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市場調查報告書
商品編碼
1660066

P2P (Pay-to-Play) MMO遊戲市場:現狀分析與未來預測 (2024年~2032年)

Pay-to-Play (P2P) MMO Games Market: Current Analysis and Forecast (2024-2032)

出版日期: | 出版商: UnivDatos Market Insights Pvt Ltd | 英文 135 Pages | 商品交期: 最快1-2個工作天內

價格
簡介目錄

P2P(付費遊戲)MMO 遊戲市場預計將以約 9.03% 的速度成長。這是由於競技遊戲的興起、P2P MMO 的興起以及忠實玩家的獲得。此外,不斷增加的研發、投資、產品進步和產業合作也在推動 P2P(付費遊戲) MMO 遊戲市場的發展。例如,2024年,美國藝電公司(EA)宣布了雄心勃勃的計劃,計劃在未來五年內將其全球受眾數量增加一倍,達到 10 億以上。該策略在 EA 的投資者日上宣布,詳細介紹了其到 2027 財年的長期成長目標,旨在超越市場成長並提高利潤率。

市場依類型分為直接收費和間接收費。直接支付類別是全球 P2P(付費遊戲)MMO 遊戲市場中最大的部分。直接計費要求玩家支付固定費用(一次性費用或訂閱費用)來玩遊戲。穩定的收入使開發者能夠投資優質內容、遊戲改進並為玩家提供相同的價值。這種收入模式是穩定的,因為所有籌集的資金都直接支持公司,而公司將專注於透過鞏固玩家忠誠度和鼓勵進一步開發遊戲內容來吸引更多的遊戲用戶,從而維持這些遊戲的長期成長。

依照用途來看,市場分為業餘遊戲玩家和專業遊戲玩家。其中,業餘玩家對 P2P(付費遊戲)MMO 遊戲產業的貢獻最大,他們推動了遊戲整體玩家數量和整體社群水平的提升。這些玩家不一定有任何遊戲經驗,但很可能會被 P2P MMO 的易玩性、世界觀和社交元素所吸引。最近的趨勢是,遊戲開發商透過設計簡單的遊戲來迎合潛在的遊戲玩家,這些遊戲具有任何人都可以享受的基本和簡單的玩法。隨著業餘遊戲玩家數量的不斷增加,新訂閱用戶的不斷產生,遊戲不斷發展,P2P MMO 遊戲變得越來越受歡迎和成功。

為了更了解 P2P(付費遊戲)MMO 遊戲的市場採用情況,我們根據北美(美國、加拿大和北美其他地區)、歐洲(德國、英國、法國、西班牙、義大利和歐洲其他地區)、亞太地區(中國、日本、印度和亞太地區其他地區)和世界其他地區的全球影響力對市場進行了分析。其中,北美P2P MMO遊戲市場是國際電玩產業最受歡迎和最相關的細分市場之一。這是因為北美擁有成熟且多樣化的玩家群體,他們願意在遊戲上花錢。我們與 P2P MMO 遊戲領域的一些知名公司聯合發行遊戲,其中包括暴雪娛樂、藝電以及其他長期廣受歡迎的遊戲的主要開發商。推動市場發展的因素包括高可支配收入、不斷改進的遊戲平台以及對卓越網路體驗日益增長的需求。此外,鑑於電子競技和虛擬世界市場的成長,雲端遊戲和創新技術、社群創建的內容以及頻繁的內容更新正在維持市場成長,這一點仍然顯而易見。

在市場上營運的主要公司包括暴雪娛樂(Activision Blizzard)、電子藝界公司、網易公司、騰訊雲、Valve Corporation、SQUARE ENIX、Pearl Abyss Corp.、ZENIMAX MEDIA INC(微軟)、NCSOFT Corporation 和 Kakao Games Corp。

目錄

第1章 市場概要

  • 市場定義
  • 主要目的
  • 相關利益者
  • 限制事項

第2章 分析方法或前提條件

  • 分析流程
  • 分析方法
  • 受訪者簡介

第3章 摘要整理

  • 產業摘要
  • 各市場區隔預測
    • 市場成長的強度
  • 地區展望

第4章 市場動態

  • 促進因素
  • 機會
  • 阻礙因素
  • 趨勢
  • PESTEL分析
  • 需求面分析
  • 供給面分析
    • 企業合併·收購 (M&A)
    • 合作與投資情境
    • 產業考察:主要Start-Ups企業及其獨家策略

