What is Multiplayer Online Battle Arena Games Market Scope?
Multiplayer online battle arena games are referred to as games that generally have a very specific set of features in their gameplay and design. These games tend to have a real-time strategy element and revolve around a fairly simple aim to compete in a team against opponents and defeat them in a form of battle. Increasing awareness and demand for online games have projected the significant growth of the global multiplayer online battle arena games in forecasting years.
Influencing Trend:
Increasing Penetration Rate Internet in Developing Economies
Market Growth Drivers:
Increasing use of Online Platforms for Gaming by the Number of People and Rapid Rise in Popularity Multiplayer Online Battle Arena Games
Challenges:
Negative Impact on Psychological Wellbeing
Restraints:
Various Health Issues like Low Self-Esteem, Depressive Symptoms, Due to Excess Online Playing Game
Opportunities:
Technological Advancement and Development in Multiplayer Online Battle Arena Games by Providers and Rising Adoption of the Online Game by the People
The Multiplayer Online Battle Arena Games market study is being classified by Type (PC and Mobile), by Application and major geographies with country level break-up.
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches, and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies. Analysts at AMA predicts that Vendors from Asian and United States will contribute to the maximum growth of Global Multiplayer Online Battle Arena Games market throughout the predicted period.
Blizzard Entertainment (United States), Epic Games (United States), WeMade Entertainment (South Korea), Electronic Arts (United States), Riot Games (United States), Netease (China), Ubisoft (France), Tecent (China), Creative Assembly Sofia (Bulgaria), Netmarble (South Korea), Stillfront Group (Sweden) and Ronimo Games (Netherlands) are some of the key players profiled in the study. Additionally, the Vendors which are also part of the research are Gungho Online Entertainment (Japan), King (Sweden), Konami (Japan), Webzen (South Korea), Jagex (United Kingdom) and Ncsoft (South Korea).
Segmentation Analysis
Analyst at AMA have segmented the market study of Global Multiplayer Online Battle Arena Games market by Type, Application and Region.
On the basis of geography, the market of Multiplayer Online Battle Arena Games has been segmented into South America (Brazil, Argentina, Rest of South America), Asia Pacific (China, Japan, India, South Korea, Taiwan, Australia, Rest of Asia-Pacific), Europe (Germany, France, Italy, United Kingdom, Netherlands, Rest of Europe), MEA (Middle East, Africa), North America (United States, Canada, Mexico).
Market Influencers and their Development Strategies
In May 2018, Electronic Arts Inc. has acquired the cloud gaming technology assets and GameFly Inc. together with its subsidiaries. The Gamefly Inc. is based in Israel which will enable Electronic Arts Inc. to continue exploring new ways for players to access and experience games from any device.
In June 2019, Stillfront Group AB has that it entered into an agreement with the owners of KIXEYE, Inc. a leading developer and publisher of online strategy games headquartered in Canada, to acquire 100 percent of the shares in KIXEYE for an upfront 100% cash consideration of USD 90 million on a cash and debt-free basis.
The Chinese government has issued a legal statement related to recent regulations across the gaming industry in China. The Chinese government has sent recommendations to 8 different regulatory bodies, the government is gathering an intensive effort with the aim to reduce myopia rates in children by limiting screen time and usage of electronic devices. In addition to this, the regulatory body ‘National Radio and Television Administration’ which is accountable for granting and approving media lic
Key Target Audience
Multiplayer Online Battle Arena Games Providers, Potential Technology Investors, Regulatory & Government Bodies, Downstream Vendors and End Users
Multiplayer Online Battle Arena Games Market Study: Important Years
Attributes | Details |
---|
Study Period | 2018-2030 |
Base Year | 2023 |
Forecast Period | 2024-2030 |
Historical Period | 2018-2023 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Major Highlights of Market Study
Demand Determinants: Identifying top-notch application and business segments that seek high growth potentials in Multiplayer Online Battle Arena Games Market.
Key Strategic Developments: To target untapped regions more aggressively by focusing on product/service developments, innovation and R & D, new launches, Merger & acquisitions, JVs & partnerships.
Forces & Market Dynamics: Growth drivers, restraints & opportunities available in Multiplayer Online Battle Arena Games industry is examined with reference relevant market sectors and sub-sectors.
Customization available in this Study:
The Study can be customized to meet your requirements. Please connect with our representative, who will ensure you get a report that suits your needs.
To compete effectively, companies also require quantitative estimates of the future growth and qualitative nature of the market. AMA Research features not just specific market sizing estimates, but also includes significant value-added commentary on Technological Trends and Innovations, Regulatory Policies, Market Maturity Indicators, Market Share Movements, New Entrants into the Market & Entry/Exit Barriers, Consumer Demographics, Supporting Company Financial and Cash Flow Planning, Open Up New Markets, To Seize Powerful Market Opportunities, Key Decision in Planning and to Further Expand Market Share, Identify Key Business Segments, Market Proposition & Gap Analysis.