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市場調查報告書
連接控制台:遊戲・媒體與其將來
Connected Consoles: Gaming, Media, and Beyond
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連接控制台:遊戲・媒體與其將來 是由出版商Parks Associates在2008年08月所出版的。
這份英文市場調查報告書包含96 Pages 價格從美金3000起跳。
Abstract
SYNOPSIS
This report profiles new capabilities of connected game consoles; analyzes new
services and business models including online multiplayer gaming, virtual
worlds, dynamic in-game advertising, and digital delivery of games and videos;
forecasts sales and revenue growth and market share; and examines the impact
of game consoles on other industries such as Internet video, connected home,
service providers, and content industry.
"Broadband connectivity is now a common feature of current-generation game
consoles," said Yuanzhe (Michael) Cai, Director of Broadband and
Gaming, Parks Associates. "Online console services such as Xbox Live,
PlayStation Network, and Wii Shop Channel create significant new revenue
opportunities for console manufacturers and content providers."
Table of Contents
The Bottom Line
1.0 Seventh-Generation Game Consoles: an Overview
- 1.1 A Brief Introduction to Current-Gen Consoles
- 1.2 Worldwide Hardware Unit Sales
- 1.3 Competitive Dynamics: a SWOT Analysis
2.0 Connected Consoles: Gaming Capabilities
- 2.1 Growth of Connected Game Consoles
- 2.2 Online Multiplayer Gaming
- 2.3 Digital Distribution: Casual Games and Downloadable Content
- 2.4 Virtual Worlds and Avatars
- 2.5 Game Advertising
3.0 Connected Consoles and the Digital Home
- 3.1 Video, TV, and Connectivity Features
- 3.1.1 An Overview of Non-Gaming Features
- 3.1.2 Digital Distribution: Movies and TV Shows
- On-Demand Video: Xbox 360 and PS3
- PS3 and Blu-Ray
- Xbox 360 and Netflix
- Wii: Internet Channels
- 3.1.3 Partnership with TV Service Providers
- 3.1.4 Competing On-Demand Video Solutions
- 3.2 Opportunities and Threats for Service Providers
- 3.3 Usage of Connectivity and Multimedia Features: Consumer Insights
4.0 Market Forecasts
- 4.1 Global Forecasts of Game Console Sales
- 4.2 Forecasts of Content and Service Revenues
5.0 Implications and Recommendations
- 5.1 For the Digital Home Industry
- 5.2 For Game Console Manufacturers
Resource Book
1.0 Game Console Adoption
- 1.1 Growth in Console Adoption
- 1.2 Household Ownership of Different Types of Consoles and Active Usage
- 1.3 Demographics of Console Owners
- 1.4 Purchase Intention
- 1.5 Important Game Console Features
2.0 Console Gaming Behavior
- 2.1 Active Usage of Game Consoles
- 2.2 Time and Money Spent on Console Gaming
- 2.3 Console Game Genres
- 2.4 Console Connection Rate
- 2.5 Adoption of Online Gaming Services
- 2.6 Demographics of Online Console Gamers
- 2.7 Important Online Gaming Features
- 2.8 Usage of Game Console Multimedia Features
3.0 Notes on Methodology
Figures
- A Comparison of Different Xbox 360 SKUs
- Sales of Current-Generation Game Consoles (2005-2008)
- Comparing Sales of Wii to Combined Sales of PS3 and Xbox 360
- Purchase Intentions for Different Game Consoles
- Price Willing to Pay for Current-Generation Game Consoles: Buy vs. Lease
- Important Console Features by Console Ownership
- SWOT Analysis: Current-Generation Game Consoles
- Growth of Xbox Live Registered User Accounts
- Global Forecasts of Connected Game Console Households
- Comparison of Xbox Live and PlayStation Network Multiplayer Features
- Detailed Breakdown of Xbox Live Revenue Sources
- Casual Games and Downloadable Game Content Offerings
- Global Forecast of Console Digital Download Revenue (Full Game Downloads
and Downloadable Content)
- Participation in Virtual Worlds among Connected Console HHs
- Purchasing of Virtual Items among Connected Xbox 360 and PS3 Households
- Global Forecast of Micro-transaction/Item-Sales Revenue for Xbox 360 and
PS3
- Console In-Game Advertising: Key Players
- Global Forecast of Console Dynamic In-Game Advertising Revenue
- Perceived Intrusiveness of Different DIGA Approaches (Among Connected Xbox
360 and PS3 Households)
- Video, TV, and Connectivity: Current-Gen Game Consoles
