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[Report]

Online Gaming in Asia: Strong Potential for Growth

Published: 2008/05

Contact 24 hrs/day
Description

Table of Contents

  • Executive Summary
  • Introduction
  • Methodology and Definitions
    • Methodology
    • Definitions
  • Online Gaming Market Business Model
    • Online Gaming Market Value Chain
      • Content Producers
      • Content/Application Owners
      • Network Owners
      • Service Providers
      • Platform Owners
    • Online Gaming Market Revenue Models
  • Major Developers/Operators and Most Popular Games
    • Blizzard Entertainment
      • World of WarCraft
      • StarCraf
    • NCsoft
    • Neowiz
    • Shanda Interactive Entertainment Limited
    • NHN/Hangame
  • Market Projections
    • China
      • Market Drivers
      • Market Constraints
      • Online Game Operators and Developers in China
      • Popular Games and Players
      • Forecast
    • Japan
      • Market Drivers
      • Market Constraints
      • Popular Games and Players
      • Forecast
    • South Korea
      • Market Drivers
      • Market Constraints
      • Popular Games and Players
      • Forecast
    • Taiwan
      • Market Drivers
      • Market Constraints
      • Major Game Developers and Operators
      • Forecast
    • Others
  • Conclusions and Recommendations
  • Related In-Stat Reports

List of Tables

  • Table 1. Top Five Operators, by Revenue (2007)
  • Table 2. Demographic Information for China' s Online Gamers (2007)
  • Table 3. Top Ten Online Games in Japan

List of Figures

  • Figure 1. Online Gaming Market Revenue in Asia, 2003- 2013
  • Figure 2. Online Gaming Market Value Chain
  • Figure 3. Operator Market Share in China, by Percentage of Subscribers (2007)
  • Figure 4. Market Share of Online Games in China, by Type (2007)
  • Figure 5. Top Ten Online Games in China, by Current Users (2007)
  • Figure 6. Online Gaming Subscribers in China, 2003- 2013
  • Figure 7. Online Gaming Revenue in China, 2003- 2013
  • Figure 8. Household Broadband Penetration in Japan, 2003- 2013
  • Figure 9. Online Gaming Subscribers in Japan, 2003- 2013
  • Figure 10. Online Gaming Revenue in Japan, 2003- 2013
  • Figure 11. Online Gaming Subscribers in South Korea, 2003- 2013
  • Figure 12. Online Gaming Revenue in South Korea, 2003- 2013
  • Figure 13. Operator Market Share in Taiwan, by Revenue (2007)
  • Figure 14. Online Gaming Subscribers in Taiwan, 2003- 2013
  • Figure 15. Online Gaming Revenue in Taiwan, 2003- 2013
  • Figure 16. Online Gaming Subscribers in Other Asian Markets, 2003- 2013
  • Figure 17. Online Gaming Revenue in Other Asian Markets, 2003- 2013
Description

[Report]
Online Gaming in Asia: Strong Potential for Growth
Published: 2008/05
Published by : In-Stat In-Stat

Price:
US $ 3,495.00 PDF and Excel File by E-mail (Single User License)
>
Product Code : CG66618
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