Table of Contents
1. Casual gaming in terms of use, marketing and content
- 1.1. Pong, or the first casual game
- 1.2. What exactly is casual gaming?
- Casual games vs traditional games
- Casual gamers vs committed gamers
- Nintendo as a catalyst
- 1.3. The casual game range
- Casual game genres
- Casual game genres
- The hits
- 1.4. The casual gamer' s profile and habits
2. Industry breakdown
- 2.1. Industrial context
- 2.2. The value chain
- Developers
- Publishers
- Aggregators, distributors and retailers
- Distributors
- Retailers
- Other organizations
- 2.3. Services that bring success
- Community services
- Matchmaking services
- Ranking and scoring services
- Reward services
- Information, entertainment and promotion services
- 2.4. Revenue models
- Try before you buy
- In-site and in-game advertising
- Micro transactions
- Tournaments
- Retail
- Subscriptions
- Advergames
- Mobile phone games
3. Markets: challenges, trends and outlook
- 3.1. Trends in casual gaming
- Casual games on all systems
- Media groups converge on casual games
- Social games as the future of online casual gaming
- Casual gaming as more than a growth driver for the audiovisual sector
- The arrival of 3D
- 3.2. Challenges along the value chain
- Development: establishing expert creativity
- Traditional publishing: integrating the changes brought about by casual
gaming
- Casual publishing: growing fast enough to challenge the competition
- Online console stores: becoming a retailer and virual world operator
- Aggregation: catalogue volume and quality
- Distribution: providing visibility
- Retailers: maintaining a sought-after position
- 3.3. The outlook for the videogame market 2008-2012
- The global videogame and casual game markets
- The global videogame market by geographic zone: EMEA, Asia Pacific,
North America, Latin America
- The casual game market by support: computer, mobile phone, portable
console, home console, online
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