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市場調查報告書

大規模多人對戰遊戲的展望與課題

Massively Multiplayer Games Outlook and Challenges

出版商 IDATE
出版日期 2006年10月 商品編碼 45044
內容資訊 英文 40 pages
價格
本報告書已不再販售

本報告已在2011年11月23日停止出版。

簡介

做為歐洲代表性資訊通訊技術技能中心的 IDATE(總公司:法國),針對大規模多人對戰遊戲(MMG)進行相關調查分析,並出版報告書 "Massively Multiplayer Games Outlook and Challenges"

本報告書內容包括:大規模多人對戰遊戲產業的詳細分析、產業、主要MMG、商業模式、產業參與者、新趨勢、促進MMG發展的社群等資訊。內容綱要摘記如下:

第1章 現況

  • 大規模多人線上對戰遊戲的定義
  • 提供商品的特徵
  • 扮演主要角色的社群

第2章 產業參與者

  • 主要大規模多人對戰遊戲(MMG)
  • 商業模式
  • 產業參與者

第3章 趨勢

  • MMG究竟有什麼特別之處?
  • 新趨勢
  • MMG與大眾市場
  • 成功推動MMG發展的遊戲玩家社群
  • MMG與母群體之間的深厚關係

第4章 賭注與挑戰

目錄

Abstract

Overview

These past two years have marked a radical departure in the dissemination and content of massively multiplayer games:

  • Unprecedented success of World of Warcraft (WoW), from Vivendi Universal Games subsidiary, Blizzard Entertainment. Boasting close to 7 million subscribers (each paying roughly 12 USD a month), WoW has become the most widely-played online game in the world - outperforming South Korean rivals - and one of the highest earners. Does this overwhelming popularity herald MMG's transition to the mass market?
  • Ongoing innovation, with cases in point that include Dofus from French studio, Ankama, enjoying rave reviews from gamers and industry members alike.
  • Growing popularity of web-based massively multiplayer games, both hosted and not, including Habbo Hotel, Kochon Land, Ogame and Battle Arena - aimed at players without (or no longer) the time to devote themselves fully to complex gaming universes, but who still crave interactive entertainment.
  • Development of a virtual economy inside the games: Second Life (Linden Lab), Entropia Universe (MindArk), World of Warcraft and most of the major titles all offer features enabling trade within the game itself.

These new trends taking shape in the very specific world of MMG have also become the source of broader explorations in a variety of other areas, where the notion of persistent universe is becoming a central part of development and innovation (mobile services, desktop software, online applications...).

Key questions

  • Is a global mass market possible? Under what conditions, and on which devices?
  • What will be the business models of the future?
  • What role do gamer communities play?
  • Online game distribution modes: going all digital?
  • What breakdown between production, operation, publishing and distribution?
  • Is the public ready for persistent universes?

Who should read this report?

Game producers, publishers and distributors

  • Assessing the development of MMG
  • Resituating existing services' growth prospects and competition zone
  • Understanding the value chain and business models' organisation

Internet companies

  • Understanding video game specialists' positioning and strategy
  • Assessing the implications of MMG's increasing popularity

Operators (telcos, media...)

  • Understanding video game companies' overall strategy
  • Anticipating repercussions of consumers' increasing usage Analysing partnership possibilities with video game companies

Manufacturers (consumer devices)

  • Understanding the way use of new platforms and devices is evolving
  • Keeping track of major developments in the MMG market

Investors and analysts

  • Analysing the overall state of competition, and for MMG in particular
  • Evaluating the market's scope and future prospect

Table of Contents

1. Introduction

2. Introduction to massively multiplayer games

  • 2.1. MMOG components
  • 2.2. Characteristics of the MMOG offer
    • 2.2.1. The MMOG offer
    • 2.2.2. The top massively multiplayer online games

3. The MMOG environment and market

  • 3.1. MMOGs' economic environment
    • 3.1.1. Increasingly long commercial and user lifecycles
    • 3.1.2. Business models: from subscription to item selling
  • 3.2. MMOGs' community environment
    • 3.2.1. Community at the heart of the phenomenon
    • 3.2.2. Gamer profile
    • 3.2.3. Gaming modes
  • 3.3. Market and industry players
    • 3.3.1. The MMOG market
    • 3.3.2. The players

4. New development trends and future prospects

  • 4.1. Development of an autonomous economic system
  • 4.2. Other trends and growth outlook
  • 4.3. Online gaming's growth outlook

5. Annexes

  • 5.1. NCsoft
    • 5.1.1. Vital statistics
    • 5.1.2. Company profile
    • 5.1.3. Product description
  • 5.2. Vivendi Games
    • 5.2.1. Vital statistics
    • 5.2.2. Company profile
    • 5.2.3. Product description
  • 5.3. Electronic Arts
    • 5.3.1. Vital statistics
    • 5.3.2. Company profile
    • 5.3.3. Product description
  • 5.4. Sony Online
    • 5.4.1. Vital statistics
    • 5.4.2. Company profile
    • 5.4.3. Product description
  • 5.5. CCP games
    • 5.5.1. Vital statistics
    • 5.5.2. Company profile
    • 5.5.3. Product description
  • 5.6. Linden Lab
    • 5.6.1. Vital statistics
    • 5.6.2. Company profile
    • 5.6.3. Product description

Tables

  • Table 1: The massively multiplayer online game market (million USD)
  • Table 2: Number of heroic fantasy and science fiction games
  • Table 3: Top heroic fantasy tames
  • Table 4: Top science fiction games
  • Table 5: Top 30 massively multiplayer games, as of 30/06/2006
  • Table 6: Top MMOG publishers
  • Table 7: Estimated PC game revenues
  • Table 8: Estimated massively multiplayer online game revenues
  • Table 9: Massively multiplayer games' share of the sector's revenues

Figures

  • Figure 1: Growth of operational massively multiplayer online games (1996-2006)
  • Figure 2: Breakdown of MMO games by volume of operational titles, mid-2006
  • Figure 3: Growth of massively multiplayer online game subscriptions
  • Figure 4: Massively multiplayer games' market share
  • Figure 5: Growth of active subscriptions per game (+ 120,000 accounts)
  • Figure 6: Growth of active subscriptions per game (from 70,000 to 700,000 accounts)
  • Figure 7: Growth of the PC game market
  • Figure 8: Growth of the massively multiplayer online game market
  • Figure 9: Growth of massively multiplayer game subscribers
  • Figure 10: World video game software market
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