Table of Contents
Tables and charts
Executive summary
Introduction
- Overview of the report contents
- Feedback
Market definitions
- Sector cross-over leads to MMOG market fragmentation
- MMOG types
- MMOG genres
- MMOG settings
- MMOG origination and timeline
- 1980s
- 1990s
- 1997
- 1999
- 2000s
- 2003
- 2004
- 2005
- 2006
Methodology
- Exchange rates used
- Geographical scope of report
Addressable market for PC and console MMOGs
MMOG gamer demographics
- MMORPGamers
- More mass market
- Gender profile
- Social dimension
- Younger profile
- Young males the core market
- MMOGamer demographic expansion
- Younger users
MMOGs: A recent history and market overview
- Before and after: World of Warcraft
- MMOG strategies are a blueprint for the future of the online games industry
MMOG market value chain
- How the value chain is changing
- Virtual worlds and media market convergence
- Developers
- Middleware vendors
- In- and around-game advertising networks
- Distributors
- Publishers
- Platform owners
- Sony announces Home for the
- PlayStation 3
- Operators
- The financial challenges of MMOG operation
- ISPs
- Consumers
Content trends in 2006 and moving forward
- Content intellectual property trends
- Licensed IP trends
- Game IP trends
- Subscription market value by IP profile
- Platform support trends
- Platform support: existing content versus content pipeline
- Language support trends
- Subscriber market share by language support
- Content origin trends
- Content origin: existing content versus content pipeline
- Subscriber market value by content origin
- Content genre trends
- Content genre: existing content versus content pipeline
- Subscriber market value by content genre
- Game type trends
- Content setting trends
- Content setting: existing content versus pipeline
- Subscriber market value by content setting
Service business model analysis
- Subscription
- Strengths
- Weaknesses
- Virtual item purchase
- In- or around- game advertising
- CPM rates
- Corporate Use of Virtual Worlds
- Adverworlds
- Future business models
- User generated content
- Real money trade
Profitability and development cost
- Profitability
- Development perspective
- Middleware and software development tools
- Current performance of subscription
- MMOGs
Western World MMOG market size and forecast
- Other business models
- MMOG subscription forecast
- The broadband influence
- ARPU trends
- Individual title performance
- Publisher subscription market share
- Notes on player populations
- Challenges to business development in
- Europe
- Billing and payments solutions:
- Product localisation:
- Sales tax on computer services:
Country market share and forecasts
- Subscriber share
- Subscription revenue share
Appendix A
Tables and Charts
Executive summary
- Figure 1: Western World MMOG subscription revenue forecast to 2011
- Figure 2: 2006 Western World MMOG revenue share between business models
- Table 1: Top 10 Western World MMOG subscription titles by revenues
Introduction
Market definitions
- Figure 3: MMOG market fragmentation
Methodology
Addressable market for PC and console MMOGs
- Table 2: Addressable market for PC and console MMOGs, forecasts to 2011
MMOG gamer demographics
- Table 3: MMORPGamer demographic profile
- Table 4: Neopets user demographic profile
- Table 5: Gaia Online user demographic profile
- Table 6: Habbo Hotel user demographic profile
MMOGs: A recent history and market overview
- Figure 4: Europe - End of year MMOG subscribers 2004 & 2005
- Figure 5: Europe - MMOG subscription revenue 2004 & 2005
- Figure 6: North America: End of year MMOG subscribers 2004 & 2005
- Figure 7: North America - MMOG subscription revenue 2004 & 2005
- Figure 8: Games sector cross over with MMOGs
- Figure 9: Connected content opportunity scale
MMOG market value chain
- Figure 10: MMOG market value chain
Content trends in 2006 and moving forward
- Figure 11: Commercially available titles: licensed IP versus non-licensed
IP
- Figure 12: Titles in development - Licensed IP versus non-licensed IP
- Figure 13: Share of titles based on licensed IP - commercially available
versus in development or beta
- Figure 14: Commercially available titles: established game IP versus new
game IP
- Figure 15: Titles in development based on established game IP versus new
game IP
- Figure 16: Share of titles based on established game IP: commercially
available versus in development or beta
- Figure 17: 2006 Subscription market value by licensed IP versus
non-licensed IP
