![]() MMOゲームの世界市場 2021-2025Global MMO Games Market 2021-2025 MMOゲームの世界市場 2021-2025 TechnavioはMMOゲーム市場を監視しており、2021年から2025年の間に187億6000万ドルの成長が見込まれ、予測期間中にCAGR9.24%で進行しています。当レポートでは、MMOゲーム市場の... もっと見る
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サマリーMMOゲームの世界市場 2021-2025TechnavioはMMOゲーム市場を監視しており、2021年から2025年の間に187億6000万ドルの成長が見込まれ、予測期間中にCAGR9.24%で進行しています。当レポートでは、MMOゲーム市場の全体分析、市場規模・予測、トレンド、成長ドライバー、課題、さらに約25社のベンダーを網羅したベンダー分析を行っています。 現在の世界市場のシナリオ、最新動向とドライバー、市場全体の環境に関する最新の分析を提供しています。市場は、複数の決済サービスの利用可能性とオンラインゲーム産業の人気によって牽引されています。また、複数の決済サービスが利用できるようになったことで、市場の成長も促進されると予想されます。 MMOゲーム市場の分析には、収益モデルやジャンル別セグメント、地域別の状況などが含まれます。 TechnavioのMMOゲーム市場は以下のように区分されています。 - 収益モデル - F2P - P2P - ジャンル - MMORPG - MMOFPS - MMORTS - その他 地域別状況 - APAC - 北アメリカ - ヨーロッパ - 南米 - MEA 本調査では、今後数年間のMMOゲーム市場の成長を牽引する主な要因の1つとして、VR / ARゲームの採用が拡大していることを挙げています。 Technavioは、複数のソースからのデータを調査、合成、要約し、主要パラメータの分析によって、市場の詳細な図を提示します。MMOゲーム市場に関する弊社のレポートは、以下の分野を対象としています。 - MMOゲーム市場のサイジング - MMOゲーム市場予測 - MMOゲーム市場の産業分析 Technavioの強力なベンダー分析は、顧客が市場での地位を向上できるように設計されており、これに沿って本レポートでは、Activision Blizzard Inc、ChangYou.com Ltd、CipSoft GmbH、Daybreak Game Co., Ltd.など、複数のMMOゲーム市場の主要ベンダーについて詳細に分析しています。LLC、Electronic Arts Inc、GungHo Online Entertainment Inc、Jagex Ltd.、KONAMI HOLDINGS CORP.、NCSOFT Corp.、NEXON America Inc.などが含まれます。また、MMOゲーム市場の分析レポートには今後の動向と市場成長に影響を与える課題についての情報も含まれています。また、MMOゲーム市場の分析レポートには、市場成長に影響を与える今後の動向や課題に関する情報も含まれています。これは、企業が今後の成長機会をすべて戦略的に活用できるようにするためです。 この調査は、業界の主要参加者からのインプットを含む、一次および二次情報の客観的な組み合わせを使用して実施されました。本レポートには、主要ベンダーの分析に加え、包括的な市場およびベンダーランドスケープが含まれています。本レポートの詳細については、https://www.technavio.com/report/mmo-games-market-industry-analysis をご覧ください。 Technavioは、利益、価格、競争、プロモーションなどの主要パラメータの分析により、複数のソースからのデータを調査、合成、総括する方法で、市場の詳細なイメージを提示します。また、業界の主要な影響力を持つ人物を特定することで、市場の様々な側面を提示しています。提示されるデータは、包括的で信頼性が高く、一次および二次にわたる広範な調査の結果です。Technavioの市場調査レポートは、正確な市場成長を予測するために、完全な競争環境と、定性的および定量的調査を用いた詳細なベンダー選定方法および分析を提供します。 目次• Executive Summaryo Market Overview • Market Landscape o Market ecosystem o Value chain analysis • Market Sizing o Market definition o Market segment analysis o Market size 2020 o Market outlook: Forecast for 2020 - 2025 • Five Forces Analysis o Bargaining power of buyers o Bargaining power of suppliers o Threat of new entrants o Threat of substitutes o Threat of rivalry o Market condition • Market Segmentation by Revenue model o Market segments o Comparison by Revenue model o F2P - Market size and forecast 2020-2025 o P2P - Market size and forecast 2020-2025 o Market opportunity by Revenue model • Market Segmentation by Genre o Market segments o Comparison by Genre o MMORPG - Market size and forecast 2020-2025 o MMOFPS - Market size and forecast 2020-2025 o MMORTS - Market size and forecast 2020-2025 o Others - Market size and forecast 2020-2025 o Market opportunity by Genre • Customer landscape • Geographic Landscape o Geographic segmentation o Geographic comparison o APAC - Market size and forecast 2020-2025 o North America - Market size and forecast 2020-2025 o Europe - Market size and forecast 2020-2025 o South America - Market size and forecast 2020-2025 o MEA - Market size and forecast 2020-2025 o Key leading countries o Market opportunity By Geographical Landscape o Market drivers o Market challenges o Market trends • Vendor Landscape o Overview o Landscape disruption • Vendor Analysis o Vendors covered o Market positioning of vendors o Activision Blizzard Inc. o ChangYou.com Ltd. o CipSoft GmbH o Daybreak Game Co. LLC o Electronic Arts Inc. o GungHo Online Entertainment Inc. o Jagex Ltd. o KONAMI HOLDINGS CORP. o NCSOFT Corp. o NEXON America Inc. • Appendix o Scope of the report o Currency conversion rates for US$ o Research methodology o List of abbreviations • • 1: Key Finding 1 • 2: Key Finding 2 • 3: Key Finding 3 • 4: Key Finding 5 • 5: Key Finding 