the-infoshop.com - The vertical markets research portal
View CartView Cart
Global Information, Inc.
US: +1-860-674-8796
EU: +32-2-535-7543
SG: +65-6223-2436
  Home | Catalog | E-mail Alert | Custom Research | About The Infoshop | Contact Us | Site Map |
Global Events Calendar

* View All Categories
Japanese Korean Chinese

[Report]

Western World MMOG Market: 2006 Review and Forecasts to 2011

Published: 2007/03

Contact 24 hrs/day
Description

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
Description

[Report]
Western World MMOG Market: 2006 Review and Forecasts to 2011
Published: 2007/03
Published by : Screen Digest Ltd. Screen Digest Ltd.

Price:
US $ 4,090.00 PDF by E-mail (Single User License)
US $ 2,045.00 Hard Copy
>
Product Code : SCR50782
Please inform me when related publications are released
InfoWatch

Available 24 Hours a Day
US: 1-860-674-8796 EU: 32-2-535-7543 SG: 65-6223-2436
The vertical markets research portal
© 2008, the-infoshop.com by Global Information, Inc. All rights reserved.