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Market Research Report

Casual Gaming - Games for everyone

Published by IDATE Contact us : +1-860-674-8796
Published 2008/10 Content info 65 pages
Product code IU75167
Price From  US $ 3770 Order/Price list
US $ 3770 Hard Copy
US $ 4550 Web Access (1-5 User License)
US $ 7540 Web Access (6-29 User License)
US $ 11310 Web Access (Unlimited License - including subsidiaries of at least 50% ownership)
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Description TOC

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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