Global Client-based MMORPG Market Research Report 2022 - Market Study Report

Global Client-based MMORPG Market Research Report 2022

Report Format: PDF | Report ID: 5379016 | Published Date: July 22, 2022

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Client-based MMORPG market is segmented by players, region (country), by Type and by Application. Players, stakeholders, and other participants in the global Client-based MMORPG market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Application for the period 2017-2028.
Segment by Type
    Free-to-play
    Payment or a Monthly Subscription
Segment by Application
    Juvenile (7-17)
    Youth (18-40)
    Middle Aged (41-65)
    Elderly (>66)
By Region
    North America
        United States
        Canada
    Europe
        Germany
        France
        UK
        Italy
        Russia
        Nordic Countries
        Rest of Europe
    Asia-Pacific
        China
        Japan
        South Korea
        Southeast Asia
        India
        Australia
        Rest of Asia
    Latin America
        Mexico
        Brazil
        Rest of Latin America
    Middle East & Africa
        Turkey
        Saudi Arabia
        UAE
        Rest of MEA
By Company
    Tencent
    NetEase
    Blizzard Entertainment
    NCSOFT
    Sandbox Interactive GmbH
    ZeniMax Online Studios
    Nexon
    Trion Worlds
    KOG Games
    Bungie
1 Report Overview
    1.1 Study Scope
    1.2 Market Analysis by Type
        1.2.1 Global Client-based MMORPG Market Size Growth Rate by Type: 2017 VS 2021 VS 2028
        1.2.2 Free-to-play
        1.2.3 Payment or a Monthly Subscription
    1.3 Market by Application
        1.3.1 Global Client-based MMORPG Market Share by Application: 2017 VS 2021 VS 2028
        1.3.2 Juvenile (7-17)
        1.3.3 Youth (18-40)
        1.3.4 Middle Aged (41-65)
        1.3.5 Elderly (>66)
    1.4 Study Objectives
    1.5 Years Considered
2 Global Growth Trends
    2.1 Global Client-based MMORPG Market Perspective (2017-2028)
    2.2 Client-based MMORPG Growth Trends by Region
        2.2.1 Client-based MMORPG Market Size by Region: 2017 VS 2021 VS 2028
        2.2.2 Client-based MMORPG Historic Market Size by Region (2017-2022)
        2.2.3 Client-based MMORPG Forecasted Market Size by Region (2023-2028)
    2.3 Client-based MMORPG Market Dynamics
        2.3.1 Client-based MMORPG Industry Trends
        2.3.2 Client-based MMORPG Market Drivers
        2.3.3 Client-based MMORPG Market Challenges
        2.3.4 Client-based MMORPG Market Restraints
3 Competition Landscape by Key Players
    3.1 Global Top Client-based MMORPG Players by Revenue
        3.1.1 Global Top Client-based MMORPG Players by Revenue (2017-2022)
        3.1.2 Global Client-based MMORPG Revenue Market Share by Players (2017-2022)
    3.2 Global Client-based MMORPG Market Share by Company Type (Tier 1, Tier 2, and Tier 3)
    3.3 Players Covered: Ranking by Client-based MMORPG Revenue
    3.4 Global Client-based MMORPG Market Concentration Ratio
        3.4.1 Global Client-based MMORPG Market Concentration Ratio (CR5 and HHI)
        3.4.2 Global Top 10 and Top 5 Companies by Client-based MMORPG Revenue in 2021
    3.5 Client-based MMORPG Key Players Head office and Area Served
    3.6 Key Players Client-based MMORPG Product Solution and Service
    3.7 Date of Enter into Client-based MMORPG Market
    3.8 Mergers & Acquisitions, Expansion Plans
4 Client-based MMORPG Breakdown Data by Type
    4.1 Global Client-based MMORPG Historic Market Size by Type (2017-2022)
    4.2 Global Client-based MMORPG Forecasted Market Size by Type (2023-2028)
5 Client-based MMORPG Breakdown Data by Application
    5.1 Global Client-based MMORPG Historic Market Size by Application (2017-2022)
    5.2 Global Client-based MMORPG Forecasted Market Size by Application (2023-2028)
6 North America
    6.1 North America Client-based MMORPG Market Size (2017-2028)
    6.2 North America Client-based MMORPG Market Size by Country (2017-2022)
    6.3 North America Client-based MMORPG Market Size by Country (2023-2028)
    6.4 United States
    6.5 Canada
7 Europe
    7.1 Europe Client-based MMORPG Market Size (2017-2028)
    7.2 Europe Client-based MMORPG Market Size by Country (2017-2022)
