"Role Playing Games Global Market Opportunities And Strategies To 2030: COVID 19 Implications and Growth report provides the strategists, marketers and senior management with the critical information they need to assess the global role-playing games market.
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Description:
Where is the largest and fastest-growing market for the role-playing games market? How does the market relate to the overall economy, demography and other similar markets? What forces will shape the market going forward? The global role-playing games market opportunities and strategies to 2030 report answers all these questions and many more.
The report covers the following chapters
1. Executive Summary – The executive summary section of the report gives a brief overview and summary of the report.
2. Report Structure – This section gives the structure of the report and the information covered in the various sections.
3. Introduction – The introduction section gives the segmentation of the role-playing games market by type of services covered in this report.
4. Market Characteristics – The market characteristics section of the report defines and explains the role-playing games market. This chapter includes different products/services covered in the report and basic definitions.
5. Product Analysis – The product analysis section of the report describes the leading products/services in the market along with key features and differentiators for those products/services.
6. Supply Chain – The supply chain section of the report defines and explains the key players in the role-playing games market supply chain.
7. Customer Information– This chapter covers recent customers’ trends/preferences in the global role-playing games market.
8. Trends And Strategies – This chapter describes the major trends shaping the global role-playing games market. This section highlights likely future developments in the market and suggests approaches companies can take to exploit these opportunities.
9. Implications of COVID-19– This chapter describes the implications of COVID-19 on the role-playing games market.
10. Global Market Size And Growth – This section contains the global historic (2015-2019) and forecast (2019-2023) (2023-2025), and (2025-2030) market values, and drivers and restraints that support and restrain the growth of the market in the historic and forecast periods.
11. Regional Analysis – This section contains the historic (2015-2019), forecast (2019-2023), (2023-2025), and (2025-2030) market value and growth and market share comparison by region.
12. Segmentation – This section contains the market values (2015-2030) and analysis for different segments in the market.
13. Global Macro Comparison –The global role-playing games market comparison with macro-economic factors gives the role-playing games market size, percentage of GDP, and average role-playing games market expenditure.
14. Regional Market Size and Growth– This section contains the region’s market size (2019), historic and forecast (2015-2023) (2023-2025), and (2025-2030) market values, and growth and market share comparison of major countries within the region. This report includes information on all the regions (Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East and Africa).
15. Competitive Landscape – This section covers details on the competitive landscape of the global role-playing games market, estimated market shares and company profiles of the leading players.
16. Key Mergers And Acquisitions – This chapter gives the information on recent mergers and acquisitions in the market covered in the report. This section gives key financial details of mergers and acquisitions which have shaped the market in recent years.
17. Market Background – This section describes the video games market of which the role-playing games market is a segment. This chapter includes the video games market 2015-23 values, and regional analyses for the personal services market.
18. Market Opportunities And Strategies– This section includes market opportunities and strategies based on the findings of the research. This section also gives information on growth opportunities across countries, segments and strategies to be followed in those markets. It gives an understanding of where there is significant business to be gained by competitors in the next five years.
19. Conclusions And Recommendations – This section includes conclusions and recommendations based on the findings of the research. This section also gives recommendations for couriers and messenger service providers in terms of product offerings, geographic expansion, price offerings, marketing strategies and target groups.
20. Appendix – This section includes details on the NAICS codes covered, abbreviations and currencies codes used in this report.
Markets Covered:
- By Game Type: MMORPG; Action-Based Role-Playing Games; Turn-Based Role-Playing Games; Puzzle-Based Role-Playing Games; Tactical Role-Playing Games
- By Platform: PC; Console; Mobile; Others
- By Distribution Channel: Online Microtransaction; Digital; Physical
- By Gamer Age Group: Below 18 Years; 18 – 35 Years; 36 – 49 Years; Above 50 Years
- By Gamer Gender: Male; Female
Companies Mentioned: Activision Blizzard; Nintendo Co, Ltd.; Bethesda Softworks; Electronic Arts; Square Enix
Countries: China, India, Japan, Australia, Indonesia, Singapore, South Korea, USA, Canada, Mexico, UK, Germany, France, Italy, Spain, Russia, Argentina, Brazil, Colombia, Saudi Arabia, Egypt, Nigeria.