第5章 價格分析

  • 價格分析:各地區
  • 價格的影響因素

第6章 全球P2P (Pay-to-Play) MMO遊戲的市場收益 (2022~2032年)

第7章 市場分析:各類型

  • 直接收費
  • 間接收費

第8章 市場分析:各用途

  • 業餘愛好者遊戲玩家
  • 專業遊戲玩家

第9章 市場分析:各地區

  • 北美
    • 美國
    • 加拿大
    • 其他北美地區
  • 歐洲
    • 德國
    • 英國
    • 法國
    • 義大利
    • 西班牙
    • 其他歐洲地區
  • 亞太地區
    • 中國
    • 日本
    • 印度
    • 其他亞太地區
  • 全球其他地區

第10章 價值鏈分析

  • 限制分析
  • 市場參與企業一覽

第11章 競爭情形

  • 競爭儀表板
  • 企業的市場定位分析
  • 波特的五力分析

第12章 企業簡介

  • Blizzard Entertainment, Inc. (Activision Blizzard)
    • 企業概要
    • 主要的財務指標
    • SWOT分析
    • 產品系列
    • 近幾年趨勢
  • Electronic Arts Inc.
  • NetEase, Inc.
  • Tencent Cloud
  • Valve Corporation
  • SQUARE ENIX
  • Pearl Abyss Corp
  • ZENIMAX MEDIA INC (Microsoft)
  • NCSOFT Corporation
  • Kakao Games Corp.

第13章 縮寫與前提條件

第14章 附錄

簡介目錄
Product Code: UMME213152

The Pay-to-Play (P2P) MMO Games market can be defined as online multiplayer games, which demand a subscription or payment of a particular amount to access or play. This market has been experiencing growth year by year because companies and consumers have both been seeking big experiences in the virtual world, there is a trend towards producing more high-quality content, as well as improvements in the game mechanics and options. Factors promoting growth are the increasing number of gamers, the development of technologies, and increasing popularity of esports, and the use of virtual reality, which generates interest in the resalable product and stimulates the development of this market.

The Pay-to-Play (P2P) MMO Games market is set to show a growth rate of about 9.03%. This is due to the rise of competitive gaming, elevating the status of P2P MMOs, and attracting dedicated players. Also, increasing R&D, investment, product advancements, and collaborations in this industry drive the Pay-to-Play (P2P) MMO Games market. For instance, in 2024, Electronic Arts (EA) announced an ambitious plan to double its global audience to over 1 billion people within the next five years. This strategy was unveiled during EA's Investor Day, where the company detailed its long-term growth objectives aimed at outpacing market growth and enhancing profit margins through fiscal year 2027.

Based on type, the market is segmented into directly pay and indirectly pay. The directly pay category is the largest segment in the global Pay-to-Play (P2P) MMO Games market. The directly pay category influences players to pay a fixed fee, either a single amount or a subscription to play the game. They make this possible to offer stable revenues for developers to be able to invest in quality content, game improvements, and more of the same value for players. This kind of revenue model is stable because all sourced funding supports the conveyed direct payments which in turn concentrate on sustaining the long-term growth of these games through entrenching player loyalty as well as encouraging further development of game content to attract more and more game subscribers

Based on the application, the market is bifurcated into amateur gamers and professional gamers. Among these, the amateur gamers category is the largest contributor to the Pay-to-Play (P2P) MMO Games industry by boosting the overall players' population and the overall community level around the game. These players, who won't necessarily come from past gaming experience, would be drawn to the ease of play, feel of the world, and social components of P2P MMOs. In recent years, game developers have designed games simple enough for everyone with basic and easy gameplay to cater to the subliminal gamer. With the constant increase in the quantity of amateur gamers new subscriptions are created and the game keeps on developing, making P2P MMO games more and more popular and successful.

