MMOG (Massively Multiplayer Online Games).: Market Research Report

Date: June 22, 2010
Pages: 302
US$ 3,950.00
Publisher: Global Industry Analysts, Inc
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: M16F356836BEN

Download PDF Leaflet

MMOG (Massively Multiplayer Online Games).: Market Research Report
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, Ankama Games, CCP hf, Limited, CipSoft GmbH, CJ Internet Corp., Cryptic Studios, Inc., Jagex Ltd., Joymax Co., Ltd., MindArk PE AB, NCsoft Corporation,, 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 mostly extracted from URL research and reported select online sources.

Study Reliability and Reporting Limitations
Data Interpretation & Reporting Level
Quantitative Techniques & Analytics
Product Definition and Scope of the Study



Video Games: A Rudimentary Overview

Table 1. World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Gaming Platform (includes corresponding Graph/Chart)
Table 2. World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region (includes corresponding Graph/Chart)

Changing Demographics of Modern Players
Competition in the Video Games Market: A Review
Sony, Microsoft and Nintendo: The Three Battle Scarred Warhorses

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)

Spiraling Competition To Soften Prices
Impact of the Recession
Cautious Optimism Prevails
Online Video Games: The New Frontier

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)

Online Games Gather Steam

Table 5. Percentage Breakdown of Cumulative Number of Online Game Subscribers by Region - 2009 (includes corresponding Graph/Chart)
Table 6. World Market for Online Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region/Country (includes corresponding Graph/Chart)

MMOG Comes of Age in the Online Gaming Market
Market Share Findings

Table 7. World Market for MMOG (Massively Multiplayer Online Games) (2007): Percentage Market Share Breakdown of Leading Game Developers/Vendors (includes corresponding Graph/Chart)

Market Share Findings On the Korean Market

Table 8. Korean Online Games Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart)
Table 9. Korean MMOG (Massively Multiplayer Online Games) Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart)

MMORPG: A Key Segment in the MMOG Market
Trends, Growth Drivers & Issues
MMOGs Face the Heat of the Recession
Technological Advancements To Drive Growth…
Casual MMOGs Rise in Importance
Developing Markets: A Goldmine for Game Developers
World of Warcraft (WoW) – “Winner” all the Way

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)
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)

Social Networking & Gamer Communities Offer Excellent Growth Potential for MMOGs
Premium Subscription Models Drive the Subscription Based MMOG Market
Hybrid Business Models: An Emerging Business Case
MMOG Strategies Present a Blueprint for the Future of Online Gaming Industry
Increased Broadband Connectivity Fuels Growth in the Market

Table 12. Percentage of Broadband Household Penetration of Online Games in the US Market (includes corresponding Graph/Chart)

Challenges Galore
High Costs
High Risks
High Churn Rates
Tackling Fraudulent Transactions
Focus on Select Regional Markets
The United States
American MMORPG Companies Begin Offering More Free-to-Play Games
Competition Set to Tighten in Free-to-Play MMOG Market in Coming Years
Key Statistical Findings

Table 13. Key Point of Internet Access for Online Gamers in the US for 2008 By Age Group (includes corresponding Graph/Chart)
Table 14. Online Games Market in the US: Percentage Breakdown by Game Type for the Year 2007 (includes corresponding Graph/Chart)
Table 15. Online Gamers in the US in 2008: Percentage Share Breakdown by Gender - Male and Female
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)


Table 17. Online Games Market in Asia-Pacific (2007): Percentage Breakdown of Revenues by Country (includes corresponding Graph/Chart)


Table 18. Paying Online Gamers in China: Percentage Market Penetration for Years 2007, 2009, 2011, and 2013 (includes corresponding Graph/Chart)
Table 19. Internet Penetration Rate in China in Comparison With Other Countries As of the Year 2008 (includes corresponding Graph/Chart)

ARPU Witnesses A Steady Rise in the Online Gaming Market

Table 20. Chinese Online Gaming Market (2005-2013): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart)
Table 21. Massively Multiplayer Online Role Playing Games (MMORPG) Market in China (2005-2011): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart)

