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Market Research Report

Networked Gaming: Driving the Future II

Published by Parks Associates Contact us : +1-860-674-8796
Published 2009/02 Content info 110 Pages
Product code PARK64744
Price From  US $ 3000 Order/Price list
US $ 3000 PDF by E-mail (Single User License)
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Approx. 1-2 business days
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If you need expedited delivery, please call us.
Description TOC

Table of Contents

The Bottom Line

1.0 Notes on Methodology and Report Focus

  • 1.1 Sources of Industry data
  • 1.2 Sources of Consumer data
  • 1.3 Scope of Report

2.0 Online Gaming: a Market Overview

  • 2.1 Summary of Different Online Gaming Categories
  • 2.2 Online Gaming Market: a Bird' s Eye View
  • 2.3 Key Consumer Findings

3.0 MMORPGs

  • 3.1 Market Overview
    • 3.1.1 The Subscription Model
    • 3.1.2 The Episodic Model
    • 3.1.3 The Free-to-Play, Virtual Goods Model
  • 3.2 Drivers and Inhibitors
  • 3.3 Competitive Analysis: Key Industry Players
    • 3.3.1 The Subscription Model
    • 3.3.2 The Free-to-Play, Virtual Goods Model
  • 3.4 MMORPG Technology Enablers
    • 3.4.1 In-Game Marketplace Solution Providers
    • 3.4.2 VoIP Solution Providers

4.0 Online Casual Gaming

  • 4.1 Market Overview
    • 4.1.1 Try and Purchase
    • 4.1.2 Subscription Services
    • 4.1.3 Casual Game Advertising
    • 4.1.4 Flash Games: the “New Casual”
  • 4.2 Drivers and Inhibitors
  • 4.3 Competitive Analysis: Key Industry Players

5.0 Gaming 2.0

  • 5.1 Social Gaming
  • 5.2 User-Generated Content
  • 5.3 Gamer Social Networks

6.0 Market Forecasts and Strategic Recommendation

  • 6.1 Market Forecasts: MMORPGs
  • 6.2 Market Forecasts: Casual Gaming
  • 6.3 Strategic Recommendations
    • 6.3.1 Game Publishers
    • 6.3.2 Service Providers
    • 6.3.3 Retailers
    • 6.3.4 Media Companies

Resource Book

1.0 Consumer Analysis

  • 1.1 Gamer Segmentation
  • 1.2 Consumer Adoption of Online Gaming
  • 1.3 Game Genres and Gamer Demographics
  • 1.4 MMORPGs
  • 1.5 Online Gaming Features
  • 1.6 Online Gaming Destinations
  • 1.7 Digital Distribution and Games-on-Demand
  • 1.8 The Impact of Online Gaming on Media Consumption

2.0 Company Profiles

  • 2.1 Acclaim Games
  • 2.2 Big Fish Games
  • 2.3 Double Fusion
  • 2.4 Jagex
  • 2.5 Kongregate
  • 2.6 Miniclip
  • 2.7 Mochi Media
  • 2.8 Nexon America
  • 2.9 Oberon Media/i-Play
    • 2.9.1 Playfish
    • 2.9.2 Raptr
    • 2.9.3 Real Networks
    • 2.9.4 Trion World Network
    • 2.9.5 Vivox
    • 2.9.6 Wild Tangent
  • 2.10 Zynga

Figures

The Bottom Line

  • Overview of Different Online Gaming Categories
  • Number of Internet Gamer Households Playing and Purchasing Different Online Games/Services
  • Percentage of Gaming Revenue Generated from Different Gamer Segments
  • Selected MMORPG Casualties
  • Subscriber Growth: World of Warcraft (2004-2008)
  • Quarterly Revenue from Guild Wars Compared to Other NCSoft MMORPGs (Q3 2006-Q3 2008)
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Types of Virtual Items Purchased
  • Adoption of Free-to-Play vs. Traditional MMORPG
  • Interest in MMORPG Business Models by Segment
  • The Continuum of Business Models
  • Drivers and Inhibitors: Subscription and Free-to-Play MMORPGs
  • Market Share of Different MMORPGs
  • Emerging Publishers/Developers of Subscription-based MMORPGs
  • U.S. Market Share of Free-To-Play MMORPG Publishers (2008)
  • Virtual Marketplace Solution Providers
  • Growth of Casual Gaming Revenue: Real Networks, Big Fish Games, and PopCap (2005-2008)
  • Growth of Club Pogo Subscribers
  • Growth of Miniclip' s Monthly Unique Visitors
  • Drivers and Inhibitors: Casual Games
  • Comparison of Leading Casual Gaming Companies
  • Top 3 Activities Consumers Engage in on a Social Network Site (4Q08)
  • Leading Social Gaming Companies
  • Selected Social Gaming Networks
  • U.S. MMORPG Subscriber Forecast: Traditional Subscription Model and Optional Premium Subscription Model (2008-2013)
  • U.S. Free-to-Play MMORPG Forecast: Total Players and Paying Players
  • U.S. MMORPG Revenue Forecasts: Subscription and Free-to-Play Models (2008-2013)
  • U.S. Forecast of Premium Casual Gaming Revenue (2008-1013)
  • U.S. Premium Casual Gaming Revenue by Business Model: Try-and-Purchase, Subscription Services, and Virtual Items (2008-2013)

Resource Book

  • Gamer Segmentation Methodology
  • Summary of Gamer Segments
  • Percentage of Gaming Market by Gamer Segment
  • Entertainment Dollar per Gaming Hour by Gamer Segment
  • Percentage of Gaming Revenue Generated from Different Gamer Segments
  • PC Gaming Behavior: Online vs. Offline (Q1/08)
  • Console Gaming: Online vs. Offline (Q1/08)
  • Online & Offline Gaming Hours per Month by Platforms
  • Monthly Online vs. Offline PC Gaming Hours by Gamer Segments
  • Number of Internet Gamer Households Playing and Purchasing Different Online Games/Services
  • Growth of Paying Users of Different Online Gaming Services (2006-2008)
  • Adoption of Different Game Genres I (Q1/08)
  • Adoption of Different Game Genres II (Q1/08)
  • Gamers of Different Online Games: Males vs. Females
  • Gamers of Different Online Games: Average Age
  • Growth of MMORPG Adoption (2006-2008)
  • Interest in MMORPG Business Models by Segment
  • Percentage of Paying Subscribers among MMORPG and Virtual World Players
  • Adoption of Free-to-Play vs. Traditional MMORPG
  • Reasons for Not Playing MMORPGs (Q1/08)
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Important Online Gaming Features I (Q1/08)
  • Important Online Gaming Features II (Q1/08)
  • Important Online Gaming Features by Gender
  • Important Online Gaming Feature by Age
  • Awareness and Adoption of Online Gaming Services and Websites I
  • Awareness and Adoption of Online Gaming Services and Websites II
  • Paying Adoption of Online Casual Game Services
  • Composition of Gamer Segments among Paying Users of Leading Online Gaming Services
  • Interest in Digital Distribution by Age
  • Interest in Digital Distribution by Gamer Segment
  • Preferred Games-on-Demand Service Providers
  • Interest in Games-on-Demand at Different Price Points
  • Interest in Ad-Supported Games-on-Demand Services
  • Interest in an Ad-Supported Games-on-Demand Service by Gamer Segment
  • Weekly Hours Spent on Watching TV among Different Online Gamers
  • Leisure Time Spent on Different Activities by Gamer Segment
  • Gaming While Multitasking
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