Table of Contents
- Issues in the Market
- Main issues
- Definition
- MMOs v Virtual Worlds
- Abbreviations
- Market in Brief
- Massive growth in titles
- The casual gamer cometh
- Resistance to subscriptions
- World of Warcraft dominates MMOs...
- ...while Second Life and Habbo Hotel dominate virtual worlds
- Asia dominates
- Shifting revenue streams
- The evolution from games to life sims
- Thinking outside the screen
- Internal Market Environment
- Key points
- Video games market
- Figure 1: Sales of video game hardware/software, 2001-11
- MMOs in context
- Raking it in rather than forking out?
- The sociological aspect of MMOs
- The inherent need for a sense of community
- Getting MMOs right
- Cross-promotional strategies and trans-media integration
- MMOs the new battleground for TV networks...
- ...and toy manufacturers
- Broader Market Environment
- Key points
- PDI
- Figure 2: Trends in personal disposable income and consumer expenditure,
2002-12
- Age
- Figure 3: Trends in the age structure of the UK population, by gender,
2002-12
- Lifestage
- Figure 4: Forecast adult population trends, by lifestage, 2002-12
- Socio-economic groups
- Figure 5: Forecast adult population trends, by socio-economic group,
2002-12
- Consumer electronics and use of technology
- Kids and video game usage and ownership
- Figure 6: Usage and ownership of computer games consoles and hand held
games consoles, 2006
- Household ownership of PCs
- Figure 7: Household ownership of PCs, 2003-07
- Ownership of mobile phones, PDAs, and video games consoles
- Figure 8: Ownership of Mobile phones, PDAs, and Video games consoles,
2003-07
- Internet and broadband penetration
- Figure 9: Internet and broadband penetration at home, 2003-07
- PCs and the under-11s
- Figure 10: What 7-10s use PCs for, by demographic sub-group, 2006
- The Internet and the under-11s
- Figure 11: What children aged 7-10 use the Internet for, 2006
- Money and the under-11s
- Figure 12: How money is spent, 7-10-year-olds, 2002-06
- PCs and older kids
- Figure 13: What 11-14s use PCs for, by demographic sub-group, 2006
- The Internet and older kids
- Figure 14: What children aged 11-14 use the Internet for, 2006
- Mobile phones and older kids
- Figure 15: Most popular mobile phone features used by children aged
11-14, 2006
- Competitive Context
- Key points
- General leisure spend
- Figure 16: Consumer expenditure on selected leisure goods and
activities, 2002-07
- Strengths and Weaknesses in the Market
- Strengths
- Weaknesses
- Market Size
- Key points
- Subscriber numbers
- Figure 17: Top worldwide game subscriber numbers, 2005-07
- WoW the king of MMOs
- The future
- Market Share
- Key Points
- MMO genres
- Figure 18: MMO subscribers, by genre, June 2006
- Companies and Brands
- A few facts
- Companies
- Blizzard Entertainment
- Cryptic Studios
- EA Mythic
- Jagex
- Linden Lab
- NCsoft
- Figure 19: NCSoft operational MMOs and launch dates, as at October 2007
- Sony Online Entertainment
- Figure 20: SOE operational MMOs and launch dates, as at October 2007
- Square Enix
- Sulake Corporation
- Ubisoft
- Other MMOs/social sites
- The Game-playing Consumer
- Figure 21: Video game playing, June 2007
- MMO and online virtual world players by demographic sub-group
- Figure 22: MMO and online virtual world players, by demographic
sub-group, June 2007
- MMOs Played and Latent Potential
- Figure 23: MMO and online virtual world players, June 2007
- Attitudes Towards MMOs
- Figure 24: Attitudes towards MMOs and online virtual worlds, June 2007
- Positive attitudes towards MMOs by detailed demographics
- Figure 25: Positive attitudes towards MMOs and online virtual worlds, by
demographic sub-group, June 2007
- Negative attitudes towards MMOs by detailed demographics
- Figure 26: Negative attitudes towards MMOs and online virtual worlds, by
demographic sub-group, June 2007
- Forecast -- MMO playing in 2012
- Conditions that will affect the market
- The setting for the forecast
- Three million MMO gamers by 2012
- Figure 36: Forecast of the percentage of Internet users who have played
subscription-based MMOs, 2007-12
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