Regions: Asia Pacific, Western Europe, Eastern Europe, North America, South America, Middle East, Africa.
Time-series: Two five-year periods, one three-year period and one six-year period.
Data: Ratios of market size and growth to related markets, GDP proportions, expenditure per capita
Data segmentations: country and regional historic and forecast data, market share of competitors, market segments.
Sourcing and Referencing: Data and analysis throughout the report is sourced using end notes."
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Table of Contents
1. Role Playing Games Market Executive Summary2. Table of Contents3. List of Figures4. List of Tables5. Report Structure
Samples
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Executive Summary
This report describes and evaluates the global role-playing games market. It covers two five-year periods, one three-year period, and one six-year period including, 2015 to 2019, termed the historic period, 2019 through 2023, the forecast period, 2023-2025 forecast period, and 2025-2030 the forecast period.
The global role-playing games market reached a value of nearly $15,793.3 million in 2019, having increased at a compound annual growth rate (CAGR) of 6.84% since 2015, and is expected to grow at a CAGR of 9.22% to nearly $22,471.3 million by 2023. The market is expected to grow at a CAGR of 6.06% to nearly $25,275.4 million by 2025, and at a CAGR of 6.11% to nearly $34,001.7 million by 2030.
Growth in the historic period resulted from a rise in disposable income, in-game purchases and freemiums, live streamers and gaming influencers, and cross-platform publishing and play. Factors that negatively affected growth in the historic period were stringent regulations, stringent regulations, and overshadowing by other genres. Going forward, increasing use of the internet, technically advanced platforms, and increasing gamers involvement will drive the growth. Factors that could hinder the growth of the role-playing games market in the future include regulatory restrictions to curb RPG games addiction, high cost and system compatibility, and supply chain disruption due to the impact of COVID-19.
The role-playing games market is segmented by type of game into MMORPG, action-based role-playing games, turn-based role-playing games, puzzle-based role-playing games, and tactical role-playing games. The MMORPG market was the largest segment of the role-playing games market segmented by type of game, accounting for 39.8% of the total in 2019. It was followed by action-based role-playing games, turn-based role-playing games, and Puzzle-Based. Going forward, the MMORPG segment is expected to be the fastest-growing segment in the role-playing games market segmented by type of game, at a CAGR of 10.7%.
The role-playing games market is segmented by type of platform into PC based RPGs, mobile-based RPGs, console-based RPGs, and other platform-based RPGs. The PC based RPGs market was the largest segment of the role-playing games market segmented by type of platform, accounting for 43.9% of the total in 2019. It is also expected to be the fastest-growing segment in the role-playing games market, at a CAGR of 10.1%.
The role-playing games market is segmented by type of distribution channel into online microtransaction, digital, and physical. The online microtransaction market was the largest segment of the role-playing games market segmented by type of distribution channel, accounting for 83.3% of the total in 2019. It is also expected to be the fastest-growing segment in the role-playing games market, at a CAGR of 9.3%.
The role-playing games market is segmented by type of gender into male gamers and female gamers. The male gamers market was the largest segment of the role-playing games market segmented by type of gender, accounting for 54.0% of the total in 2019. The female gamers segment is expected to be the fastest-growing segment in the role-playing games market, at a CAGR of 10.2%.
The role-playing games market is segmented by age into gamers aged below 18, gamers aged between 18 – 35 years, gamers aged between 36 – 49 years, and gamers aged above 50 years. The 18-35 market was the largest segment of the role-playing games market segmented by age, accounting for 32% of the total in 2019. The below 18 segment is expected to be the fastest-growing segment in the role-playing games market, at a CAGR of 16.2%.
The Asia Pacific was the largest region in the global role-playing games market, accounting for 51.3% of the total in 2019. It was followed by North America, Western Europe, and then the other regions. Going forward, the fastest-growing regions in the role-playing games market will be Eastern Europe and the Asia Pacific, where growth will be at CAGRs of 11.6% and 9.9% respectively. These will be followed by the Middle East and North America, where the markets are expected to grow at CAGRs of 9.7% and 9.1% respectively.
