Abstract
Revenue for the online gaming market in the Asia/Pacific region is expected to
grow rapidly between 2008 and 2013 as consumer awareness increases and new
technologies allow for greater content and variety of games. Total revenue for
the Asia/Pacific region stood at US$5.8 billion in 2007 and is expected to
reach US$21.1 billion in 2013, a CAGR of 20.6%.
The major factors driving this growth include growing household Internet
penetration, increased content development for online-specific games, wider
access mediums to accelerate demand, and the unique experience that online
gaming offers. Online games are no longer restricted to slow-action strategy
games. Faster connections are allowing the popular Massive Multiplayer Online
Role-Playing Games (MMORPGs) to be developed and enter the mainstream. In
turn, this is rapidly increasing consumer acceptance of the Internet as an
entertainment medium.
It is also worth mentioning that China is the fastest-growing market for
online gaming and is expected to become the largest market in Asia in 2009. At
present, more than 50% of the online games played in China are locally
developed, and some are being exported overseas.
This report answers the following questions:
- What is the likely size of the online gaming market in the future?
- How are prices adjusting to changing demand?
- Who are the leading suppliers in the market?
- How are regional markets being affected?
- What are the expectations for future growth?
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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