Table of Contents
1. Introduction
2. Introduction to massively multiplayer games
- 2.1. MMOG components
- 2.2. Characteristics of the MMOG offer
- 2.2.1. The MMOG offer
- 2.2.2. The top massively multiplayer online games
3. The MMOG environment and market
- 3.1. MMOGs' economic environment
- 3.1.1. Increasingly long commercial and user lifecycles
- 3.1.2. Business models: from subscription to item selling
- 3.2. MMOGs' community environment
- 3.2.1. Community at the heart of the phenomenon
- 3.2.2. Gamer profile
- 3.2.3. Gaming modes
- 3.3. Market and industry players
- 3.3.1. The MMOG market
- 3.3.2. The players
4. New development trends and future prospects
- 4.1. Development of an autonomous economic system
- 4.2. Other trends and growth outlook
- 4.3. Online gaming's growth outlook
5. Annexes
- 5.1. NCsoft
- 5.1.1. Vital statistics
- 5.1.2. Company profile
- 5.1.3. Product description
- 5.2. Vivendi Games
- 5.2.1. Vital statistics
- 5.2.2. Company profile
- 5.2.3. Product description
- 5.3. Electronic Arts
- 5.3.1. Vital statistics
- 5.3.2. Company profile
- 5.3.3. Product description
- 5.4. Sony Online
- 5.4.1. Vital statistics
- 5.4.2. Company profile
- 5.4.3. Product description
- 5.5. CCP games
- 5.5.1. Vital statistics
- 5.5.2. Company profile
- 5.5.3. Product description
- 5.6. Linden Lab
- 5.6.1. Vital statistics
- 5.6.2. Company profile
- 5.6.3. Product description
Tables
- Table 1: The massively multiplayer online game market (million USD)
- Table 2: Number of heroic fantasy and science fiction games
- Table 3: Top heroic fantasy tames
- Table 4: Top science fiction games
- Table 5: Top 30 massively multiplayer games, as of 30/06/2006
- Table 6: Top MMOG publishers
- Table 7: Estimated PC game revenues
- Table 8: Estimated massively multiplayer online game revenues
- Table 9: Massively multiplayer games' share of the sector's revenues
Figures
- Figure 1: Growth of operational massively multiplayer online games
(1996-2006)
- Figure 2: Breakdown of MMO games by volume of operational titles, mid-2006
- Figure 3: Growth of massively multiplayer online game subscriptions
- Figure 4: Massively multiplayer games' market share
- Figure 5: Growth of active subscriptions per game (+ 120,000 accounts)
- Figure 6: Growth of active subscriptions per game (from 70,000 to 700,000
accounts)
- Figure 7: Growth of the PC game market
- Figure 8: Growth of the massively multiplayer online game market
- Figure 9: Growth of massively multiplayer game subscribers
- Figure 10: World video game software market
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