    7.3 Europe Client-based MMORPG Market Size by Country (2023-2028)
    7.4 Germany
    7.5 France
    7.6 U.K.
    7.7 Italy
    7.8 Russia
    7.9 Nordic Countries
8 Asia-Pacific
    8.1 Asia-Pacific Client-based MMORPG Market Size (2017-2028)
    8.2 Asia-Pacific Client-based MMORPG Market Size by Country (2017-2022)
    8.3 Asia-Pacific Client-based MMORPG Market Size by Country (2023-2028)
    8.4 China
    8.5 Japan
    8.6 South Korea
    8.7 Southeast Asia
    8.8 India
    8.9 Australia
9 Latin America
    9.1 Latin America Client-based MMORPG Market Size (2017-2028)
    9.2 Latin America Client-based MMORPG Market Size by Country (2017-2022)
    9.3 Latin America Client-based MMORPG Market Size by Country (2023-2028)
    9.4 Mexico
    9.5 Brazil
10 Middle East & Africa
    10.1 Middle East & Africa Client-based MMORPG Market Size (2017-2028)
    10.2 Middle East & Africa Client-based MMORPG Market Size by Country (2017-2022)
    10.3 Middle East & Africa Client-based MMORPG Market Size by Country (2023-2028)
    10.4 Turkey
    10.5 Saudi Arabia
    10.6 UAE
11 Key Players Profiles
    11.1 Tencent
        11.1.1 Tencent Company Detail
        11.1.2 Tencent Business Overview
        11.1.3 Tencent Client-based MMORPG Introduction
        11.1.4 Tencent Revenue in Client-based MMORPG Business (2017-2022)
        11.1.5 Tencent Recent Development
    11.2 NetEase
        11.2.1 NetEase Company Detail
        11.2.2 NetEase Business Overview
        11.2.3 NetEase Client-based MMORPG Introduction
        11.2.4 NetEase Revenue in Client-based MMORPG Business (2017-2022)
        11.2.5 NetEase Recent Development
    11.3 Blizzard Entertainment
        11.3.1 Blizzard Entertainment Company Detail
        11.3.2 Blizzard Entertainment Business Overview
        11.3.3 Blizzard Entertainment Client-based MMORPG Introduction
        11.3.4 Blizzard Entertainment Revenue in Client-based MMORPG Business (2017-2022)
        11.3.5 Blizzard Entertainment Recent Development
    11.4 NCSOFT
        11.4.1 NCSOFT Company Detail
        11.4.2 NCSOFT Business Overview
        11.4.3 NCSOFT Client-based MMORPG Introduction
        11.4.4 NCSOFT Revenue in Client-based MMORPG Business (2017-2022)
        11.4.5 NCSOFT Recent Development
    11.5 Sandbox Interactive GmbH
        11.5.1 Sandbox Interactive GmbH Company Detail
        11.5.2 Sandbox Interactive GmbH Business Overview
        11.5.3 Sandbox Interactive GmbH Client-based MMORPG Introduction
        11.5.4 Sandbox Interactive GmbH Revenue in Client-based MMORPG Business (2017-2022)
        11.5.5 Sandbox Interactive GmbH Recent Development
    11.6 ZeniMax Online Studios
        11.6.1 ZeniMax Online Studios Company Detail
        11.6.2 ZeniMax Online Studios Business Overview
        11.6.3 ZeniMax Online Studios Client-based MMORPG Introduction
        11.6.4 ZeniMax Online Studios Revenue in Client-based MMORPG Business (2017-2022)
        11.6.5 ZeniMax Online Studios Recent Development
    11.7 Nexon
        11.7.1 Nexon Company Detail
        11.7.2 Nexon Business Overview
        11.7.3 Nexon Client-based MMORPG Introduction
        11.7.4 Nexon Revenue in Client-based MMORPG Business (2017-2022)
        11.7.5 Nexon Recent Development
    11.8 Trion Worlds
        11.8.1 Trion Worlds Company Detail
        11.8.2 Trion Worlds Business Overview
        11.8.3 Trion Worlds Client-based MMORPG Introduction
        11.8.4 Trion Worlds Revenue in Client-based MMORPG Business (2017-2022)
        11.8.5 Trion Worlds Recent Development
    11.9 KOG Games
        11.9.1 KOG Games Company Detail
        11.9.2 KOG Games Business Overview
        11.9.3 KOG Games Client-based MMORPG Introduction
        11.9.4 KOG Games Revenue in Client-based MMORPG Business (2017-2022)
        11.9.5 KOG Games Recent Development
    11.10 Bungie
        11.10.1 Bungie Company Detail
        11.10.2 Bungie Business Overview
        11.10.3 Bungie Client-based MMORPG Introduction
        11.10.4 Bungie Revenue in Client-based MMORPG Business (2017-2022)
        11.10.5 Bungie Recent Development
12 Analyst's Viewpoints/Conclusions
13 Appendix
    13.1 Research Methodology
        13.1.1 Methodology/Research Approach
        13.1.2 Data Source
    13.2 Disclaimer
    13.3 Author Details