- Figure 18: 2006 Subscription market value by established game IP versus
new game IP
- Figure 19: Platform support for all commercially available titles
- Figure 20: Platform support for titles in development
- Figure 21: Share of titles with console support: commercially available
versus in development or beta
- Figure 22: Commercially available titles: share of titles supporting
individual languages
- Figure 23: Top 20 subscription titles: share of titles supporting
individual languages
- Figure 24: Share of subscribers by game language availability, 2006
- Figure 25: Share of subscribers by title language support, 2006
- Figure 26: Commercially available titles: Geographical origin
- Figure 27: Titles in development:Geographical origin
- Figure 28: European origin titles share of market: commercially available
versus in development or beta
- Figure 29: Top 20 subscription titles: Geographical origin
- Figure 30: Commercially available titles: geographical origin
- Figure 31: Titles in development: Key country market origin
- Figure 32: Subscriber market value by content origin, 2006
- Figure 33: Commercially available titles: game genre share
- Figure 34: Titles in development: game genre share
- Figure 35: Top 20 subscription titles: game genre share
- Figure 36: Subscriber market value split by genre, 2006
- Figure 37: Commercially available titles: share by game type
- Figure 38: Titles in development: share by type
- Figure 39: Commercially available titles: share by game setting
- Figure 40: Titles in development: share by game setting
- Figure 41: Fantasy setting share of titles comparison -commercially
available, in development or beta, and top 20 subscription titles
- Figure 42: Sci-Fi setting share of titles comparison: commercially
available, in development or beta, and top 20 subscription titles
- Figure 43: Subscriber market value split between settings, 2006
Service business model analysis
- Figure 44: Commercially available titles: share between business models
- Figure 45: 2006 Western World MMOG revenue share between business models
- Figure 46: Virtual item purchase business model
- Table 7: Key MMOG titles/platforms using virtual item (or currency)
purchase business models
- Table 8: Key MMOG titles/platforms using in- or around-game advertising
Profitability and development cost
- Figure 47: Operating profit margin for a selection of MMOG
publishers/operators
- Table 9: AAA title revenue generation years 1-5 at 70% retention/$30m
development costs
- Table 10: Boutique, independent or casual title revenue generation years
1-5 at $1m development costs
- Table 11: Middleware vendors
Western World MMOG market size and forecast
- Figure 48: Western World 2006 MMOG market
- Table 13: North America and Europe MMOG subscribtion market, forecasts to
2011
- Figure 49: MMOG subscription penetration of online households - North
America versus Europe
- Figure 50: North America: Average annual MMOG subscriber growth compared
to average broadband household growth, forecast to 2011
- Figure 51: Europe: Average annual MMOG subscriber growth compared to
average broadband household growth, forecast to 2011
- Figure 52: Average monthly MMOG subscription per user, forecast to 2011
- Figure 53: Western World 2006: Share of subscribers by leading 10 titles
- Figure 54: Western World 2006: Share of subscription revenue by leading 10
titles
- Table 14: Top 10 MMOG titles 2005/2006 subscriber numbers and growth
- Table 15: Top 10 MMOG titles 2005/2006 subscription revenue and growth ($)
- Table 16: World of Warcraft subscriber numbers by region
- Table 17: Top 10 MMOG subscription publishers, 2006
- Figure 55: Top 10 publisher share of MMOG subscription market, 2006
Country market share and forecasts
- Figure 56: North America average annual subscribers by country (000s)
- Figure 57: Europe average annual subscribers by country (000s)
- Table 18: Western World MMOG average annual subscribers by country,
forecast to 2011
- Figure 58: North America MMOG subscriber revenue by country ($000s)
- Figure 59: Europe MMOG subscription revenue by country ($000s)
- Table 19: Western World MMOG subscription revenue by country, forecast to
2011
- Figure 60: Europe market share by country, 2006
- Figure 61: Europe forecast market share by country, 2011
Appendix A
- Table 20: Western World MMOG titles in development or beta testing
- Table 21: Commercially released Western World MMOG titles
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