For a better understanding of the market adoption of Pay-to-Play (P2P) MMO Games, the market is analyzed based on its worldwide presence in countries such as North America (U.S., Canada, and the Rest of North America), Europe (Germany, U.K., France, Spain, Italy, Rest of Europe), Asia-Pacific (China, Japan, India, Rest of Asia-Pacific), Rest of World. Among these, the North American P2P MMO Games market is one of the most popular and relevant segments in the international video gaming industry, as those players who are willing to spend money on games have a mature and diverse audience in North America. It is co-sell with some of the largest players in the P2P MMO games including main developers of games that have proven long-term popularity such as Blizzard Entertainment, Electronic Arts, and others. The market is driven by high disposable income, improved gaming platforms, and a rising need for superior internet experience. Furthermore, this remains evident given the growing esports and virtual world market, cloud gaming and innovative technology, community-created content, and frequent content updates to sustain market growth.

Some major players running in the market include Blizzard Entertainment, Inc. (Activision Blizzard); Electronic Arts Inc.; NetEase, Inc.; Tencent Cloud; Valve Corporation; SQUARE ENIX; Pearl Abyss Corp; ZENIMAX MEDIA INC (Microsoft); NCSOFT Corporation; Kakao Games Corp.

TABLE OF CONTENTS

1.MARKET INTRODUCTION

  • 1.1. Market Definitions
  • 1.2. Main Objective
  • 1.3. Stakeholders
  • 1.4. Limitation

2.RESEARCH METHODOLOGY OR ASSUMPTION

  • 2.1. Research Process of the Global Pay-to-Play (P2P) MMO Games Market
  • 2.2. Research Methodology of the Global Pay-to-Play (P2P) MMO Games Market
  • 2.3. Respondent Profile

3.EXECUTIVE SUMMARY

  • 3.1. Industry Synopsis
  • 3.2. Segmental Outlook
    • 3.2.1. Market Growth Intensity
  • 3.3. Regional Outlook

4.MARKET DYNAMICS

  • 4.1. Drivers
  • 4.2. Opportunity
  • 4.3. Restraints
  • 4.4. Trends
  • 4.5. PESTEL Analysis
  • 4.6. Demand Side Analysis
  • 4.7. Supply Side Analysis
    • 4.7.1. Merger & Acquisition
    • 4.7.2. Collaboration & Investment and Scenario
    • 4.7.3. Industry Insights: Leading Startups and Their Unique Strategies

5.PRICING ANALYSIS

  • 5.1. Regional Pricing Analysis
  • 5.2. Price Influencing Factors

6.GLOBAL PAY-TO-PLAY (P2P) MMO GAMES MARKET REVENUE (USD BN), 2022-2032F

7.MARKET INSIGHTS BY TYPE

  • 7.1. Directly Pay
  • 7.2. Indirectly Pay

8.MARKET INSIGHTS BY APPLICATION

  • 8.1. Amateur Gamers
  • 8.2. Professional Gamers

9.MARKET INSIGHTS BY REGION

  • 9.1. North America
    • 9.1.1. U.S.
    • 9.1.2. Canada
    • 9.1.3. Rest of North America
  • 9.2. Europe
    • 9.2.1. Germany
    • 9.2.2. U.K.
    • 9.2.3. France
    • 9.2.4. Italy
    • 9.2.5. Spain
    • 9.2.6. Rest of Europe
  • 9.3. Asia-Pacific
    • 9.3.1. China
    • 9.3.2. Japan
    • 9.3.3. India
    • 9.3.4. Rest of Asia-Pacific
  • 9.4. Rest of World

10.VALUE CHAIN ANALYSIS

  • 10.1. Marginal Analysis
  • 10.2. List of Market Participants

11.COMPETITIVE LANDSCAPE

  • 11.1. Competition Dashboard
  • 11.2. Competitor Market Positioning Analysis
  • 11.3. Porter Five Forces Analysis

12.COMPANY PROFILED

  • 12.1. Blizzard Entertainment, Inc. (Activision Blizzard)
    • 12.1.1. Company Overview
    • 12.1.2. Key Financials
    • 12.1.3. SWOT Analysis
    • 12.1.4. Product Portfolio
    • 12.1.5. Recent Developments
  • 12.2. Electronic Arts Inc.
  • 12.3. NetEase, Inc.
  • 12.4. Tencent Cloud
  • 12.5. Valve Corporation
  • 12.6. SQUARE ENIX
  • 12.7. Pearl Abyss Corp
  • 12.8. ZENIMAX MEDIA INC (Microsoft)
  • 12.9. NCSOFT Corporation
  • 12.10. Kakao Games Corp.

13.ACRONYMS & ASSUMPTION

14.ANNEXURE