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Market Research Report

Western World MMOG Market: 2006 Review and Forecasts to 2011

Published by Screen Digest Ltd. Contact us : +1-860-674-8796
Published 2007/03 Content info 76 Pages - 82 Tables & Charts
Product code SCR50782
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Description TOC

Abstract

Screen Digest has found that the market value for massively multiplayer online games in the West hit $1bn for the first time in 2006. The North American subscription market was worth $576m, while Europe was worth $299m.

While subscription services continue to dominate in the West, accounting for 87% of the market, virtual item sales and in-game advertising have also made their mark during the year. The growing impact of these new business models is symptomatic of the increasing influence of traditional MMOGs on other online platforms and games sectors, such as social networking sites and casual online games. Both of these sectors are now broadly adopting many MMOG-like strategies and characteristics.

Author of the report Piers Harding-Rolls says "During the past few years the Western landscape for massively multiplayer online games has become increasingly fragmented following the introduction of new genres of games including social networking, virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental to the incumbent subscription business."

Screen Digest forecasts that by 2011 over 10 million subscription accounts will generate $1.5bn in consumer spending on this growing sector of the online games market. Over the forecast period Europe will enjoy the strongest growth between the two Western regions.

This highlights a key trend identified through the research  namely that there is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation and stronger broadband growth.

Key findings:

  • Market value for MMOGs in the West hit $1bn for the first time in 2006. Market growth has been helped by the introduction of more casual MMOG experiences and new business models.
  • The North American subscription market was worth $576m, while Europe was worth $299m.
  • By 2011 the MMOG subscription market will be worth over $1.5bn and Europe will enjoy the stronger growth between the two Western regions
  • Over the five year period, Germany will remain the largest subscription market in Europe, followed by the UK.
  • France will see the most significant value growth of over 16% CAGR over the term, whilst Spain and Italy will both experience subscription value CAGR of more than 15%.
  • World of Warcraft is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was Runescape from UK developer/publisher Jagex.

In the report:

  • Western World MMOG market size and forecasts to 2011
  • Subscription market size and forecasts to 2011 for North America and Europe and key country territories
  • 2006 market size for MMOG virtual item purchase and in-game advertising markets
  • Individual subscription title performance
  • Publisher ranking by subscription revenue and market share
  • MMOG addressable markets
  • MMOG gamer demographics
  • MMOG market value chain analysis
  • MMOG content trends analysis
  • MMOG service business model analysis
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