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Market Research Report

Worldwide Connected Console 2007-2011 Forecast: Downloads for Dollars

Published by IDC Contact us : +1-860-674-8796
Published 2007/08 Content info Pages: 40
Product code ID54176
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Description TOC

Table of Contents

  • Table of Contents
  • IDC Opinion
  • In This Study
    • Methodology
      • Survey Methodology
  • Situation Overview
    • Connected Videogame Consoles
      • Online PC Gaming
      • Online Console Gaming Evolution
      • Last-Generation Competitive Online Console Strategy
      • Nintendo GameCube Online
      • Sony PS2 Online
      • Microsoft' s Xbox Live
    • Current-Generation Online Consoles
      • Consoles' Multiple Hardware Configurations, for Better or Worse
      • Xbox Live Sets the Standard for the Connected Console Experience
      • Sony PLAYSTATION Network: No Place Like Home
      • Nintendo Wii Brings the Mass-Market Gamer in Sooner
  • Future Outlook
    • Forecast and Assumptions
    • Table: Key Forecast Assumptions for the Worldwide Online Console Gaming Market, 2007-2011
      • Broadband Speed and Persistence Necessary for Connected Console
      • Console Cycle Progression and Online Gaming
      • Figure: Online Gaming Participation, 2003-2006
      • The Mass-Market Gamer Will Connect (and Buy) Mass-Market Games
      • Figure: Interest Level of Console Gamers Without Online Experience in Playing Games Online
      • Figure: Interest Level of Console Gamers in Downloading Game Items Online
      • Figure: Willingness to Pay $2.50 for a Downloadable Game Object
      • Figure: Willingness to Pay $5.00 for a Downloadable Game Object
      • The Core Gamer Downloads, Buys, and Plays Mass-Market Games
      • Console Connectivity Beyond Online Gaming
      • Currency and Exchange Models for Connected Console Transactions
      • Nongame Multimedia Downloads
      • Demographics Extend Beyond Stereotypical Young Males
      • Consumption Trends to Increase with Variety of Downloads
      • Connected Consoles Forecast
      • Table: North America Online Videogame Console Sales, Installed Base, Gamers, and Revenue, 2005-2011
      • Table: Worldwide Online Videogame Console Sales, Installed Base, Gamers, and Revenue, 2005-2011
      • Regionality
      • Subscription Revenue Growth
      • Game-Related DLC Revenue Growth
      • Advertising and Sponsorship Revenue Growth
    • Market Context
    • Table: Worldwide Online Console Revenue, 2004-2011: Comparison of May 2005 and June 2007 Forecasts ($M)
    • Figure: Worldwide Online Console Revenue, 2004-2011: Comparison of May 2005 and June 2007 Forecasts
  • Essential Guidance
    • Primary Hardware and Software Vendors
    • OEM Manufacturers
    • Publishers and Developers
    • Retailers and Distributors
    • Regarding Advertising
  • Learn More
    • Related Research
    • Definitions
    • Synopsis
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