6 • 6: Key Finding 7 • 7: Key Finding 8 • 8: Key Finding 9 • 9: Parent market • 10: Market characteristics • 11: Offerings of vendors included in the market definition • 12: Market segments • 13: Global - Market size and forecast 2020 - 2025 ($ million) • 14: Global market: Year-over-year growth 2020 - 2025 (%) • 15: Five forces analysis 2020 & 2025 • 16: Bargaining power of buyers • 17: Bargaining power of suppliers • 18: Threat of new entrants • 19: Threat of substitutes • 20: Threat of rivalry • 21: Market condition - Five forces 2020 • 22: Revenue model - Market share 2020-2025 (%) • 23: Comparison by Revenue model • 24: F2P - Market size and forecast 2020-2025 ($ million) • 25: F2P - Year-over-year growth 2020-2025 (%) • 26: P2P - Market size and forecast 2020-2025 ($ million) • 27: P2P - Year-over-year growth 2020-2025 (%) • 28: Market opportunity by Revenue model • 29: Genre - Market share 2020-2025 (%) • 30: Comparison by Genre • 31: MMORPG - Market size and forecast 2020-2025 ($ million) • 32: MMORPG - Year-over-year growth 2020-2025 (%) • 33: MMOFPS - Market size and forecast 2020-2025 ($ million) • 34: MMOFPS - Year-over-year growth 2020-2025 (%) • 35: MMORTS - Market size and forecast 2020-2025 ($ million) • 36: MMORTS - Year-over-year growth 2020-2025 (%) • 37: Others - Market size and forecast 2020-2025 ($ million) • 38: Others - Year-over-year growth 2020-2025 (%) • 39: Market opportunity by Genre • 40: Customer landscape • 41: Market share By Geographical Landscape 2020-2025 (%) • 42: Geographic comparison • 43: APAC - Market size and forecast 2020-2025 ($ million) • 44: APAC - Year-over-year growth 2020-2025 (%) • 45: North America - Market size and forecast 2020-2025 ($ million) • 46: North America - Year-over-year growth 2020-2025 (%) • 47: Europe - Market size and forecast 2020-2025 ($ million) • 48: Europe - Year-over-year growth 2020-2025 (%) • 49: South America - Market size and forecast 2020-2025 ($ million) • 50: South America - Year-over-year growth 2020-2025 (%) • 51: MEA - Market size and forecast 2020-2025 ($ million) • 52: MEA - Year-over-year growth 2020-2025 (%) • 53: Key leading countries • 54: Market opportunity By Geographical Landscape ($ million) • 55: Impact of drivers and challenges • 56: Vendor landscape • 57: Landscape disruption • 58: Industry risks • 59: Vendors covered • 60: Market positioning of vendors • 61: Activision Blizzard Inc. - Overview • 62: Activision Blizzard Inc. - Business segments • 63: Activision Blizzard Inc. - Key offerings • 64: Activision Blizzard Inc. - Key customers • 65: Activision Blizzard Inc. - Segment focus • 66: ChangYou.com Ltd. - Overview • 67: ChangYou.com Ltd. - Product and service • 68: ChangYou.com Ltd. - Key offerings • 69: ChangYou.com Ltd. - Key customers • 70: ChangYou.com Ltd. - Segment focus • 71: CipSoft GmbH - Overview • 72: CipSoft GmbH - Product and service • 73: CipSoft GmbH - Key offerings • 74: CipSoft GmbH - Key customers • 75: CipSoft GmbH - Segment focus • 76: Daybreak Game Co. LLC - Overview • 77: Daybreak Game Co. LLC - Product and service • 78: Daybreak Game Co. LLC - Key offerings • 79: Daybreak Game Co. LLC - Key customers • 80: Daybreak Game Co. LLC - Segment focus • 81: Electronic Arts Inc. - Overview • 82: Electronic Arts Inc. - Product and service • 83: Electronic Arts Inc. - Key offerings • 84: Electronic Arts Inc. - Key customers • 85: Electronic Arts Inc. - Segment focus • 86: GungHo Online Entertainment Inc. - Overview • 87: GungHo Online Entertainment Inc. - Product and service • 88: GungHo Online Entertainment Inc. - Key offerings • 89: GungHo Online Entertainment Inc. - Key customers • 90: GungHo Online Entertainment Inc. - Segment focus • 91: Jagex Ltd. - Overview • 92: Jagex Ltd. - Product and service • 93: Jagex Ltd. - Key offerings • 94: Jagex Ltd. - Key customers • 95: Jagex Ltd. - Segment focus • 96: KONAMI HOLDINGS CORP. - Overview • 97: KONAMI HOLDINGS CORP. - Business segments • 98: KONAMI HOLDINGS CORP. - Key offerings • 99: KONAMI HOLDINGS CORP. - Key customers • 100: KONAMI HOLDINGS CORP. - Segment focus • 101: NCSOFT Corp. - Overview • 102: NCSOFT Corp. - Business segments • 103: NCSOFT Corp. - Key offerings • 104: NCSOFT Corp. - Key customers • 105: NCSOFT Corp. - Segment focus • 106: NEXON America Inc.