MMOG (MASSIVELY MULTIPLAYER ONLINE GAMES). - A GLOBAL MARKET REPORT   

Research Abstract

This report analyzes the Global market for MMOG (Massively Multiplayer Online Games) in US$ Million. Annual estimates and forecasts are provided for the period of 2006 through 2015. The report profiles 123 companies including many key and niche players such as Activision Blizzard, Inc., Ankama Games, CCP hf, Changyou.com Limited, CipSoft GmbH, CJ Internet Corp., Cryptic Studios, Inc., Jagex Ltd., Joymax Co., Ltd., MindArk PE AB, NCsoft Corporation, NetEase.com, Inc., Nexon Corporation, NHN USA Inc., Perfect World Co., Ltd., Softstar Entertainment Inc., Sony Online Entertainment LLC, Shanda Games Limited, Square-Enix Holdings Co Ltd., Tencent, Inc., The9 Limited, and Turbine, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are primarily based upon search engine sources in the public domain.

Code : MCP-6308
Price : $3950
Companies : 123
Pages : 302
Date : June 2010
Market Data Tables : 89

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 TABLE OF CONTENTS


 
   Study Reliability and Reporting Limitations.....I-1  
   Disclaimers.....I-2  
   Data Interpretation & Reporting Level.....I-3
Quantitative Techniques & Analytics.....I-3
Product Definition and Scope of the Study.....I-3
  
   Video Games: A Rudimentary Overview.....II-1 1$100
   Table 1: World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Gaming Platform (includes corresponding Graph/Chart).....II-2

Table 2: World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region (includes corresponding Graph/Chart).....II-2
1$300
   Changing Demographics of Modern Players.....II-3
Competition in the Video Games Market: A Review.....II-3
Sony, Microsoft and Nintendo: The Three Battle Scarred Warhorses.....II-3
1$100
   Table 3: Worldwide Video Game Market (2008): Percentage Breakdown of Unit Sales by Category - Nintendo Wii, Microsoft Xbox 360, Sony PS3 and Sony PS2 (includes corresponding Graph/Chart).....II-4
Spiraling Competition To Soften Prices.....II-4
1$300
   Impact of the Recession.....II-5
Cautious Optimism Prevails.....II-5
Online Video Games: The New Frontier.....II-5
1$100
   Table 4: World Market for Video Games (2010E): Percentage Share Breakdown of Revenues by Segment – Online (MMOG and Casual Online) and Offline (includes corresponding Graph/Chart).....II-6
Online Games Gather Steam.....II-6
1$300
   Table 5: Percentage Breakdown of Cumulative Number of Online Game Subscribers by Region - 2009 (includes corresponding Graph/Chart).....II-7

Table 6: World Market for Online Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region/Country (includes corresponding Graph/Chart).....II-7
MMOG Comes of Age in the Online Gaming Market.....II-7
1$300
   Market Share Findings.....II-8
Table 7: World Market for MMOG (Massively Multiplayer Online Games) (2007): Percentage Market Share Breakdown of Leading Game Developers/Vendors (includes corresponding Graph/Chart).....II-8
Market Share Findings On the Korean Market.....II-8
Table 8: Korean Online Games Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart).....II-8
1$300
   Table 9: Korean MMOG (Massively Multiplayer Online Games) Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart).....II-9
MMORPG: A Key Segment in the MMOG Market.....II-9
1$300
   Trends, Growth Drivers & Issues.....II-10
MMOGs Face the Heat of the Recession.....II-10
Technological Advancements To Drive Growth .....II-10
1$100
   Casual MMOGs Rise in Importance.....II-11
Developing Markets: A Goldmine for Game Developers.....II-11
1$100
   World of Warcraft (WoW) – “Winner” all the Way.....II-12 1$100
   Table 10: Global Market for MMOG (Massively Multiplayer Online Games): Breakdown of Number of MMOG Players Subscribing on a Monthly Basis by Game Titles As of April 2008 (includes corresponding Graph/Chart).....II-131$300
   Table 11: Global Market for MMOG (Massively Multiplayer Online Games) (2008): Percentage Share Breakdown of Leading Game Titles by Revenue Turnover (includes corresponding Graph/Chart).....II-14
Social Networking & Gamer Communities Offer Excellent Growth Potential for
  MMOGs.....II-14
Premium Subscription Models Drive the Subscription Based MMOG Market.....II-14
1$300
   Hybrid Business Models: An Emerging Business Case.....II-151$100
   MMOG Strategies Present a Blueprint for the Future of Online Gaming Industry.....II-16
Increased Broadband Connectivity Fuels Growth in the Market.....II-16
1$100
   Table 12: Percentage of Broadband Household Penetration of Online Games in the US Market (includes corresponding Graph/Chart).....II-17
Challenges Galore.....II-17
High Costs.....II-17
High Risks.....II-17
1$300
   High Churn Rates.....II-18
Tackling Fraudulent Transactions.....II-18
Focus on Select Regional Markets.....II-18
The United States.....II-18
American MMORPG Companies Begin Offering More Free-to-Play Games.....II-18
1$100
   Competition Set to Tighten in Free-to-Play MMOG Market in Coming Years.....II-191$100
   Key Statistical Findings.....II-20
Table 13: Key Point of Internet Access for Online Gamers in the US for 2008 By Age Group (includes corresponding Graph/Chart).....II-20
1$300
   Table 14: Online Games Market in the US: Percentage Breakdown by Game Type for the Year 2007 (includes corresponding Graph/Chart).....II-21

