Connect with us

Technology

MMO Games Market Size to Grow USD 20360 Million by 2030 at a CAGR of 8.2% | Valuates Reports

Published

on

BANGALORE, India, June 10, 2024 /PRNewswire/ — MMO Games Market is Segmented by Type (MMO Role Play Games (MMORPG), MMO First Person Shooter (MMOFPS), MMO Real-time Strategy (MMORTS)), by Application (Mobile, PC): Global Opportunity Analysis and Industry Forecast, 2024-2030.

The global MMO Games market was valued at USD 11400 million in 2023 and is anticipated to reach USD 20360 million by 2030, witnessing a CAGR of 8.2% during the forecast period 2024-2030.

Claim Your Free Sample Now: https://reports.valuates.com/request/sample/QYRE-Auto-16A2286/Global_MMO_Games_Market_Insights_and_Forecast_to_2028

Major Factors  driving MMO Games Market

The market for MMO (Massively Multiplayer Online) games is expanding due to a number of important factors. First off, the gaming experience has been greatly improved by technological improvements like fast internet and sophisticated gaming gear, which have made it more accessible and immersive. Second, MMO games are now more visible and appealing to a wider audience due to the growing popularity of streaming services and esports. The demand for MMO games has also increased due to the emergence of social gaming trends, where users look for community-driven and engaging gaming experiences. Maintaining market growth also requires regular upgrades, creative revenue techniques like microtransactions and subscription models, and continuous production of interesting content.

Unlock Insights: View Full Report Now! https://reports.valuates.com/market-reports/QYRE-Auto-16A2286/global-mmo-games

TRENDS INFLUENCING THE GROWTH OF MMO GAMES MARKET

The capacity of the PC sector to provide high-performance gaming experiences—essential for massively multiplayer online role-playing games—fuels the expansion of the MMO Games Market. Thanks to their enhanced visuals, customization capabilities, and processing speed, PCs allow for the creation of intricate and captivating virtual worlds that draw in and keep gamers. Moreover, the well-established framework for PC online gaming, which includes strong multiplayer features and a wealth of social media integration, improves player interaction and community development. Moreover, MMORPGs may continuously develop because to PCs’ adaptability to updates, modifications, and expansions, which keeps the material interesting and engaging for both new and returning players.

The emergence of MMOFPS (Massively Multiplayer Online First-Person Shooter) games in the mobile space is a major factor driving the growth of the MMO Games Market. With their growing capability, mobile devices can now handle the intricate gameplay and excellent graphics seen in MMOFPS games. Mobile gaming’s ease of use and accessibility draw a wide range of players from a wider demographic. In addition, users are kept interested and involved by the incorporation of social elements, real-time multiplayer capabilities, and regular upgrades. A flawless online gaming experience is made possible by the widespread use of 5G technology and mobile internet, which improves connectivity and lowers latency. This is especially important for the fast-paced action seen in MMOFPS games.

One of the main factors propelling the MMO Games Market has been the global spread of high-speed internet connectivity. Players may now enjoy smooth, real-time multiplayer experiences thanks to advancements in 5G technology, broadband, and fiber-optic internet, which have all decreased latency and enhanced online gaming performance. Large-scale interactions, intricate game dynamics, and seamless server operations—all essential for massively multiplayer online games—are made possible by this improved connection. More prospective players have access to these games as internet infrastructure continues to advance, particularly in emerging economies. This broadens the market’s appeal and accelerates overall growth.

The market for MMO games has grown dramatically as a result of the widespread use of smartphones and tablets. The power of mobile devices has increased, allowing them to run sophisticated massively multiplayer online games with excellent visuals and intricate gameplay mechanisms. Mobile gaming’s ease of use and accessibility draw a wide range of players, including casual players who might not possess a PC or gaming console. Additionally, mobile MMOs’ incorporation of social features, microtransactions, and frequent updates keeps players interested and promotes ongoing spending, which propels revenue development in this market.

The MMO games market has undergone a transformation with the implementation of free-to-play (F2P) models. With these models, players may purchase expansions, in-game goods, and other upgrades while still having free access to the main game. By drastically lowering the entrance barrier, this strategy draws in a wider range of players. For game creators, the possibility of steady revenue streams via battle passes, subscription services, and microtransactions has shown to be extremely profitable. Developers may sustain long-term growth by offering a diverse range of purchasable things and consistently updating content to keep players interested and promote continuous spending.

Own It Today – Buy Now! https://reports.valuates.com/api/directpaytoken?rcode=QYRE-Auto-16A2286&lic=single-user

MMO GAMES MARKET SHARE ANALYSIS

MMORPGs most likely have the largest percentage because of their well-known brands, intricate gameplay, and potential for revenue. While MMORPGs have larger player bases overall, MMOFPS and MMORTS may have more devoted fan bases.

Tencent, NetEase, Activision Blizzard (Microsoft), Supercell, NEXON, NCSoft, Electronic Arts, Bluehole, and Mixi Inc. are some of the leading MMO game businesses in the world.

Purchase Chapters:

https://reports.valuates.com/market-reports/QYRE-Auto-16A2286/global-mmo-games/1

Key Players:

●  Ankama

●  Nexon

●  Gamigo AG

●  Jagex Games Studio

●  Sony Online Entertainment

●  Ubisoft Entertainment SA

●  Riot Games

●  Valve Corporation

●  Wargaming.net

●  NetEase

●  Perfect World Entertainment

●  Shanda Interactive Entertainment

●  Electronic Arts

●  Tencent

●  Supercell Oy

●  NCSoft

●  Bluehole

●  Mixi

●  Square Enix

●  ChangYou

●  GungHo Online Entertainment

●  Daybreak Game Company

●  37 Interactive Entertainment (Shanghai)Technology Co., Ltd

●  HoYoverse

●  Activision Blizzard(Microsoft)

●  Zhejiang Century Huatong Group CO.,LTD.

Purchase Regional Data: https://reports.valuates.com/market-reports/QYRE-Auto-16A2286/global-mmo-games/6 

SUBSCRIPTION

We have introduced a tailor-made subscription for our customers. Please leave a note in the Comment Section to know about our subscription plans.

DISCOVER MORE INSIGHTS: EXPLORE SIMILAR REPORTS!

–  Pay-to-play (P2P) MMO Games Market

–  MMORPGs Market

–  The global MMO Gaming Mouse market is projected to reach USD 132.2 million in 2029, increasing from USD 82 million in 2022, with the CAGR of 5.3% during the period of 2023 to 2029.

–  MMORPG on PC Market

–  Live Game Streaming Market

–  Global Roguelike Game market is projected to reach USD 57,336 Million in 2030, increasing from USD 23,153 Million in 2023, with a CAGR of 12.3% during the period of 2024 to 2030.

–  The gamification market was valued at USD 9.9 billion in 2020, and is estimated to reach USD 95.5 billion by 2030, growing at a CAGR of 25.6% from 2021 to 2030.

–  The global Battle Royale Games market was valued at USD 10520 million in 2023 and is anticipated to reach USD 13360 million by 2030, witnessing a CAGR of 3.4% during the forecast period 2024-2030.

–  The global Online Game Market revenue was USD 120820 million in 2022 and is forecast to a readjusted size of USD 274680 million by 2029 with a CAGR of 12.3% during the review period (2023-2029).

–  The global Corporate Game-Based Learning market size is projected to reach USD 432.5 Million by 2028, from USD 300.4 Million in 2021, at a CAGR of 5.3% during 2022-2028.

–  The global Game-based Learning market size is projected to reach USD 18120 Million by 2028, from USD 5715.2 Million in 2021, at a CAGR of 17.3% during 2022-2028.

–  Go Game Platform Market

–  The global High Performance Discrete Graphics Card market is projected to reach USD 137470 million in 2029, increasing from USD 51810 million in 2022, with a CAGR of 15.1% during the period of 2023 to 2029.

–  The global Educational Games for Kids market is projected to reach USD 822.7 million in 2029, increasing from USD 706 million in 2022, with the CAGR of 2.2% during the period of 2023 to 2029.

–  The global H5 Games Market revenue was USD 1220.8 million in 2022 and is forecast to a readjusted size of USD 3640.5 million by 2029 with a CAGR of 16.7% during the review period (2023-2029).

–  The global Play-to-Earn NFT Games revenue was USD 755 million in 2022 and is forecast to a readjusted size of USD 3618.4 million by 2029 with a CAGR of 21.3% during the review period (2023-2029).

–  The global Online Smartphone & Tablet Games revenue was USD 123250 million in 2022 and is forecast to a readjusted size of USD 280200 million by 2029 with a CAGR of 12.3% during the review period (2023-2029).

–  The global Fantasy Games market was valued at USD 22600 million in 2023 and is anticipated to reach USD 45800 million by 2030, witnessing a CAGR of 10.9% during the forecast period 2024-2030.

–  The global Virtual Reality (VR) Sports Games market is projected to reach USD 314.1 million in 2029, increasing from USD 113.4 million in 2022, with the CAGR of 15.3% during the period of 2023 to 2029.

–  The global Toys and Games market was valued at USD 105730 million in 2023 and is anticipated to reach USD 127930 million by 2030, witnessing a CAGR of 2.7% during the forecast period 2024-2030.

–  The global Fighting Games Market revenue was USD 1426.4 million in 2022 and is forecast to a readjusted size of USD 1909 million by 2029 with a CAGR of 4.2% during the review period (2023-2029).

–  The global Puzzle Games Market market was valued at USD 1726 million in 2023 and is anticipated to reach USD 3136.5 million by 2030, witnessing a CAGR of 9.1% during the forecast period 2024-2030.

–  The global Battle Royale Games market was valued at USD 10520 million in 2023 and is anticipated to reach USD 13360 million by 2030, witnessing a CAGR of 3.4% during the forecast period 2024-2030.

–  Exploration Games Market

–  Non-Fungible Token (NFT) Games Market

–  Arcade Racing Games Market

–  Motion Sensing Games Market

–  The global Animation, VFX and Games market was valued at USD 430500 million in 2023 and is anticipated to reach USD 535470 million by 2030, witnessing a CAGR of 3.1% during the forecast period 2024-2030.

–  Mobile Online Parkour Games Market

–  Offline FPS Games Market

–  The global Chess and Card Games Software market was valued at USD 4861 million in 2023 and is anticipated to reach USD 8361.5 million by 2030, witnessing a CAGR of 8.1% during the forecast period 2024-2030.

–  HTML5 Games Market

–  AAA Games Market

DISCOVER OUR VISION: VISIT ABOUT US!

Valuates offers in-depth market insights into various industries. Our extensive report repository is constantly updated to meet your changing industry analysis needs.

Our team of market analysts can help you select the best report covering your industry. We understand your niche region-specific requirements and that’s why we offer customization of reports. With our customization in place, you can request for any particular information from a report that meets your market analysis needs.

To achieve a consistent view of the market, data is gathered from various primary and secondary sources, at each step, data triangulation methodologies are applied to reduce deviance and find a consistent view of the market. Each sample we share contains a detailed research methodology employed to generate the report. Please also reach our sales team to get the complete list of our data sources.

YOUR FEEDBACK MATTERS: REACH OUT TO US!

Valuates Reports

sales@valuates.com 

For U.S. Toll-Free Call 1-(315)-215-3225

WhatsApp: +91-9945648335

Website: https://reports.valuates.com

Blog: https://valuatestrends.blogspot.com/

Pinterest: https://in.pinterest.com/valuatesreports/

Twitter: https://twitter.com/valuatesreports

Facebook: https://www.facebook.com/valuatesreports/

https://www.facebook.com/valuateskorean 

https://www.facebook.com/valuatesspanish 

https://www.facebook.com/valuatesjapanese 

https://valuatesreportspanish.blogspot.com/ 

https://valuateskorean.blogspot.com/ 

https://valuatesgerman.blogspot.com/ 

https://valuatesreportjapanese.blogspot.com/ 

View original content to download multimedia:https://www.prnewswire.co.uk/news-releases/mmo-games-market-size-to-grow-usd-20360-million-by-2030-at-a-cagr-of-8-2–valuates-reports-302168423.html

Continue Reading
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Technology

Marquis Who’s Who Honors Rupin Chothani for Engineering Leadership

Published

on

By

UNIONDALE, N.Y., July 23, 2026 /PRNewswire/ — Marquis Who’s Who honors Rupin Chothani for his leadership in engineering and project management. With more than two decades of professional experience to his credit, Mr. Chothani leverages a unique expertise in fire and petrochemical solutions to find success in his field. As project manager, project engineer and proposal manager at Technip Energies N.V., Mr. Chothani ensures effective results.

Drawn to Engineering

Coming from a family of engineers, Mr. Chothani was naturally drawn to the profession. This inclination was reinforced by comprehensive aptitude and attitude tests administered at the age of 14, which highlighted his strengths in engineering and architecture. Ultimately, this direction reinforced his determination to pursue a degree in mechanical engineering.

By 2003, Mr. Chothani earned a Bachelor of Science in Mechanical Engineering at the University of Mumbai. After a brief role as a junior manufacturing engineer at Artech Cooling Tower Pvt. Ltd., he completed a Master of Science in Mechanical Engineering at the University of Bridgeport in 2006. In addition to these degrees, Mr. Chothani later achieved AutoCAD certification.

Following his graduation in 2006, Mr. Chothani joined CB&I Lummus / ABB Lummus Heat Transfer (now Lummus Technology) as a thermal engineer. Though his work at Lummus Technology lasted only three years, Mr. Chothani was greatly influenced by mentor figures at the company. These mentors, including Ken Catala, Peter Harvard, Chin Dang and Miller Alanath Carter, provided essential guidance.

Building a Family

In December 2008, Mr. Chothani married his wife, Cathy. Along with his son and daughter, his family has contributed richly to his success in engineering and they continue to inspire him to excel. In addition to their support, Mr. Chothani recognizes that there is no alternative to hard work and dedicated learning.

From Lummus Technology to Technip Energies N.V.

Following his work at Lummus Technology, Mr. Chothani worked with Maco Corporation India Pvt. Ltd. By 2011, he joined Complete Heat Transfer Solutions – Environ Energy Systems as a thermal and mechanical engineer. By 2013, Mr. Chothani became a part of Technip Energies N.V. as a furnace mechanical engineer. By 2023, he added to this role and became a project manager, project engineer and proposal manager at the company.

In his current role at Technip Energies N.V., Mr. Chothani is responsible for a variety of essential duties. He manages and executes on engineering projects for ethylene cracking furnaces and heaters, and oversees proprietary technologies. Additionally, he actively coordinates with procurement, logistics, mechanical engineering and process engineering teams to ensure effective results.

Plans for the Future

Moving forward, Mr. Chothani hopes to advance his project management skills, particularly within the firejet industry. At the same time, he aims to share his knowledge of the industry with the next generation of professionals. Outside of his professional ambitions, Mr. Chothani intends to prepare his children to find success, inspiring them and their peers with hands-on experiments and full-day events.

About Marquis Who’s Who®:

Since 1899, when A. N. Marquis printed the First Edition of Who’s Who in America®, Marquis Who’s Who® has chronicled the lives of the most accomplished individuals and innovators from every significant field, including politics, business, medicine, law, education, art, religion and entertainment. Who’s Who in America® remains an essential biographical source for thousands of researchers, journalists, librarians and executive search firms worldwide. The suite of Marquis® publications can be viewed at the official Marquis Who’s Who® website, www.marquiswhoswho.com.

Marquis Who’s Who
Uniondale, NY
(844) 394 – 6946
info@marquiswhoswho.com
www.marquiswhoswho.com

View original content to download multimedia:https://www.prnewswire.co.uk/news-releases/marquis-whos-who-honors-rupin-chothani-for-engineering-leadership-302833756.html

Continue Reading

Technology

COALITION OF INDEPENDENT INTERNET PROVIDERS ASKS CRTC TO FIX ERRORS IN WHOLESALE FIBRE RATES

Published

on

By

Coalition of competitive ISPs say current fibre rates make competition impossible and threatens to harm millions of Canadian consumers

CHATHAM, ON, July 23, 2026 /CNW/ — A coalition of independent internet service providers (the Coalition) led by TekSavvy Solutions Inc. (TekSavvy) today applied to the Canadian Radio-Television and Telecommunications Commission (CRTC) to review and vary Telecom Order 2026-77, which set final wholesale rates for fibre internet services. In that decision, the CRTC approved wholesale rates for fibre internet services that are higher than the retail prices charged by the large carriers. This makes competition impossible, as independent providers are forced to either sell at a loss or set prices above the large carriers, leaving millions of Canadian consumers without competitive options for essential internet services.

The application identifies key errors that led the CRTC to approve severely inflated final wholesale rates, which make it economically impossible for independent providers to compete. The Coalition argues that the CRTC’s incorrect rates negate the very purpose of Canada’s wholesale framework, which is to foster competition in retail broadband markets. Specifically, the Coalition asks the CRTC to make three key changes to Telecom Order 2026-77:

Eliminate one cost factor that is inconsistent with the CRTC’s established costing principles, which artificially increased fibre wholesale rates by an estimated 25% to 30% (the Adjustment Factor).Reduce another element of the costing that is inflated above reasonable levels: The Coalition calls on the CRTC to reduce the markup applied to wholesale fibre services from 30% to 15%, reflecting declining costs, operational efficiencies, and the need to support competition.Correct technical errors relating to certain wholesale fibre speed descriptions.

“Canadians were promised greater competition for fibre internet services, but these rates make competition impossible.” said Andy Kaplan-Myrth, TekSavvy’s Vice President of Regulatory and Carrier Affairs. “The CRTC must correct these errors to ensure its wholesale rates promote broadband competition that challenges the market power of monopoly incumbents, lowers prices, and increases consumer choice.”

About the Coalition

The Coalition consists of competitive telecommunications providers and industry associations advocating for fair wholesale access to fibre networks and a competitive broadband marketplace that delivers affordable, high-quality Internet services to Canadians, including: TekSavvy Solutions Inc., BC Broadband Association (“BCBA”), Canada-Wide Internet Service Providers Association (“CanWISP”), Fibernetics Inc., ISP Telecom Inc., National Capital FreeNet Inc., Novus Entertainment Inc. and Purple Cow Internet Inc.

About TekSavvy Solution Inc.

Based in Chatham, Ontario, TekSavvy is Canada’s largest independent telecom service company. TekSavvy has been proudly delivering award-winning services and fighting for consumers’ rights for nearly 30 years. TekSavvy is committed to providing quality competitive choice and closing Canada’s digital divide.

SOURCE TekSavvy Solutions Inc.

Continue Reading

Technology

Monk Launches Voice Collections, Bringing AI Phone Calls and Callbacks to Accounts Receivable

Published

on

By

Monk’s collections agent, Julia, can now place outbound collection calls and answer inbound AR questions from a dedicated business number, so finance teams can use the channel that collects best without adding headcount.

Multimedia: Watch Voice Collections in action: https://youtu.be/w09PoN1yACE 

NEW YORK, July 23, 2026 /PRNewswire/ — Monk, the AI-native accounts receivable platform, today launched Voice Collections. Its collections agent, Julia, can now place outbound collection calls and answer inbound customer questions about invoices and payments from a dedicated phone number for each organization. The feature brings the phone, long the most effective collections channel and the hardest one to scale, into Monk’s Intelligent Collections.

Roughly $10 trillion sits in unpaid invoices worldwide, and the average invoice now takes 59 days to clear (Allianz). Most accounts receivable runs on email, and most of it waits. More than half of B2B invoices in the United States are overdue at any given time, and 92% of businesses are typically paid after their due date (Chaser, 2026). Phone calls recover overdue invoices two to three times better than email (Dunwise), yet 91% of finance teams still rely on email as their main follow-up channel and only 56% use the phone, because calling every overdue account by hand does not scale and a single human dunning call can cost $12 to $18 (HighRadius).

Voice Collections gives teams that coverage. Julia can call on the accounts a playbook flags for phone follow-up, and answer when a customer calls the same number back to ask about an invoice, a payment, or a bank detail. Businesses that follow up on 100% of overdue invoices are 76% more likely to be paid within a week (Chaser), and a voice agent is what makes full coverage possible.

Monk’s collections agent is already proven on the accounts it handles by email. Across Monk’s first 100 customers, Julia reaches customers with a 24% higher response rate than standard dunning and resolves 88.2% of collections with zero human intervention. Voice extends that reach to the phone.

“For years the assumption was that customers would not talk to an AI on the phone,” said George Kurdin, Founder and CEO of Monk. “The evidence now points the other way. People engage with a good voice agent, and in AR the phone was always the channel that collected best. We built Voice Collections so finance teams can finally use it at the scale email gave them.”

That assumption is worth retiring. In a University of Chicago Booth field study of roughly 70,000 interviews, people interviewed by a voice AI agent were 12% more likely to receive an offer, 18% more likely to start, and 17% more likely to still be there after 30 days, and 80% chose the voice AI over a human when given the choice. The setting was recruiting rather than collections, but the finding travels: given a capable voice agent, people lean in rather than hang up. A call also does something email cannot, which is secure a verbal promise to pay in the moment.

Built for finance, with the phone agents kept with strict guardrails

Voice in finance has to be constrained, and Monk designed Voice Collections around that from the start. The agent is read-only on the phone. It answers questions, confirms details, and routes the next step. It will not rewrite an invoice, change a payment status, or accept a sensitive payment change by voice.

The agent is also reference-based. If a caller asks about an invoice, Julia asks for both the company name and the invoice number before looking anything up, and it will not search broadly from a single detail. Every inbound and outbound call is kept in the collection record alongside the email history, so a callback is part of the same thread the team already sees, and anything that needs judgment escalates to a person.

“Voice in finance has to be careful by design,” said Joe Zhou, Co-Founder and CTO of Monk. “Julia will not browse across accounts or move money over the phone. A caller has to bring the company name and invoice number before it confirms anything, and every call lands in the record. In finance a 1% mistake is still unacceptable, so we built for that first and added the reach second.”

Teams run autonomous collections on Monk

Monk runs collections for finance teams at companies like Unify, Pump, Siro, and Elate, and Voice Collections extends what those teams already do by email onto the phone.

“We chose Monk to help automate our collections, a process previously demanding several hours a week of manual, one-off outreach,” said Will Stewart, Head of Finance and BizOps at Unify. “Today, our Monk agent is always running in the background and I have a single dashboard to manage AR from.”

At Pump, which manages volume across more than 1,500 customers, Monk has helped collect over $10 million in recent months.

Voice AI is now infrastructure

The timing reflects how far voice AI has come. It has moved from demo to infrastructure: Vapi has processed more than 1 billion calls, Bland handles over 3.5 million calls a week, and ElevenLabs raised a $500 million round at an $11 billion valuation in early 2026. Monk builds Voice Collections on that foundation and adds the part finance actually needs, which is the AR context, the controls, and the audit trail.

Voice Collections is available now as an opt-in feature. Monk configures the dedicated number and call behavior with each organization before turning it on in Collections. See it in action: https://youtu.be/w09PoN1yACE.

About Monk

Monk is the AI-native accounts receivable platform that helps finance teams turn revenue into cash. Its agent, Julia, runs collections, cash application, and forecasting as one connected system. Monk resolves 88.2% of collections with zero human intervention, reaches customers with a 24% higher response rate than standard dunning, reduces DSO by more than 40%, automatically matches 80% of incoming payments with a full audit trail, and gives finance teams back roughly 26 hours a month. Teams onboard in under a week and see results in their first month. More than $1.5 billion in receivables is managed on the platform, including for customers like Profound and ElevenLabs. Monk has raised $25 million and is based in New York.

Media contact
Kendall Warson
kendall@monk.com
+1 415-827-6585

Sources: Chaser 2026 Accounts Receivable research; Dunwise dunning research; HighRadius collection call cost analysis; University of Chicago Booth field study on AI in recruiting; voice AI figures compiled by Enterprise DNA; Federal Reserve data; Allianz Worldwide DSO survey.

View original content to download multimedia:https://www.prnewswire.com/news-releases/monk-launches-voice-collections-bringing-ai-phone-calls-and-callbacks-to-accounts-receivable-302833768.html

SOURCE Monk

Continue Reading

Trending