- On-Demand Video Offerings from Xbox 360 and PlayStation 3
- Type of Videos Watched on Xbox Live
- Global Forecast of Digital Video Revenue: Xbox 360 and PS3
- Usage of PlayStation 3 for Watching Blu Ray Movies and Playing Games
- Millions of Subscribers: Netflix and Blockbuster Online Rental Services
- Growth of Mega TV Subscribers
- Set-Top Boxes with Internet Video Services
- CE Platforms Supporting Internet Video
- Video-On-Demand Strategies from Major Service Providers
- Interest in a Game Console Leasing Service from a Broadband Service
Provider
- Devices Connected to a Game Console
- Multimedia Usage of Game Consoles
- Forecast of Units Sold by Region: Current-Generation Game Consoles
- Forecast of Units Sold by Type: Current-Generation Game Consoles
- Percentage of Units Sold: Current-Generation Game Consoles
- Annual Revenue by Type: Current-Generation Game Consoles
- Annual Revenue Forecast by Region: Current-Generation Game Consoles
- Global Forecast of Connected Console Revenue: Content and Services by
Console (2007-2013)
- Global Forecast of Connected Console Revenue: Content and Service by
Business Model (2007-2013)
- Household Adoption of Game Consoles and Portable Game Players (2006-2008)
- Growth of Console Households (2006-2008)
- Growth of Households with Multiple Game Consoles
- Next-Generation Game Console Breakdown (Q1/08)
- Game Console Owners: Age and Gender (Q1/08)
- Game Console Owners: Household Structure (Q1/08)
- Demographics of Game Console Owners: Age & Gender (Q1/08)
- Demographics of Game Console Owners: Income, Education, and Children at
Home (Q1/08)
- Demographics of Xbox 360 Owners (Q1/08)
- Demographics of PlayStation 3 Owners (Q1/08)
- Demographics of Nintendo Wii Owners (Q1/08)
- Nintendo Wii Expanding the Market
- Current-Gen Console Players by Gender
- Purchase Intention for Current-Generation Game Consoles
- Price Willing to Pay for Current-Generation Consoles: Buy vs. Lease
- Game Console Intenders by Age
- Game Console Intenders by Gender
- Important Game Console Features: Among Game Console Owners and Intenders
(1 of 2)
- Important Game Console Features: Among Game Console Owners and Intenders
(2 of 2)
- Important Console Features by Console Ownership
- Top Five Desirable Game Console Features among Game Console Intenders
- Monthly Usage of Game Consoles among Households with Multiple Game Consoles
- Active Usage of Game Consoles by Type of Consoles Owned
- Monthly Expenditure on Purchasing Console Games by Game Console Ownership
- Top Five Favorite Game Genres among Owners of Different Game Consoles
- Growth of Households with Internet Connected Game Consoles
- Broadband Connection Rate by Type of Game Consoles
- Usage and Paying Adoption of Online Console Gaming Services
- Usage of Xbox Live Services: Gold vs. Silver
- Reasons for Not Subscribing to Xbox Live Gold
- Adoption of Connected Console and Online Console Gaming among Current-Gen
Console Households
- Usage of Console Internet Connectivity and Adoption of Online Console
Gaming by Age
- Usage of Console Internet Connectivity and Adoption of Online Console
Gaming by Gender
- Usage of Console Internet Connectivity and Adoption of Online Console
Gaming by Game Segments
- Online Console Gaming by Game Console Ownership
- Paying Adoption of Online Console Gaming Services by Age
- Paying Adoption of Online Console Gaming Services by Gender
- Interest in Downloading Console Games by Age and Gender
- Importance of Different Online Gaming Features among Online Console Gamers
- CE Devices Connected to a Game Console
- Gaming and Multimedia Usage of Game Consoles
- Usage of Multimedia and Connectivity Features on Game Consoles: Q3 2007
vs. Q3 2008
- Gaming and Multimedia Usage of Game Consoles by Age
- Gaming and Multimedia Usage of Game Consoles by Gender
- Familiarity with Over-the-Top Video Options
- Over-the-Top Video Usage
- Using Xbox Live for Video Downloads/Streaming
- Type of Videos Watched on Xbox Live
- Monthly Expenditure on Xbox Live Video
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