Table 15: Online Gamers in the US in 2008: Percentage Share Breakdown by Gender - Male and Female.....II-21

Table 16: MMOG Players in the United States: Presented As a Percentage of the Total US Population As of the Year 2009 (includes corresponding Graph/Chart).....II-21
1$300
   Asia-Pacific.....II-22
Table 17: Online Games Market in Asia-Pacific (2007): Percentage Breakdown of Revenues by Country (includes corresponding Graph/Chart).....II-22
China.....II-22
1$300
   Table 18: Paying Online Gamers in China: Percentage Market Penetration for Years 2007, 2009, 2011, and 2013 (includes corresponding Graph/Chart).....II-231$300
   Table 19: Internet Penetration Rate in China in Comparison With Other Countries As of the Year 2008 (includes corresponding Graph/Chart).....II-24
ARPU Witnesses A Steady Rise in the Online Gaming Market.....II-24
1$300
   Table 20: Chinese Online Gaming Market (2005-2013): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart).....II-25

Table 21: Massively Multiplayer Online Role Playing Games (MMORPG) Market in China (2005-2011): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart).....II-25
Competition in the Online Games Market.....II-25
1$300
   Table 22: Online Games Market In China (2008): Percentage Share Breakdown of Leading Players – Shanda, NetEase, Tencent, The9, Changyou, NetDragon, Kingsoft and Others (includes corresponding Graph/Chart).....II-26