- Overview • 107: NEXON America Inc.- Business segments • 108: NEXON America Inc.- Key offerings • 109: NEXON America Inc.- Key customers • 110: NEXON America Inc.- Segment focus • 111: Currency conversion rates for US$ • 112: Research Methodology • 113: Validation techniques employed for market sizing • 114: Information sources • 115: List of abbreviations
SummaryGlobal MMO Games Market 2021-2025 Table of Contents• Executive Summaryo Market Overview • Market Landscape o Market ecosystem o Value chain analysis • Market Sizing o Market definition o Market segment analysis o Market size 2020 o Market outlook: Forecast for 2020 - 2025 • Five Forces Analysis o Bargaining power of buyers o Bargaining power of suppliers o Threat of new entrants o Threat of substitutes o Threat of rivalry o Market condition • Market Segmentation by Revenue model o Market segments o Comparison by Revenue model o F2P - Market size and forecast 2020-2025 o P2P - Market size and forecast 2020-2025 o Market opportunity by Revenue model • Market Segmentation by Genre o Market segments o Comparison by Genre o MMORPG - Market size and forecast 2020-2025 o MMOFPS - Market size and forecast 2020-2025 o MMORTS - Market size and forecast 2020-2025 o Others - Market size and forecast 2020-2025 o Market opportunity by Genre • Customer landscape • Geographic Landscape o Geographic segmentation o Geographic comparison o APAC - Market size and forecast 2020-2025 o North America - Market size and forecast 2020-2025 o Europe - Market size and forecast 2020-2025 o South America - Market size and forecast 2020-2025 o MEA - Market size and forecast 2020-2025 o Key leading countries o Market opportunity By Geographical Landscape o Market drivers o Market challenges o Market trends • Vendor Landscape o Overview o Landscape disruption • Vendor Analysis o Vendors covered o Market positioning of vendors o Activision Blizzard Inc. o ChangYou.com Ltd. o CipSoft GmbH o Daybreak Game Co. LLC o Electronic Arts Inc. o GungHo Online Entertainment Inc. o Jagex Ltd. o KONAMI HOLDINGS CORP. o NCSOFT Corp. o NEXON America Inc. • Appendix o Scope of the report o Currency conversion rates for US$ o Research methodology o List of abbreviations • • 1: Key Finding 1 • 2: Key Finding 2 • 3: Key Finding 3 • 4: Key Finding 5 • 5: Key Finding 6 • 6: Key Finding 7 • 7: Key Finding 8 • 8: Key Finding 9 • 9: Parent market • 10: Market characteristics • 11: Offerings of vendors included in the market definition • 12: Market segments • 13: Global - Market size and forecast 2020 - 2025 ($ million) • 14: Global market: Year-over-year growth 2020 - 2025 (%) • 15: Five forces analysis 2020 & 2025 • 16: Bargaining power of buyers • 17: Bargaining power of suppliers • 18: Threat of new entrants • 19: Threat of substitutes • 20: Threat of rivalry • 21: Market condition - Five forces 2020 • 22: Revenue model - Market share 2020-2025 (%) • 23: Comparison by Revenue model • 24: F2P - Market size and forecast 2020-2025 ($ million) • 25: F2P - Year-over-year growth 2020-2025 (%) • 26: P2P - Market size and forecast 2020-2025 ($ million) • 27: P2P - Year-over-year growth 2020-2025 (%) • 28: Market opportunity by Revenue model • 29: Genre - Market share 2020-2025 (%) • 30: Comparison