Abstract
Casual gaming is triggering a revolution in the traditional video game
industry, as well as in the sectors of edugaming, communication and the media.
This study outlines the business and revenue models of companies currently
involved in the industry, analyses current trends, and examines the outlook
for the market around the world.
Key questions
- How is casual gaming defined?
- What is the profile of the casual gamer?
- From developer to retailer: the organizations involved in the industry.
- What are the business and revenue models?
- Global outlook 2008-2012: the videogame market, the casual game market,
the videogame market by support.
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