Table 23: Chinese MMOG Market (2008): Percentage Share Breakdown of Revenue by Leading Companies - Shanda, Tencent, NetEase, PW, The9, Changyou and Others (includes corresponding Graph/Chart).....II-26
Chinese Government Announces Supportive Policy for Online Games.....II-26
1$300
   Thorny Challenges Create Trouble in Paradise.....II-271$100
   Piracy: A Serious Concern in the Chinese Market.....II-28
Chinese MMORPG Market (2009): List of the Top Ten Leading Game Titles.....II-28
Table 24: Chinese MMORPG Market (2005-2011): Yearly Breakdown of Number of Gamers (in million) (includes corresponding Graph/Chart).....II-28
1$300
   India.....II-29
1$100
   Online Games: A Prelude.....II-30
Massively Multiplayer Online Games (MMOGs): An Introduction.....II-30
MMOGs Vs Other Games: A Peek Into the Differences.....II-30
1$100
   Technology Requirements.....II-311$100
   Revenue Models.....II-32
Subscription-Based Revenue Model.....II-32
Virtual Item Selling Model.....II-32
Benefits.....II-32
1$100
   In-game Advertising.....II-33
Types of MMOGs.....II-33
MMORPG.....II-33
History.....II-33
1$100
   Development.....II-34
Features.....II-34
Themes.....II-34
Progression.....II-34
Social Interaction.....II-34
1$100
   Role Playing.....II-35
Culture.....II-35
System Architecture.....II-35
1$100
   MMOFPS.....II-36
MMO Real-Time Strategy Games.....II-36
MMOSG.....II-36
MMORG.....II-36
MMO Rhythm Games.....II-36
1$100
   MMOMG.....II-37
MMO Social Games.....II-37
Hacking & Piracy Issues.....II-37
Hacking.....II-37
Piracy.....II-37
2$200
   TurnOut to Launch Tom and Jerry Based MMOG.....II-39
GamersFirst Unveils a Formula One MMO.....II-39
Virtual Fairground to Offer Wonderland MMO.....II-39
Atari and Cryptic Studios Introduces Champions Online Open Beta.....II-39
1$100
   NCsoft to Introduce Aion Standard and Limited Collector's Edition.....II-40
Cartoon Network Launches AAA.....II-40
Aeria Games Acquires nDoors' Luminary: Rise of the Goonzu.....II-40
1$100
   EVE Online Launches Dust 514.....II-41
JCE Launches Freestyle.....II-41
Tahadi Launches Beta Trial-version of Ragnarok.....II-41
1$100
   TurnOut Ventures to Unveil BEN 10 MMO Game.....II-42
DME Launches MU Online's Season 4.....II-42
Turbine Launches The Lord of the Rings Online.....II-42
Atlus Online Introduces Neo Steam: The Shattered Continent.....II-42
1$100
   Square Enix to Launch FINAL FANTASY XIV.....II-43
Hi-Rez to Launch Global Agenda.....II-43
Cyanide Studios Unveils Dungeon Party.....II-43
Resistor Productions Unveils Disciple.....II-43
1$100
   Square Enix Launches A Crystalline Prophecy - Ode of Life Bestowing.....II-44
Abandon Interactive Entertainment Unveils Freaky Creatures.....II-44
Aeria Games Unveils Expansion Pack 1.....II-44
1$100
   One Net Entertainment to launch MMORPGs.....II-45
CCP Launches EVE: The Burning Life.....II-45
Oriented Games Launches Hello Kitty® Online.....II-45
1$100
   Jagex Studios and Zapak Digital Entertainment Launches Runescape.....II-46
Nexon America Launches Dragon.....II-46
1$100
   Paragon Studios Introduces Guest Author Series in City of Heroes.....II-47
The Black Library and Mythic Entertainment Unveil FORGED IN CHAOS.....II-47
Pixel Mine Games Unveils Secondhand Lands.....II-47
1$100
   Changyou.com Unveils Blade Hero 2.....II-48
Frogster America Launches an Arena-System.....II-48
Joymax to Unveil Legend IV: Tomb of the Qin-Shi Emperor.....II-48
gamigo Unveils Steampunk MMORPG NeoSteam.....II-48
Iron Will Studios Unveils Web Browser Version of Outer Empires.....II-48
1$100
   Aeria Games Launches Shaiya in Turkey.....II-49
Acclaim Games Launches The Chronicles of Spellborn MMORPG.....II-49
1$100
   NCsoft and Paragon Studios Unveils Issue 16: Power Spectrum for City of Heroes.....II-50
Turbine Unveils Dungeons & Dragons Online®: Eberron UnlimitedTM.....II-50
Joymax Unveils Legend IV Plus.....II-50
THQ*ICE Unveils Dragonica Online.....II-50
1$100
   NCsoft® Launches Aion TM for North America.....II-51
CCP Launches EVE Online: Quantum Rise.....II-51
10VOX Entertainment Launches Tracksters and KooKeys.....II-51
1$100
   Black Library Publishing & Electronic Art Launch DARK STORM GATHERING.....II-52
Jagex Introduces FunOrb Brazil.....II-52
Sci Fi Introduces Bigpoint games.....II-52
1$100
   Webzen Develops MMOFPS Huxley.....II-53
NetDevil to Introduce Lego Universe.....II-53
Cartoon Network Unveils MMORPG Fusion Fall.....II-53
1$100
   MMO Life Acquires Share in MMOCluster.....II-54
FX Labs and Moggle Ink Agreement.....II-54
Masthead Studios and Interplay Ink LOI.....II-54
1$100
   Gazillion and Marvel Ink Agreement.....II-55
Atari Takes Over Cryptic Studios.....II-55
BioWare merges with Mythic.....II-55
Aeria Games to Purchase Twelve Sky 2.....II-55
1$100
   Walt Disney Company to Purchase Marvel Entertainment.....II-56
bwin Purchases United Games.....II-56
