Abstract
This IDC study focuses on the North American and worldwide online console
gaming market. The scope of this document covers all games and game items that
may be downloaded or played online on a videogame console with onboard storage
using broadband online connectivity.
"Revenue from subscriptions, paid downloadable game-related content, and
advertising spend enabled by connected consoles is the fastest-growing business
in the videogame console sector," says Billy Pidgeon, research manager of IDC' s
Consumer Markets: Gaming service. "With an avid audience of gamers who
historically spend on quality game content based more on hardware adoption
cycles than macroeconomic factors, connected consoles will drive an online
multibillion dollar ancillary revenue source in addition to the robust
videogame console hardware and software traditional retail market. We expect
connected consoles to generate over $2 billion in 2008 and to grow to over $7
billion by 2012."
Table of Contents
- Table of Contents
- IDC Opinion
- In This Study
- Situation Overview
- Current-Generation Online Consoles
- Consoles' Multiple Hardware Configurations, for Better or Worse
- Xbox LIVE Sets the Standard for the Connected Console Experience
- NXE Adds Avatars and Simplifies the User Interface to Improve Xbox LIVE
- Sony PlayStation Network: Unique Enthusiast Content
- Nintendo Wii Brings the Mass-Market Gamer in Sooner
- Future Outlook
- Forecast and Assumptions
- Assumptions
- Table: Key Forecast Assumptions for the Worldwide Online Console Gaming Market, 2008-2012
- Converting Online Capable Installed Base to Active Installed Base
- Console Cycle Progression and Online Gaming
- The Enthusiast Gamer Downloads, Buys, and Plays Mass-Market Games
- Console Connectivity Beyond Online Gaming
- Nongame Multimedia Downloads
- The Connected Console Begins to Show Mainstream Appeal
- Consumption Trends to Increase with Variety of Downloads
- Connected Consoles Forecast
- Table: North America Online Videogame Console Sales, Installed Base, Gamers, and Revenue, 2005-2012
- Table: Worldwide Online Videogame Console Sales, Installed Base, Gamers, and Revenue, 2005-2012
- Regionality
- Subscription Revenue Growth
- Game-Related Downloadable Content Revenue Growth
- Connected Console Advertising Revenue Growth
- Market Context
- Table: Worldwide Online Console Revenue, 2005-2012: Comparison of June 2007 and December 2008 Forecasts ($M)
- Figure: Worldwide Online Console Revenue, 2005-2012: Comparison of June 2007 and December 2008 Forecasts
- Essential Guidance
- Primary Hardware and Software Vendors
- OEM Manufacturers
- Publishers and Developers
- Retailers and Distributors
- Regarding Advertising
- Learn More
- Related Research
- Definitions
- The Origins of the Online Console Market
- Online PC Gaming
- Last-Generation Competitive Online Console Strategy
- Sony PS2 Online
- Microsoft' s Xbox LIVE
- Methodology
- Historical Market Values and Exchange Rates
- Table: Exchange Rates, 2003-2007 (%)
- Synopsis
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