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Market Research Report

Casual Gaming Market Update

Published by Parks Associates Contact us : +1-860-674-8796
Published 2007/09 Content info 162 Pages
Product code PARK45392
Price From  US $ 3000 Order/Price list
US $ 3000 PDF by E-mail (Single User License)
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Description TOC

Table of Contents

1.0 Notes on Methodology

2.0 Definition of Casual Games

3.0 Casual Gaming Market Overview

  • 3.1 Consumer Adoption and Important Implications
  • 3.2 Demographics of Casual Game Audience
    • 3.2.1 The PC Platform
    • 3.2.2 The Console Platform
  • 3.3 An Overview of the Industry Value Chain
  • 3.4 Industry Characteristics
  • 3.5 Analysis of Key Industry Players
    • 3.5.1 Positioning of Key Players
    • 3.5.2 Casual Game Developers
    • 3.5.3 Casual Game Publishers
    • 3.5.4 Distributors and Aggregators
    • 3.5.5 Casual Game Portals
  • 3.6 Key Technologies and Trends
    • 3.6.1 Popular Development Platforms: Balancing Issues
    • 3.6.2 DRM Solutions: Build or Buy
    • 3.6.3 Emerging Trends

4.0 Established Business Models of Casual Gaming

  • 4.1 Try-Before-You-Buy
  • 4.2 Web-based Advertising
  • 4.3 Subscription Services
  • 4.4 Skill-Based Gaming
  • 4.5 Advergames
  • 4.6 A Comparison of Existing Business Models

5.0 Emerging Platforms, Distribution Channels, and Business Models

  • 5.1 Emerging Platforms and Channels
    • 5.1.1 Game Console
    • 5.1.2 Bricks-and-Mortar Retail
    • 5.1.3 Mobile Phones
    • 5.1.4 Portable/Handheld Devices
    • 5.1.5 TV Set-top Box
  • 5.2 Emerging Business Models
    • 5.2.1 In-Game Advertising
    • 5.2.2 Micro-transaction
  • 5.3 New Genres
    • 5.3.1 Advanced Casual Games
    • 5.3.2 Casual MMO
    • 5.3.3 The Surge of the Middle Market

6.0 Other Important Issues

  • 6.1 Entrance of Large Publishers & Industry Consolidation
  • 6.2 Web 2.0 and Casual Games

7.0 Market Forecasts

  • 7.1 Frecast Methodology
  • 7.2 Detailed Forecasts

8.0 Market Implications and Key Recommendations

Resource Book

1.0 Consumer Adoption of Casual Gaming

  • 1.1 Growth of PC Casual Gaming
  • 1.2 Shifting Demographics of PC Casual Audience
  • 1.3 Popular Casual Gaming Services
    • 1.3.1 Popular PC Casual Gaming Services
    • 1.3.2 Analysis of Xbox Live Service
  • 1.4 Popular Casual Game Genres

2.0 Segmentation of Gamers

  • 2.1 Segmentation of Internet Gamers
  • 2.2 Segmentation of Casual Gaming Audience
  • 2.3 Demographics of Casual Audience by Platforms

3.0 Analysis of Gamer Behaviors

  • 3.1 Hours Spent on Online vs. Offline PC Gaming
  • 3.2 Session Length: Online vs. Offline PC Gaming
  • 3.3 Social and Family Gaming Behavior
  • 3.4 Monthly Expenditure on Games
    • 3.4.1 Expenditure on Games in General
    • 3.4.2 Monthly Expenditure on Games Among Casual Gaming Audiences

4.0 Consumer Interest in Alternative Business Models

  • 4.1 Massively Multiplayer Online Games and Casual Gaming
  • 4.2 General Perception of Game Advertising

5.0 Profiles of Casual Game Developers and Publishers

  • 5.1 Big Fish Games
  • 5.2 MiniClip
  • 5.3 Mumbo Jumbo
  • 5.4 NeoEdge Networks, Inc.
  • 5.5 PlayFirst
  • 5.6 PopCap Games
  • 5.7 Sandlot Games
  • 5.8 Sierra Online (Division of Vivendi Games)
  • 5.9 WildTangent

6.0 Profiles of Aggregators and Distributors

  • 6.1 Boonty S.A.
  • 6.2 Oberon Media
  • 6.3 Trymedia (Macrovision)

7.0 Profiles of Online Portals and Retailers

  • 7.1 AOL Games
  • 7.2 EA / Pogo.com
  • 7.3 Microsoft Network Games (MSN Games)
  • 7.4 RealArcade
  • 7.5 Shockwave Games
  • 7.6 Yahoo! Games