Competition in the Online Games Market

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)
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)

Chinese Government Announces Supportive Policy for Online Games
Thorny Challenges Create Trouble in Paradise
Piracy: A Serious Concern in the Chinese Market
Chinese MMORPG Market (2009): List of the Top Ten Leading Game Titles

Table 24. Chinese MMORPG Market (2005-2011): Yearly Breakdown of Number of Gamers (in million) (includes corresponding Graph/Chart)



Online Games: A Prelude
Massively Multiplayer Online Games (MMOGs): An Introduction
MMOGs Vs Other Games: A Peek Into the Differences
Technology Requirements
Revenue Models
Subscription-Based Revenue Model
Virtual Item Selling Model
In-game Advertising
Types of MMOGs


Social Interaction
Role Playing
System Architecture
MMO Real-Time Strategy Games
MMO Rhythm Games
MMO Social Games
Hacking & Piracy Issues


TurnOut to Launch Tom and Jerry Based MMOG
GamersFirst Unveils a Formula One MMO
Virtual Fairground to Offer Wonderland MMO
Atari and Cryptic Studios Introduces Champions Online Open Beta
NCsoft to Introduce Aion Standard and Limited Collector's Edition
Cartoon Network Launches AAA
Aeria Games Acquires nDoors' Luminary: Rise of the Goonzu
EVE Online Launches Dust 514
JCE Launches Freestyle
Tahadi Launches Beta Trial-version of Ragnarok
TurnOut Ventures to Unveil BEN 10 MMO Game
DME Launches MU Online's Season 4
Turbine Launches The Lord of the Rings Online
Atlus Online Introduces Neo Steam: The Shattered Continent
Square Enix to Launch FINAL FANTASY XIV
Hi-Rez to Launch Global Agenda
Cyanide Studios Unveils Dungeon Party
Resistor Productions Unveils Disciple
Square Enix Launches A Crystalline Prophecy - Ode of Life Bestowing
Abandon Interactive Entertainment Unveils Freaky Creatures
Aeria Games Unveils Expansion Pack 1
One Net Entertainment to launch MMORPGs
CCP Launches EVE: The Burning Life
Oriented Games Launches Hello Kitty® Online
Jagex Studios and Zapak Digital Entertainment Launches Runescape
Nexon America Launches Dragon
Paragon Studios Introduces Guest Author Series in City of Heroes
The Black Library and Mythic Entertainment Unveil FORGED IN CHAOS
Pixel Mine Games Unveils Secondhand Lands Unveils Blade Hero 2
Frogster America Launches an Arena-System
Joymax to Unveil Legend IV: Tomb of the Qin-Shi Emperor
gamigo Unveils Steampunk MMORPG NeoSteam
Iron Will Studios Unveils Web Browser Version of Outer Empires
Aeria Games Launches Shaiya in Turkey
Acclaim Games Launches The Chronicles of Spellborn MMORPG
NCsoft and Paragon Studios Unveils Issue 16: Power Spectrum for City of Heroes
Turbine Unveils Dungeons & Dragons Online®: Eberron UnlimitedTM
Joymax Unveils Legend IV Plus
THQ*ICE Unveils Dragonica Online
NCsoft® Launches Aion TM for North America
CCP Launches EVE Online: Quantum Rise
Black Library Publishing & Electronic Art Launch DARK STORM GATHERING
Jagex Introduces FunOrb Brazil
Sci Fi Introduces Bigpoint games
Webzen Develops MMOFPS Huxley
NetDevil to Introduce Lego Universe
Cartoon Network Unveils MMORPG Fusion Fall