by Genre • 31: MMORPG - Market size and forecast 2020-2025 ($ million) • 32: MMORPG - Year-over-year growth 2020-2025 (%) • 33: MMOFPS - Market size and forecast 2020-2025 ($ million) • 34: MMOFPS - Year-over-year growth 2020-2025 (%) • 35: MMORTS - Market size and forecast 2020-2025 ($ million) • 36: MMORTS - Year-over-year growth 2020-2025 (%) • 37: Others - Market size and forecast 2020-2025 ($ million) • 38: Others - Year-over-year growth 2020-2025 (%) • 39: Market opportunity by Genre • 40: Customer landscape • 41: Market share By Geographical Landscape 2020-2025 (%) • 42: Geographic comparison • 43: APAC - Market size and forecast 2020-2025 ($ million) • 44: APAC - Year-over-year growth 2020-2025 (%) • 45: North America - Market size and forecast 2020-2025 ($ million) • 46: North America - Year-over-year growth 2020-2025 (%) • 47: Europe - Market size and forecast 2020-2025 ($ million) • 48: Europe - Year-over-year growth 2020-2025 (%) • 49: South America - Market size and forecast 2020-2025 ($ million) • 50: South America - Year-over-year growth 2020-2025 (%) • 51: MEA - Market size and forecast 2020-2025 ($ million) • 52: MEA - Year-over-year growth 2020-2025 (%) • 53: Key leading countries • 54: Market opportunity By Geographical Landscape ($ million) • 55: Impact of drivers and challenges • 56: Vendor landscape • 57: Landscape disruption • 58: Industry risks • 59: Vendors covered • 60: Market positioning of vendors • 61: Activision Blizzard Inc. - Overview • 62: Activision Blizzard Inc. - Business segments • 63: Activision Blizzard Inc. - Key offerings • 64: Activision Blizzard Inc. - Key customers • 65: Activision Blizzard Inc. - Segment focus • 66: ChangYou.com Ltd. - Overview • 67: ChangYou.com Ltd. - Product and service • 68: ChangYou.com Ltd. - Key offerings • 69: ChangYou.com Ltd. - Key customers • 70: ChangYou.com Ltd. - Segment focus • 71: CipSoft GmbH - Overview • 72: CipSoft GmbH - Product and service • 73: CipSoft GmbH - Key offerings • 74: CipSoft GmbH - Key customers • 75: CipSoft GmbH - Segment focus • 76: Daybreak Game Co. LLC - Overview • 77: Daybreak Game Co. LLC - Product and service • 78: Daybreak Game Co. LLC - Key offerings • 79: Daybreak Game Co. LLC - Key customers • 80: Daybreak Game Co. LLC - Segment focus • 81: Electronic Arts Inc. - Overview • 82: Electronic Arts Inc. - Product and service • 83: Electronic Arts Inc. - Key offerings • 84: Electronic Arts Inc. - Key customers • 85: Electronic Arts Inc. - Segment focus • 86: GungHo Online Entertainment Inc. - Overview • 87: GungHo Online Entertainment Inc. - Product and service • 88: GungHo Online Entertainment Inc. - Key offerings • 89: GungHo Online Entertainment Inc. - Key customers • 90: GungHo Online Entertainment Inc. - Segment focus • 91: Jagex Ltd. - Overview • 92: Jagex Ltd. - Product and service • 93: Jagex Ltd. - Key offerings • 94: Jagex Ltd. - Key customers • 95: Jagex Ltd. - Segment focus • 96: KONAMI HOLDINGS CORP. - Overview • 97: KONAMI HOLDINGS CORP. - Business segments • 98: KONAMI HOLDINGS CORP. - Key offerings • 99: KONAMI HOLDINGS CORP. - Key customers • 100: KONAMI HOLDINGS CORP. - Segment focus • 101: NCSOFT Corp. - Overview • 102: NCSOFT Corp. - Business segments • 103: NCSOFT Corp. - Key offerings • 104: NCSOFT Corp. - Key customers • 105: NCSOFT Corp. - Segment focus • 106: NEXON America Inc.- Overview • 107: NEXON America Inc.- Business segments • 108: NEXON America Inc.- Key offerings • 109: NEXON America Inc.- Key customers • 110: NEXON America Inc.- Segment focus • 111: Currency conversion rates for US$ • 112: Research Methodology • 113: Validation techniques employed for market sizing • 114: Information sources • 115: List of abbreviations
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