List of Tables Table 1. Global Client-based MMORPG Market Size Growth Rate by Type (US$ Million): 2017 VS 2021 VS 2028 Table 2. Key Players of Free-to-play Table 3. Key Players of Payment or a Monthly Subscription Table 4. Global Client-based MMORPG Market Size Growth by Application (US$ Million): 2017 VS 2021 VS 2028 Table 5. Global Client-based MMORPG Market Size by Region (US$ Million): 2017 VS 2021 VS 2028 Table 6. Global Client-based MMORPG Market Size by Region (2017-2022) & (US$ Million) Table 7. Global Client-based MMORPG Market Share by Region (2017-2022) Table 8. Global Client-based MMORPG Forecasted Market Size by Region (2023-2028) & (US$ Million) Table 9. Global Client-based MMORPG Market Share by Region (2023-2028) Table 10. Client-based MMORPG Market Trends Table 11. Client-based MMORPG Market Drivers Table 12. Client-based MMORPG Market Challenges Table 13. Client-based MMORPG Market Restraints Table 14. Global Client-based MMORPG Revenue by Players (2017-2022) & (US$ Million) Table 15. Global Client-based MMORPG Market Share by Players (2017-2022) Table 16. Global Top Client-based MMORPG Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Client-based MMORPG as of 2021) Table 17. Ranking of Global Top Client-based MMORPG Companies by Revenue (US$ Million) in 2021 Table 18. Global 5 Largest Players Market Share by Client-based MMORPG Revenue (CR5 and HHI) & (2017-2022) Table 19. Key Players Headquarters and Area Served Table 20. Key Players Client-based MMORPG Product Solution and Service Table 21. Date of Enter into Client-based MMORPG Market Table 22. Mergers & Acquisitions, Expansion Plans Table 23. Global Client-based MMORPG Market Size by Type (2017-2022) & (US$ Million) Table 24. Global Client-based MMORPG Revenue Market Share by Type (2017-2022) Table 25. Global Client-based MMORPG Forecasted Market Size by Type (2023-2028) & (US$ Million) Table 26. Global Client-based MMORPG Revenue Market Share by Type (2023-2028) Table 27. Global Client-based MMORPG Market Size by Application (2017-2022) & (US$ Million) Table 28. Global Client-based MMORPG Revenue Market Share by Application (2017-2022) Table 29. Global Client-based MMORPG Forecasted Market Size by Application (2023-2028) & (US$ Million) Table 30. Global Client-based MMORPG Revenue Market Share by Application (2023-2028) Table 31. North America Client-based MMORPG Market Size by Country (2017-2022) & (US$ Million) Table 32. North America Client-based MMORPG Market Size by Country (2023-2028) & (US$ Million) Table 33. Europe Client-based MMORPG Market Size by Country (2017-2022) & (US$ Million) Table 34. Europe Client-based MMORPG Market Size by Country (2023-2028) & (US$ Million) Table 35. Asia-Pacific Client-based MMORPG Market Size by Region (2017-2022) & (US$ Million) Table 36. Asia-Pacific Client-based MMORPG Market Size by Region (2023-2028) & (US$ Million) Table 37. Latin America Client-based MMORPG Market Size by Country (2017-2022) & (US$ Million) Table 38. Latin America Client-based MMORPG Market Size by Country (2023-2028) & (US$ Million) Table 39. Middle East & Africa Client-based MMORPG Market Size by Country (2017-2022) & (US$ Million) Table 40. Middle East & Africa Client-based MMORPG Market Size by Country (2023-2028) & (US$ Million) Table 41. Tencent Company Detail Table 42. Tencent Business Overview Table 43. Tencent Client-based MMORPG Product Table 44. Tencent Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 45. Tencent Recent Development Table 46. NetEase Company Detail Table 47. NetEase Business Overview Table 48. NetEase Client-based MMORPG Product Table 49. NetEase Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 50. NetEase Recent Development Table 51. Blizzard Entertainment Company Detail Table 52. Blizzard Entertainment Business Overview Table 53. Blizzard Entertainment Client-based MMORPG Product Table 54. Blizzard Entertainment Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 55. Blizzard Entertainment Recent Development Table 56. NCSOFT Company Detail Table 57. NCSOFT Business Overview Table 58. NCSOFT Client-based MMORPG Product Table 59. NCSOFT Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 60. NCSOFT Recent Development Table 61. Sandbox Interactive GmbH Company Detail Table 62. Sandbox Interactive GmbH Business Overview Table 63. Sandbox Interactive GmbH Client-based MMORPG Product Table 64. Sandbox Interactive GmbH Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 65. Sandbox Interactive GmbH Recent Development Table 66. ZeniMax Online Studios Company Detail Table 67. ZeniMax Online Studios Business Overview Table 68. ZeniMax Online Studios Client-based MMORPG Product Table 69. ZeniMax Online Studios Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 70. ZeniMax Online Studios Recent Development Table 71. Nexon Company Detail Table 