MMO Life Acquires Share in MMOCluster
FX Labs and Moggle Ink Agreement
Masthead Studios and Interplay Ink LOI
Gazillion and Marvel Ink Agreement
Atari Takes Over Cryptic Studios
BioWare merges with Mythic
Aeria Games to Purchase Twelve Sky 2
Walt Disney Company to Purchase Marvel Entertainment
bwin Purchases United Games Purchases
Nival Collaborates with Gala Network to Introduce Allods Online MMORPG
HKBN Partners With Major MMORPG Companies
NASA Signs Agreements with three MMO Companies
Scaleform Signs Agreement with Nexon
Virtual Fairground and Alphanim to Offer Galactik Football Based MMO Game
Quest and IGN/Direct2Drive Enter into Agreement
WeMade Signs an Agreement with Burda:ic
Perfect World Co and Runic Games Announce Publishing Agreement
Atlantica Online Ventures into Thailand
Sanrio and C2 Partner for Offering Hello Kitty in Thailand
Gala-Net and HanbitSoft Partnership to Launch Aika in North America
Kylin and Baidu Announce Strategic Partnership
EverDream Signs Partnership Agreements with BBGsite and MMOsite
Fallen Earth Partners with FilePlanet
GotGame Signs Agreements with and
True Games Interactive Partners with GOA
Aeria Games Enters into Partnership with Offerpal Media
Gala Networks Europe Partners with Suzhou Snail Electronic
Sparkplay Media Signs Partnership Deal with Omake Interactive Services
RocketOn to Partner with Six Sites
Gala-Net to Partner with EYA SOFT
NetDragon Websoft and Electronic Arts Enter into Agreement
Zemi Interactive Enters into Partnership with Gameforge
NHN and AMD Enter into Collaboration
Vogster Entertainment and THQ Inc to Offer Shooter MMO CrimeCraft
Glu Mobile and Activision Publishing Enter Partnership
Blizzard to Enter Licensing Agreement with's Affiliate Company
MashON and Cryptic Studios Enter Licensing Deal
Jagex Becomes a Part of Tiga
Abu Dhabi Media Company Enters into Join Venture with Gazillion
InComm Enters into Partnership with Cartoon Network
Aeria Games Acquires DragonSky
NCsoft Forms NC West Subsidiary
Vivendi and Activision Establish Activision Blizzard
Aeria Games Purchases Pi Story
NCsoft Merges City of Heroes with City of Villains
Spill Group Snaps Up
NHN USA Buys Lunia Game Rights
Ubisoft Purchases Massive Entertainment Studio
Electronic Arts and GigaMedia Sign Agreement
Hangame and Electronic Arts Ink Agreement to Introduce WAR
NetDragon Websoft Signs Agreement with Electronic Arts
GONZO Rosso and Min Communications Ink Agreement
GameHi and Digital Media Enter into Partnership to Unveil MMORPG Dekaron
Perfect World Ink Agreements with
Pixsy to Partner with
The9 Signs Agreement with T3 Entertainment to Form Joint Venture


Activision Blizzard, Inc. (USA)
Ankama Games (France)
CCP hf (Iceland) Limited (China)
CipSoft GmbH (Germany)
CJ Internet Corp (South Korea)
Cryptic Studios, Inc. (USA)
Jagex Ltd. (UK)
Joymax Co., Ltd. (South Korea)
MindArk PE AB (Sweden)
NCsoft Corporation (South Korea), Inc. (China)
Nexon Corporation (Korea)
Perfect World Co., Ltd. (China)
Softstar Entertainment Inc. (Taiwan)
Sony Online Entertainment LLC (USA)
Shanda Games Limited (China)
Square-Enix Holdings Co Ltd (Japan)
Tencent, Inc. (China)
The9 Limited (China)
Turbine, Inc. (USA)


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)
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)


Total Companies Profiled: 123 (including Divisions/Subsidiaries - 133)
The United States
The United Kingdom
Rest of Europe
Asia-Pacific (Excluding Japan)
Skip to top

Ask Your Question

MMOG (Massively Multiplayer Online Games).: Market Research Report
Company name*:
Contact person*:
Request invoice
Your enquiry:
Please click on a Check Box below to confirm you are not a robot: