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***1. Executive Summary
***2. Market Landscape
**2.1 Market ecosystem
*Exhibit 01: Parent market
**2.2: Market Characteristics
*Exhibit 02: Market Characteristics
**2.2 Value chain analysis
*Exhibit 03: Value chain analysis: Global application software market
*2.2.1 Inputs
*2.2.2 Software development process
*2.2.3 Marketing and distribution:
*2.2.4 Post-selling services:
*2.2.5 Innovation
***3. Market Sizing
**3.1 Market definition
*Exhibit 04: Offerings of vendors included in the market definition
**3.2 Market segment analysis
*Exhibit 05: Market segments
**3.3 Market size 2020
**3.4 Market outlook: Forecast for 2020 - 2025
*3.4.1 Estimating growth rates for emerging and high-growth markets
*3.4.2 Estimating growth rates for mature markets
*Exhibit 06: Global - Market size and forecast 2020 - 2025 ($ million)
*Exhibit 07: Global market: Year-over-year growth 2020 - 2025 (%)
***4. Five Forces Analysis
**4.1 Five Forces Summary
*Exhibit 08: Five forces analysis 2021 & 2026
**4.2 Bargaining power of buyers
*Exhibit 09: Bargaining power of buyers
**4.3 Bargaining power of suppliers
*Exhibit 10: Bargaining power of suppliers
**4.4 Threat of new entrants
*Exhibit 11: Threat of new entrants
**4.5 Threat of substitutes
*Exhibit 12: Threat of substitutes
**4.6 Threat of rivalry
*Exhibit 13: Threat of rivalry
**4.7 Market condition
*Exhibit 14: Market condition - Five forces 2021
***5. Market Segmentation by Revenue model
**5.1 Market segments
*The segments covered in this chapter are:
*Exhibit 15: Revenue model - Market share 2020-2025 (%)
**5.2 Comparison by Revenue model
*Exhibit 16: Comparison by Revenue model
**5.3 F2P - Market size and forecast 2020-2025
*Exhibit 17: F2P - Market size and forecast 2020-2025 ($ million)
*Exhibit 18: F2P - Year-over-year growth 2020-2025 (%)
**5.4 P2P - Market size and forecast 2020-2025
*Exhibit 19: P2P - Market size and forecast 2020-2025 ($ million)
*Exhibit 20: P2P - Year-over-year growth 2020-2025 (%)
**5.5 Market opportunity by Revenue model
*Exhibit 21: Market opportunity by Revenue model
***6. Market Segmentation by Genre
**6.1 Market segments
*The segments covered in this chapter are:
*Exhibit 22: Genre - Market share 2020-2025 (%)
**6.2 Comparison by Genre
*Exhibit 23: Comparison by Genre
**6.3 MMORPG - Market size and forecast 2020-2025
*Exhibit 24: MMORPG - Market size and forecast 2020-2025 ($ million)
*Exhibit 25: MMORPG - Year-over-year growth 2020-2025 (%)
**6.4 MMOFPS - Market size and forecast 2020-2025
*Exhibit 26: MMOFPS - Market size and forecast 2020-2025 ($ million)
*Exhibit 27: MMOFPS - Year-over-year growth 2020-2025 (%)
**6.5 MMORTS - Market size and forecast 2020-2025
*Exhibit 28: MMORTS - Market size and forecast 2020-2025 ($ million)
*Exhibit 29: MMORTS - Year-over-year growth 2020-2025 (%)
**6.6 Others - Market size and forecast 2020-2025
*Exhibit 30: Others - Market size and forecast 2020-2025 ($ million)
*Exhibit 31: Others - Year-over-year growth 2020-2025 (%)
**6.7 Market opportunity by Genre
*Exhibit 32: Market opportunity by Genre
***7. Customer landscape
*Exhibit 33: Customer landscape
***8. Geographic Landscape
**8.1 Geographic segmentation
*Exhibit 34: Market share by geography 2020-2025 (%)
**8.2 Geographic comparison
*Exhibit 35: Geographic comparison
**8.3 APAC - Market size and forecast 2020-2025
*Exhibit 36: APAC - Market size and forecast 2020-2025 ($ million)
*Exhibit 37: APAC - Year-over-year growth 2020-2025 (%)
**8.4 North America - Market size and forecast 2020-2025
*Exhibit 38: North America - Market size and forecast 2020-2025 ($ million)
*Exhibit 39: North America - Year-over-year growth 2020-2025 (%)
**8.5 Europe - Market size and forecast 2020-2025
*Exhibit 40: Europe - Market size and forecast 2020-2025 ($ million)
*Exhibit 41: Europe - Year-over-year growth 2020-2025 (%)
**8.6 South America - Market size and forecast 2020-2025
*Exhibit 42: South America - Market size and forecast 2020-2025 ($ million)
*Exhibit 43: South America - Year-over-year growth 2020-2025 (%)
**8.7 MEA - Market size and forecast 2020-2025
*Exhibit 44: MEA - Market size and forecast 2020-2025 ($ million)
*Exhibit 45: MEA - Year-over-year growth 2020-2025 (%)
**8.8 Key leading countries
*Exhibit 46: Key leading countries
**8.9 Market opportunity by geography
*Exhibit 47: Market opportunity by geography ($ million)
***9. Drivers, Challenges, and Trends
**9.1 Market drivers
*9.1.1 Availability of several payment services
*9.1.2 Popularity of the online gaming industry
*9.1.3 Growing adoption of VR/AR gaming
**9.2 Market challenges
*9.2.1 High cost of latest MMO game applications
*9.2.2 Privacy and security issues
*9.2.3 Need for high-speed connectivity
*9.2.4 Delivering gaming content online
*Exhibit 48: Impact of drivers and challenges
**9.3 Market trends
*9.3.1 Growth of cryptocurrency
*9.3.2 Emergence of gamification
*9.3.3 Games converting to F2P model
*9.3.4 Use of blockchain technology
***9. Vendor Landscape
**10.1 Competitive scenario
**10.2 Vendor landscape
*Exhibit 49: Vendor Landscape
**10.3 Landscape disruption
*Exhibit 50: Landscape disruption
**10.4 Industry risks
*Exhibit 51: Industry risks
***11. Vendor Analysis
**11.1 Vendors covered
*Exhibit 52: Vendors covered
**10.2 Market positioning of vendors
*Exhibit 53: Market positioning of vendors
**11.3 Activision Blizzard Inc.
*Exhibit 54: Activision Blizzard Inc. - Overview
*Exhibit 55: Activision Blizzard Inc. - Business segments
*Exhibit 56: Activision Blizzard Inc. - Key offerings
*Exhibit 57: Activision Blizzard Inc. - Segment focus
**11.4 ChangYou.com Ltd.
*Exhibit 58: ChangYou.com Ltd. - Overview
*Exhibit 59: ChangYou.com Ltd. - Product and service
*Exhibit 60: ChangYou.com Ltd. - Key offerings
**11.5 CipSoft GmbH
*Exhibit 61: CipSoft GmbH - Overview
*Exhibit 62: CipSoft GmbH - Product and service
*Exhibit 63: CipSoft GmbH - Key offerings
**11.6 Daybreak Game Co. LLC
*Exhibit 64: Daybreak Game Co. LLC - Overview
*Exhibit 65: Daybreak Game Co. LLC - Product and service
*Exhibit 66: Daybreak Game Co. LLC - Key offerings
**11.7 Electronic Arts Inc.
*Exhibit 67: Electronic Arts Inc. - Overview
*Exhibit 68: Electronic Arts Inc. - Product and service
*Exhibit 69: Electronic Arts Inc. - Key offerings
**11.8 GungHo Online Entertainment Inc.
*Exhibit 70: GungHo Online Entertainment Inc. - Overview
*Exhibit 71: GungHo Online Entertainment Inc. - Product and service
*Exhibit 72: GungHo Online Entertainment Inc. - Key offerings
**11.9 Jagex Ltd.
*Exhibit 73: Jagex Ltd. - Overview
*Exhibit 74: Jagex Ltd. - Product and service
*Exhibit 75: Jagex Ltd. - Key offerings
**11.10 KONAMI HOLDINGS CORP.
*Exhibit 76: KONAMI HOLDINGS CORP. - Overview
*Exhibit 77: KONAMI HOLDINGS CORP. - Business segments
*Exhibit 78: KONAMI HOLDINGS CORP. - Key offerings
*Exhibit 79: KONAMI HOLDINGS CORP. - Segment focus
**11.11 NCSOFT Corp.
*Exhibit 80: NCSOFT Corp. - Overview
*Exhibit 81: NCSOFT Corp. - Business segments
*Exhibit 82: NCSOFT Corp. - Key offerings
*Exhibit 83: NCSOFT Corp. - Segment focus
**11.12 NEXON America Inc
*Exhibit 84: NEXON America Inc. - Overview
*Exhibit 85: NEXON America Inc. - Business segments
*Exhibit 86: NEXON America Inc. - Key offerings
*Exhibit 87: NEXON America Inc. - Segment focus
***12. Appendix
**12.1 Scope of the report
*12.1.1 ????Market definition
*12.1.2 ????Objectives
*12.1.3 ????Notes and caveats
**12.2 Currency conversion rates for US$
*Exhibit 88: ?Currency conversion rates for US$?
**12.3 Research Methodology
*Exhibit 89: ?Research Methodology
*Exhibit 90: ??Validation techniques employed for market sizing?
*Exhibit 91: ??Information sources
**12.4 List of abbreviations
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