72. Nexon Business Overview Table 73. Nexon Client-based MMORPG Product Table 74. Nexon Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 75. Nexon Recent Development Table 76. Trion Worlds Company Detail Table 77. Trion Worlds Business Overview Table 78. Trion Worlds Client-based MMORPG Product Table 79. Trion Worlds Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 80. Trion Worlds Recent Development Table 81. KOG Games Company Detail Table 82. KOG Games Business Overview Table 83. KOG Games Client-based MMORPG Product Table 84. KOG Games Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 85. KOG Games Recent Development Table 86. Bungie Company Detail Table 87. Bungie Business Overview Table 88. Bungie Client-based MMORPG Product Table 89. Bungie Revenue in Client-based MMORPG Business (2017-2022) & (US$ Million) Table 90. Bungie Recent Development Table 91. Research Programs/Design for This Report Table 92. Key Data Information from Secondary Sources Table 93. Key Data Information from Primary Sources List of Figures Figure 1. Global Client-based MMORPG Market Share by Type: 2021 VS 2028 Figure 2. Free-to-play Features Figure 3. Payment or a Monthly Subscription Features Figure 4. Global Client-based MMORPG Market Share by Application in 2021 & 2028 Figure 5. Juvenile (7-17) Case Studies Figure 6. Youth (18-40) Case Studies Figure 7. Middle Aged (41-65) Case Studies Figure 8. Elderly (>66) Case Studies Figure 9. Client-based MMORPG Report Years Considered Figure 10. Global Client-based MMORPG Market Size (US$ Million), Year-over-Year: 2017-2028 Figure 11. Global Client-based MMORPG Market Size, (US$ Million), 2017 VS 2021 VS 2028 Figure 12. Global Client-based MMORPG Market Share by Region: 2021 VS 2028 Figure 13. Global Client-based MMORPG Market Share by Players in 2021 Figure 14. Global Top Client-based MMORPG Players by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in Client-based MMORPG as of 2021) Figure 15. The Top 10 and 5 Players Market Share by Client-based MMORPG Revenue in 2021 Figure 16. North America Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 17. North America Client-based MMORPG Market Share by Country (2017-2028) Figure 18. United States Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 19. Canada Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 20. Europe Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 21. Europe Client-based MMORPG Market Share by Country (2017-2028) Figure 22. Germany Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 23. France Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 24. U.K. Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 25. Italy Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 26. Russia Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 27. Nordic Countries Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 28. Asia-Pacific Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 29. Asia-Pacific Client-based MMORPG Market Share by Region (2017-2028) Figure 30. China Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 31. Japan Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 32. South Korea Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 33. Southeast Asia Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 34. India Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 35. Australia Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 36. Latin America Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 37. Latin America Client-based MMORPG Market Share by Country (2017-2028) Figure 38. Mexico Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 39. Brazil Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 40. Middle East & Africa Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 41. Middle East & Africa Client-based MMORPG Market Share by Country (2017-2028) Figure 42. Turkey Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 43. Saudi Arabia Client-based MMORPG Market Size YoY Growth (2017-2028) & (US$ Million) Figure 44. Tencent Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 45. NetEase Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 46. Blizzard Entertainment Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 47. NCSOFT Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 48. Sandbox Interactive GmbH Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 49. ZeniMax Online Studios Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 50. Nexon Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 51. Trion Worlds Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 52. KOG Games Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 53. Bungie Revenue Growth Rate in Client-based MMORPG Business (2017-2022) Figure 54. Bottom-up and Top-down Approaches for This Report Figure 55. Data Triangulation Figure 56. Key Executives Interviewed

