Reportlinker Adds Global MMOG (Massively Multiplayer Online Games) Industry

Jun 24, 2010, 20:38 ET from Reportlinker

NEW YORK, June 24 /PRNewswire/ -- announces that a new market research report is available in its catalogue:

Global MMOG (Massively Multiplayer Online Games) Industry

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 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

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

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

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

Impact of the Recession II-5

Cautious Optimism Prevails II-5

Online Video Games: The New Frontier II-5

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

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

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

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

Trends, Growth Drivers & Issues II-10

MMOGs Face the Heat of the Recession II-10

Technological Advancements To Drive Growth II-10

Casual MMOGs Rise in Importance II-11

Developing Markets: A Goldmine for Game Developers II-11

World of Warcraft (WoW) - "Winner" all the Way II-12

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-13

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

Hybrid Business Models: An Emerging Business Case II-15

MMOG Strategies Present a Blueprint for the Future of Online

Gaming Industry II-16

Increased Broadband Connectivity Fuels Growth in the Market II-16

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

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

Competition Set to Tighten in Free-to-Play MMOG Market in

Coming Years II-19

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

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

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

Table 18: Paying Online Gamers in China: Percentage Market

Penetration for Years 2007, 2009, 2011, and 2013 (includes

corresponding Graph/Chart) II-23

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

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

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

Thorny Challenges Create Trouble in Paradise II-27

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

India II-29


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

Technology Requirements II-31

Revenue Models II-32

Subscription-Based Revenue Model II-32

Virtual Item Selling Model II-32

Benefits II-32

In-game Advertising II-33

Types of MMOGs II-33


History II-33

Development II-34

Features II-34

Themes II-34

Progression II-34

Social Interaction II-34

Role Playing II-35

Culture II-35

System Architecture II-35


MMO Real-Time Strategy Games II-36



MMO Rhythm Games II-36


MMO Social Games II-37

Hacking & Piracy Issues II-37

Hacking II-37

Piracy II-37


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

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

EVE Online Launches Dust 514 II-41

JCE Launches Freestyle II-41

Tahadi Launches Beta Trial-version of Ragnarok II-41

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

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

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

One Net Entertainment to launch MMORPGs II-45

CCP Launches EVE: The Burning Life II-45

Oriented Games Launches Hello Kitty® Online II-45

Jagex Studios and Zapak Digital Entertainment Launches Runescape II-46

Nexon America Launches Dragon II-46

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 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

Aeria Games Launches Shaiya in Turkey II-49

Acclaim Games Launches The Chronicles of Spellborn MMORPG II-49

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

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

Black Library Publishing & Electronic Art Launch DARK STORM


Jagex Introduces FunOrb Brazil II-52

Sci Fi Introduces Bigpoint games II-52

Webzen Develops MMOFPS Huxley II-53

NetDevil to Introduce Lego Universe II-53

Cartoon Network Unveils MMORPG Fusion Fall II-53


MMO Life Acquires Share in MMOCluster II-54

FX Labs and Moggle Ink Agreement II-54

Masthead Studios and Interplay Ink LOI II-54

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

Walt Disney Company to Purchase Marvel Entertainment II-56

bwin Purchases United Games II-56 Purchases II-56

Nival Collaborates with Gala Network to Introduce Allods

Online MMORPG II-56

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

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

EverDream Signs Partnership Agreements with BBGsite and MMOsite II-59

Fallen Earth Partners with FilePlanet II-59

GotGame Signs Agreements with and II-59

True Games Interactive Partners with GOA II-59

Aeria Games Enters into Partnership with Offerpal Media II-59

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

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

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's

Affiliate Company II-62

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

Aeria Games Acquires DragonSky II-64

NCsoft Forms NC West Subsidiary II-64

Vivendi and Activision Establish Activision Blizzard II-64

Aeria Games Purchases Pi Story II-65

NCsoft Merges City of Heroes with City of Villains II-65

Spill Group Snaps Up II-65

NHN USA Buys Lunia Game Rights II-66

Ubisoft Purchases Massive Entertainment Studio II-66

Electronic Arts and GigaMedia Sign Agreement II-66

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

GameHi and Digital Media Enter into Partnership to Unveil

MMORPG Dekaron II-68

Perfect World Ink Agreements with II-68

Pixsy to Partner with II-68

The9 Signs Agreement with T3 Entertainment to Form Joint Venture II-69


Activision Blizzard, Inc. (USA) II-70

Ankama Games (France) II-70

CCP hf (Iceland) II-70 Limited (China) II-71

CipSoft GmbH (Germany) II-71

CJ Internet Corp (South Korea) II-71

Cryptic Studios, Inc. (USA) II-72

Jagex Ltd. (UK) II-72

Joymax Co., Ltd. (South Korea) II-72

MindArk PE AB (Sweden) II-72

NCsoft Corporation (South Korea) II-73, Inc. (China) II-73

Nexon Corporation (Korea) II-73

NHN USA Inc. (US) II-73

Perfect World Co., Ltd. (China) II-73

Softstar Entertainment Inc. (Taiwan) II-74

Sony Online Entertainment LLC (USA) II-74

Shanda Games Limited (China) II-74

Square-Enix Holdings Co Ltd (Japan) II-75

Tencent, Inc. (China) II-75

The9 Limited (China) II-75

Turbine, Inc. (USA) II-75


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-76

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-77


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


To order this report:

Video Game Industry: Global MMOG (Massively Multiplayer Online Games) Industry

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Nicolas Bombourg



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