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[Report]
Online Gaming in Asia: Strong Potential for Growth
Published: 2008/05
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Table of Contents
- Executive Summary
- Introduction
- Methodology and 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
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[Report]
Online Gaming in Asia: Strong Potential for Growth
Published: 2008/05
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Published by : In-Stat  |
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Price:
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Product Code : CG66618 |
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