The role-playing games market is highly concentrated, with a small number of large players. The top eight competitors in the market made up to 80.80% of the total market in 2019. Major players in the market include Activision Blizzard, Nintendo Co, Ltd., Bethesda Softworks, Electronic Arts, and Square Enix.
The global video games market, of which the role-playing games market is a segment, reached a value of nearly $167.2 billion in 2019, growing at a compound annual growth rate (CAGR) of 13.0% since 2015. It is expected to grow at a CAGR of 7.5% and reach nearly $ 223.1 billion by 2023. The role-playing games market was the fourth largest segment in the global video games market accounting for 9.4% of the total in 2019 and is expected to grow the fastest at a CAGR of 9.2% during 2019-2023.
The top opportunities in the role-playing games market segmented by type of platform will arise in the PC based RPGs segment, which will gain $3,251.8 million of global annual sales by 2023. The top opportunities in the role-playing games market segmented by type of game will arise in the MMORPG segment, which will gain $3,150.7 million of global annual sales by 2023. The top opportunities in the role-playing games market segmented by type of distribution channel will arise in the online microtransaction segment, which will gain $5,599.6 million of global annual sales by 2023.
The role-playing games market size will gain the most in China at $1,638.1 million. Market-trend-based strategies for the role-playing games market include offering streaming video game services, providing in-game advertising to increase revenues, integrating AR and VR technologies in games, offering game software services on the cloud with pay-per-usage payment models, providing subscription-based gaming or pay-as-you-go model, and adopting new-age technologies to improve the product portfolio and to attract newer users. Player-adopted strategies in the role-playing games market include expanding reach through customer engagement strategies, expansion through new product launches, and investing in technological advancements.
To take advantage of the opportunities, the author recommends the role-playing games companies to focus on streaming games, offer in-game purchases, provide subscription-based pricing, leverage social media, collaborate with live streamers and gaming influencers, and to participate in events.
Amidst the unprecedented outbreak of coronavirus, governments across the world are advising people to stay indoors and practice social distancing, to reduce the spread of the pandemic. This has increased short term potential growth opportunities for the role-playing games industry. As more and more people across the globe are quarantined at their houses, they are looking for other ways to keep themselves occupied within the confines of their isolation, and are playing or streaming video games, driving the market for role-playing games.
Companies Mentioned
- 99Games
- Activision Blizzard
- Aiming Inc.
- Alawar Entertainment
- Alderac Entertainment Group
- Ambidexter LLC
- Apar Games
- Babil Games
- Bandai Namco Holdings Inc.
- Behold Studios
- Bethesda Softworks
- BUKA Entertainment
- Capcom Co., Ltd.
- Celestial Games
- CodemastersSoftware Company Limited
- Creatures Inc.
- Daedalic Entertainment
- Dedalord
- Dream Publishing
- Efecto Studios
- Electronic Arts Inc.
- Elex Technology Co., Ltd.
- Evil Hat Productions
- Frontier Developments plc
- Game Freak Inc.
- Game Power 7
- Gameloft
- Griptonite Games India Private Limited
- GSC Game World
- Happy Elements Technology (Beijing) Limited
- Headup Games
- Hinterland Studio
- Kiro'o Games
- KLab Co., Ltd.
- Klei Entertainment Inc.
- Koei Tecmo Games
- Kuluya
- Leti Arts
- Mail.ru Group
- Meridian'93
- Microsoft Studios
- NetEase, Inc.
- Nezal Entertainment
- Nintendo
- Nival Interactive
- Nova Gaming Ventures Private Limited
- OKAM Studio
- PUBG Corporation
- Quirkat
- Radical Entertainment Inc.
- Sega
- Shanghai Everstar Online Entertainment Co .Ltd.
- Sony Interactive Entertainment
- Space Rhino Games
- Square Enix
- Supercell
- Tahadi Games
- Tamatem
- Tasalla
- Team17 Digital Limited
- Tencent Holdings Ltd.
- Ubisoft
- Valve Corporation
- Virtuos Holdings Pte. Ltd.
- Xbox Game Studios
- XSEED Games
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