Table of Content


1 INTRODUCTION
1.1 Study Assumptions and Market Definition
1.2 Scope of the Study


2 RESEARCH METHODOLOGY


3 EXECUTIVE SUMMARY


4 MARKET INSIGHT
4.1 Market Overview
4.2 Porters 5 Forces Analysis
4.2.1 Threat of New Entrants
4.2.2 Bargaining Power of Buyers/Consumers
4.2.3 Bargaining Power of Suppliers
4.2.4 Threat of Substitute Products
4.2.5 Intensity of Competitive Rivalry
4.3 Market Drivers
4.4 Market Challenges


5 IMPACT OF COVID-19 ON MMORPG GAMING MARKET


6 MARKET SEGMENTATION
6.1 Gaming Platform
6.1.1 Mobile
6.1.2 Tablet
6.1.3 Gaming Console
6.1.4 PC
6.2 Geography
6.2.1 North America
6.2.1.1 United States
6.2.1.2 Canada
6.2.2 Europe
6.2.2.1 United Kingdom
6.2.2.2 Germany
6.2.2.3 France
6.2.2.4 Italy
6.2.2.5 Rest of Europe
6.2.3 Asia-Pacific
6.2.3.1 China
6.2.3.2 India
6.2.3.3 Japan
6.2.3.4 South Korea
6.2.3.5 Rest of Asia-Pacific
6.2.4 Latin America
6.2.4.1 Brazil
6.2.4.2 Mexico
6.2.4.3 Argentina
6.2.4.4 Rest of Latin America
6.2.5 Middle East & Africa
6.2.5.1 UAE
6.2.5.2 Saudi Arabia
6.2.5.3 South Africa
6.2.5.4 Rest of Middle East & Africa


7 COMPETITIVE INTELLIGENCE
7.1 Key Vendor Profiles
7.1.1 Activision Blizzard, Inc.
7.1.2 Electronic Arts Inc.
7.1.3 Ubisoft Entertainment SA
7.1.4 NCSOFT Corporation
7.1.5 Giant Interactive Group Inc.
7.1.6 Tencent Holdings Limited
7.1.7 Amazon Game Studios
7.1.8 Nexon Co., Ltd.
7.1.9 Jagex Limited
7.1.10 Bright Star Studios


8 INVESTMENT ANALYSIS


9 FUTURE OUTLOOK OF THE MARKET