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Market Research Report

Massively Multiplayer Online Games (MMOGs) - UK - November 2007

Published by Mintel International Group Ltd, Contact us : +1-860-674-8796
Published 2007/11 Content info  
Product code MT58071
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Description TOC

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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