Online gaming is one of the most popular gaming fields, with a wider audience and multi-billion dollar revenue.
Research confirms the popularity of online games as a concept that is one of the main growth drivers of the MMO gaming market. Digital content is an increasingly main reason for online gaming. To promote online games and target new players, several vendors have adopted a variety of traditional and non-traditional media, such as TV, media advertising, and public relations. Multiplayer games occupy the highest market share in this online market due to the growth of online games and popularity around the world.
With the arrival of AR and VR, the artificial environment of these technologies is increasing traction among gamers. Attractive features such as voice chat, player trading capabilities and connectivity between players are drawing the attention of the player. While VR provides a hardcore gaming experience, AR is an add-on to existing MMOs. It has been confirmed that the emergence of VR / AR in MMO games is one of the key trends contributing to the growth of the MMO game market.
Companies Profiled in this Report includes, Activision Blizzard, Electronic Arts, Riot Games, Tencent, Valve Corporation, Aeria Games and Entertainment, Ankama, CCP, ChangYou.com, CipSoft, Cryptic Studios, Disney, eGames, GungHo Online Entertainment, King.com, KONAMI, WebZen (gPotato), Jagex, WeMade Entertainment (Joymax), NCSoft, NetEase, NEXON Korea Corporation and NEXON America, OGPlanet, Perfect World, SEGA Holdings, Shanda Interactive Entertainment, SOFTNYX, Sony Online Entertainment, SQUARE ENIX, Take-Two Interactive Software, Warner Bros. Entertainment
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More insightful info of the global Massive Multiplayer Online (MMO) Games market has been analyzed to get a proper strategies for the businesses. It takes a closer and systematic look on different market segments and sub-segments. Different driving and restraining features are the major pillars of the businesses which help to understand the ups-downs periods of the businesses. Top-down and bottom-up methods have been used to estimate the size of the Massive Multiplayer Online (MMO) Games market.
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