This research study involved the extensive usage of both primary and secondary data sources.  The research process involved the study of various factors affecting the industry, including the government policy, market environment, competitive landscape, historical data, present trends in the market, technological innovation, upcoming technologies and the technical progress in related industry, and market risks, opportunities, market barriers and challenges. Top-down and bottom-up approaches are used to validate the global market size market and estimate the market size for manufacturers, regions segments, product segments and applications (end users). All possible factors that influence the markets included in this research study have been accounted for, viewed in extensive detail, verified through primary research, and analyzed to get the final quantitative and qualitative data. The market size for top-level markets and sub-segments is normalized, and the effect of inflation, economic downturns, and regulatory & policy changes or other factors are not accounted for in the market forecast. This data is combined and added with detailed inputs and analysis from QYResearch and presented in this report.
 

After complete market engineering with calculations for market statistics; market size estimations; market forecasting; market breakdown; and data triangulation, extensive primary research was conducted to gather information and verify and validate the critical numbers arrived at. In the complete market engineering process, both top-down and bottom-up approaches were extensively used, along with several data triangulation methods, to perform market estimation and market forecasting for the overall market segments and sub segments listed in this report. Extensive qualitative and further quantitative analysis is also done from all the numbers arrived at in the complete market engineering process to list key information throughout the report.
 

Secondary Sources occupies Approximately 25% of Sources, such as press releases, annual reports, Non-Profit organizations, industry associations, governmental agencies and customs data, and so on; This research study involved the usage of widespread secondary sources; directories; databases such as Bloomberg Business, Wind Info, Hoovers, Factiva (Dow Jones & Company), TRADING ECONOMICS, and avention; Investing News Network; statista; Federal Reserve Economic Data; annual reports; BIS Statistics; ICIS; company house documents; CAS(American Chemical Society); investor presentations; and SEC filings of companies. Secondary research was used to identify and collect information useful for the extensive, technical, market-oriented, and commercial study of the Light Aircraft market. It was also used to obtain important information about the top players, market classification and segmentation according to industry trends to the bottom-most level, and key developments related to market and technology perspectives.
 

In the primary research process, various sources from both the supply and demand sides were interviewed to obtain qualitative and quantitative information for this report. The primary sources from the supply side include product manufacturers (and their competitors), opinion leaders, industry experts, research institutions, distributors, dealer and traders, as well as the raw materials suppliers and producers etc.
 

The primary sources from the demand side include industry experts such as business leaders, marketing and sales directors, technology and innovation directors, supply chain executive, end users (product buyers), and related key executives from various key companies and organizations operating in the global market.
 

Primary research was conducted to identify segmentation types, product price range, product applications, key players, raw materials supply and the downstream demand, industry status and outlook, and key market dynamics such as risks, influence factors, opportunities, market barriers, industry trends, and key player strategies.
 

Publisher: QY Research

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