8.0 Profiles of Technology Providers

  • 8.1 Adobe Systems, Inc.
  • Sun Microsystems / Java

Figures

The Bottom Line

  • U.S. Consumers Play Online Games Most Often
  • Who is Paying for Online Content?
  • Type of Games Played
  • PC Casual vs. Core Gaming Audience by Age and Gender
  • Major Portals' Demographic Compositions
  • Console Casual vs. Core Gaming Audience by Age and Gender
  • PC Casual Gaming Industry Value Chain
  • Characteristics of the PC Casual Gaming Market
  • Categorizing Key Players
  • Market Positioning of Major Companies
  • Casual Game Developers' Annual Revenue
  • Summary of Selected Developers
  • Selected Casual Game Publishers
  • Selected Casual Game Aggregators
  • Selected Casual Game Portals
  • A Comparison of Common Technology Platforms
  • North American Casual Game Retailer Revenue Model - 2005
  • Breakeven and Profitability Analysis: Download Model
  • Top Ten Casual Game Portals (April 2007)
  • Major Subscription Programs in the U.S.
  • Summary of Advergames Developers
  • A Comparison of Existing Business Models
  • Number of Xbox Live! Subscribers
  • Competitive Analysis of Game Consoles
  • Worldwide Sales Momentum of Three New Consoles
  • Game Consoles and Casual Offerings
  • Casual Game Retail Landscape (PC Only)
  • Handheld Platform Casual Titles
  • Time Spent on Gaming Device
  • Selected Casual MMO/Advanced Casual Games with Micro-transaction
  • Advanced Casual Games Overview
  • Overview of Casual MMOs
  • Formation of the Middle Market of the Video Game Industry
  • Mergers & Acquisitions and Investment
  • Game Portals Utilizing User-Generated Content
  • U.S. Forecast of Total Casual Gaming Revenue
  • Detailed Breakdown of Forecast Numbers
  • Comparison of CAGR by Type of Business Model (2006-2012)
  • Casual Game Revenue Model - 2007
  • Casual Game Revenue Model - 2012

Resource Book

  • U.S. Consumers Play Online Games Most Often
  • Adoption of Five Casual Gaming Services: 2006 vs. 2007
  • Trends in Casual PC Gamer Demographics 2006-2007
  • Interest in Web-Gaming Service with Rich Features: by Age and Gender
  • Trends in Casual PC Gamer Demographics 2006-2007 by Education
  • Trends in Casual PC Gamer Demographics 2006-2007 by Income
  • Top Five Online Gaming Services: by Percentage of Paying Users
  • Online Gaming Services
  • Using Online Gaming Services
  • Awareness of XBOX Live Service
  • XBOX Live Service Usage among Xbox & Xbox 360 Users by Age
  • XBOX Live Service Usage among Xbox & Xbox 360 Users by Gender
  • Genres of Console Casual Games Played by XLS Usage Groups
  • Types of Games Played Personally
  • Casual Game Genres Played by Gender & Age
  • Summary of the Six Gamer Segments
  • PC Casual vs. Core Gaming Audience by Segment
  • Console Casual vs. Core Gaming Audience by Segment
  • PC Casual vs. Core Gaming Audience by Age and Gender
  • Console Casual vs. Core Gaming Audience by Age and Gender
  • Among Groups: Number of Hours per Month Online vs. Offline
  • Among Groups: PC Gaming Session Online vs. Offline
  • Adults vs. Teenagers: Social Gaming Habits
  • Among Adults: Social Gaming Habits
  • Among Adults: Gaming Time Split
  • Monthly Expenditure on Gaming
  • PC Gaming Under-monetized Compared to Console Gaming
  • Monthly Expenditure on Computer Games by Age and Gender
  • Monthly Expenditure on Console Games by Age and Gender
  • Monthly Expenditure on Online Games
  • Monthly Expenditure on Online Games among PC Casual Audienc
  • Among Casual Gamer Groups: Adoption of MMOG
  • Among Groups: Interest in MMOG
  • MMOG Intenders by Age and Gender
  • Perception of In-Game Advertising
  • Power Gamers Have Strong Opinions about Game Advertising
  • Opinion about Seeing In-Game Ads to Win Prizes: by Gender and Age
  • Opinion about Seeing In-Game Ads if it Helps Reduce Cost
  • Opinion about Seeing In-Game Ads if it Helps Enhance Game Play
  • Least Intrusive Approach of Ad Insertion: by Age and Gender
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