOT
  • 15.5 Blizzard Entertainment Inc.
    • Blizzard Entertainment Inc. - Overview
    • Blizzard Entertainment Inc. - Product / Service
    • Blizzard Entertainment Inc. - Key offerings
    • SWOT
  • 15.6 Com2uS Holdings Corp.
    • Com2uS Holdings Corp. - Overview
    • Com2uS Holdings Corp. - Business segments
    • Com2uS Holdings Corp. - Key offerings
    • Com2uS Holdings Corp. - Segment focus
    • SWOT
  • 15.7 Cryptic Studios Inc.
    • Cryptic Studios Inc. - Overview
    • Cryptic Studios Inc. - Product / Service
    • Cryptic Studios Inc. - Key offerings
    • SWOT
  • 15.8 Daybreak Game Co. LLC
    • Daybreak Game Co. LLC - Overview
    • Daybreak Game Co. LLC - Product / Service
    • Daybreak Game Co. LLC - Key offerings
    • SWOT
  • 15.9 Electronic Arts Inc.
    • Electronic Arts Inc. - Overview
    • Electronic Arts Inc. - Product / Service
    • Electronic Arts Inc. - Key offerings
    • SWOT
  • 15.10 Kakao Games Corp.
    • Kakao Games Corp. - Overview
    • Kakao Games Corp. - Product / Service
    • Kakao Games Corp. - Key offerings
    • SWOT
  • 15.11 NCSoft Corp.
    • NCSoft Corp. - Overview
    • NCSoft Corp. - Product / Service
    • NCSoft Corp. - Key offerings
    • SWOT
  • 15.12 NetEase Inc.
    • NetEase Inc. - Overview
    • NetEase Inc. - Product / Service
    • NetEase Inc. - Key offerings
    • SWOT
  • 15.13 NEXON Co. Ltd.
    • NEXON Co. Ltd. - Overview
    • NEXON Co. Ltd. - Product / Service
    • NEXON Co. Ltd. - Key offerings
    • SWOT
  • 15.14 Pearl Abyss Corp
    • Pearl Abyss Corp - Overview
    • Pearl Abyss Corp - Product / Service
    • Pearl Abyss Corp - Key offerings
    • SWOT
  • 15.15 Sandbox Interactive GmbH
    • Sandbox Interactive GmbH - Overview
    • Sandbox Interactive GmbH - Product / Service
    • Sandbox Interactive GmbH - Key offerings
    • SWOT
  • 15.16 WebZen Inc.
    • WebZen Inc. - Overview
    • WebZen Inc. - Product / Service
    • WebZen Inc. - Key offerings
    • SWOT
  • 15.17 Wemade Co. Ltd.
    • Wemade Co. Ltd. - Overview
    • Wemade Co. Ltd. - Business segments
    • Wemade Co. Ltd. - Key offerings
    • Wemade Co. Ltd. - Segment focus
    • SWOT
  • 15.18 X Legend Entertainment Co. Ltd.
    • X Legend Entertainment Co. Ltd. - Overview
    • X Legend Entertainment Co. Ltd. - Product / Service
    • X Legend Entertainment Co. Ltd. - Key offerings
    • SWOT

16 Appendix

  • 16.1 Scope of the report
    • Market definition
    • Objectives
    • Notes and caveats
  • 16.2 Inclusions and exclusions checklist
    • Inclusions checklist
    • Exclusions checklist
  • 16.3 Currency conversion rates for US$
    • Currency conversion rates for US$
  • 16.4 Research methodology
    • Research methodology
  • 16.5 Data procurement
    • Information sources
  • 16.6 Data validation
    • Data validation
  • 16.7 Validation techniques employed for market sizing
    • Validation techniques employed for market sizing
  • 16.8 Data synthesis
    • Data synthesis
  • 16.9 360 degree market analysis
    • 360 degree market analysis
  • 16.10 List of abbreviations
    • List of abbreviations
샘플 요청 목록
0 건의 상품을 선택 중
목록 보기
전체삭제
문의
원하시는 정보를
찾아 드릴까요?
문의주시면 필요한 정보를
신속하게 찾아드릴게요.
02-2025-2992
email
문의하기