Switchin.net Purchases ArmoredLegion.com.....II-56
Nival Collaborates with Gala Network to Introduce Allods Online MMORPG.....II-56
1$100
   HKBN Partners With Major MMORPG Companies.....II-57
NASA Signs Agreements with three MMO Companies.....II-57
Scaleform Signs Agreement with Nexon.....II-57
Virtual Fairground and Alphanim to Offer Galactik Football Based MMO Game.....II-57
Quest and IGN/Direct2Drive Enter into Agreement.....II-57
1$100
   WeMade Signs an Agreement with Burda:ic.....II-58
Perfect World Co and Runic Games Announce Publishing Agreement.....II-58
Atlantica Online Ventures into Thailand.....II-58
Sanrio and C2 Partner for Offering Hello Kitty in Thailand.....II-58
Gala-Net and HanbitSoft Partnership to Launch Aika in North America.....II-58
Kylin and Baidu Announce Strategic Partnership.....II-58
1$100
   EverDream Signs Partnership Agreements with BBGsite and MMOsite.....II-59
Fallen Earth Partners with FilePlanet.....II-59
GotGame Signs Agreements with MMOABC.com and MMORPG.com.....II-59
True Games Interactive Partners with GOA.....II-59
Aeria Games Enters into Partnership with Offerpal Media.....II-59
1$100
   Gala Networks Europe Partners with Suzhou Snail Electronic.....II-60
Sparkplay Media Signs Partnership Deal with Omake Interactive Services.....II-60
RocketOn to Partner with Six Sites.....II-60
1$100
   Gala-Net to Partner with EYA SOFT.....II-61
NetDragon Websoft and Electronic Arts Enter into Agreement.....II-61
Zemi Interactive Enters into Partnership with Gameforge.....II-61
NHN and AMD Enter into Collaboration.....II-61
1$100
   Vogster Entertainment and THQ Inc to Offer Shooter MMO CrimeCraft.....II-62
Glu Mobile and Activision Publishing Enter Partnership.....II-62
Blizzard to Enter Licensing Agreement with NetEase.com's Affiliate Company.....II-62
1$100
   MashON and Cryptic Studios Enter Licensing Deal.....II-63
Jagex Becomes a Part of Tiga.....II-63
Abu Dhabi Media Company Enters into Join Venture with Gazillion.....II-63
InComm Enters into Partnership with Cartoon Network.....II-63
1$100
   Aeria Games Acquires DragonSky.....II-64
NCsoft Forms NC West Subsidiary.....II-64
Vivendi and Activision Establish Activision Blizzard.....II-64
1$100
   Aeria Games Purchases Pi Story.....II-65
NCsoft Merges City of Heroes with City of Villains.....II-65
Spill Group Snaps Up Onrpg.com.....II-65
1$100
   NHN USA Buys Lunia Game Rights.....II-66
Ubisoft Purchases Massive Entertainment Studio.....II-66
Electronic Arts and GigaMedia Sign Agreement.....II-66
1$100
   Hangame and Electronic Arts Ink Agreement to Introduce WAR.....II-67
NetDragon Websoft Signs Agreement with Electronic Arts.....II-67
GONZO Rosso and Min Communications Ink Agreement.....II-67
1$100
   GameHi and Digital Media Enter into Partnership to Unveil MMORPG Dekaron.....II-68
Perfect World Ink Agreements with Games-Masters.com.....II-68
Pixsy to Partner with MMORPG.com.....II-68
1$100
   The9 Signs Agreement with T3 Entertainment to Form Joint Venture.....II-69
1$100
   Activision Blizzard, Inc. (USA).....II-70
Ankama Games (France).....II-70
CCP hf (Iceland).....II-70
1$100
   Changyou.com Limited (China).....II-71
CipSoft GmbH (Germany).....II-71
CJ Internet Corp (South Korea).....II-71
1$100
   Cryptic Studios, Inc. (USA).....II-72
Jagex Ltd. (UK).....II-72
Joymax Co., Ltd. (South Korea).....II-72
MindArk PE AB (Sweden).....II-72
1$100
   NCsoft Corporation (South Korea).....II-73
NetEase.com, Inc. (China).....II-73
Nexon Corporation (Korea).....II-73
NHN USA Inc. (US).....II-73
Perfect World Co., Ltd. (China).....II-73
1$100
   Softstar Entertainment Inc. (Taiwan).....II-74
Sony Online Entertainment LLC (USA).....II-74
Shanda Games Limited (China).....II-74
1$100
   Square-Enix Holdings Co Ltd (Japan).....II-75
Tencent, Inc. (China).....II-75
The9 Limited (China).....II-75
Turbine, Inc. (USA).....II-75
1$100
   Table 25: World Recent Past, Current and Future Analysis For Massively Multiplayer Online Games (MMOG) by Geographic Region/Country – United States, Europe, Asia-Pacific (China & Rest of Asia-Pacific), and Rest of World Independently Analyzed by Annual Revenues in US$ Million for the Years 2006 through 2015 (includes corresponding Graph/Chart).....II-761$300
   Table 26: World 10-Year Perspective for Massively Multiplayer Online Games (MMOG) by Geographic Region/Country – Percentage Breakdown of Revenues for United States, Europe, Asia-Pacific (China & Rest of Asia-Pacific), and Rest of World for Years 2006, 2009 and 2015 (includes corresponding Graph/Chart).....II-771$300
  
Total Companies Profiled: 123 (including Divisions/Subsidiaries - 133)

Region/Country Players

The United States 65 Canada 1 Japan 2 Europe 26 France 5 Germany 6 The United Kingdom 3 Rest of Europe 12 Asia-Pacific (Excluding Japan) 38 Middle-East 1
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