首頁 產業/市場分類 出版商一覽 Email 通知 GII媒體代理會議 公司簡介 聯絡我們
- English Japanese Korean
首頁 > 市場調查報告書 > 通訊 > Contents > 全球網路遊戲市場
產業/市場分類
通訊 (11029)
企業概況 (728)
光纖網路 (252)
次世代無線通信 (543)
行動用戶 (134)
行動設備 (736)
軟體 (997)
電子商務 (202)
網路 (626)
網路與進入設備 (257)
數位廣播 (307)
數據中心 (342)
寬頻 (389)
衛星遠程通信 (134)
線上廣告 (143)
整合 (197)
整合通訊 (293)
機上盒 (63)
聯繫中心 (130)
Contents (606)
IT安全性 (474)
IT委外 (302)
LBS (149)
NFC (149)
RFID (246)
Web服務 (463)
WLAN/WiMAX (558)
市場調查報告書

全球網路遊戲市場

Networked Gaming: Driving the Future II

出版商 Parks Associates
出版日期 2009年02月 商品編碼 64744
內容資訊 英文 110 Pages
價格
US $ 3000 PDF by E-mail (Single User License)


全球網路遊戲市場 是由出版商Parks Associates在2009年02月所出版的。 這份英文市場調查報告書包含110 Pages 價格從美金3000起跳。

目錄

Abstract

SYNOPSIS

Networked Gaming: Driving the Future II covers a variety of networked gaming technologies and business models, including casual online gaming, MMORPG, virtual worlds, game advertising, online console gaming, digital distribution, and micro-transaction games. The report supplements detailed industry analysis with company profiles, consumer data, and market forecasts.

“Millions of U.S. gamers are already paying to play different kinds of online games,” said Stuart Sikes, president, Parks Associates. “As online gaming further diversifies gamer audience and introduces new genres and business models, gaming industry revenue mix will inevitably continue to shift towards online gaming.”

Table of Contents

The Bottom Line

1.0 Notes on Methodology and Report Focus

  • 1.1 Sources of Industry data
  • 1.2 Sources of Consumer data
  • 1.3 Scope of Report

2.0 Online Gaming: a Market Overview

  • 2.1 Summary of Different Online Gaming Categories
  • 2.2 Online Gaming Market: a Bird' s Eye View
  • 2.3 Key Consumer Findings

3.0 MMORPGs

  • 3.1 Market Overview
    • 3.1.1 The Subscription Model
    • 3.1.2 The Episodic Model
    • 3.1.3 The Free-to-Play, Virtual Goods Model
  • 3.2 Drivers and Inhibitors
  • 3.3 Competitive Analysis: Key Industry Players
    • 3.3.1 The Subscription Model
    • 3.3.2 The Free-to-Play, Virtual Goods Model
  • 3.4 MMORPG Technology Enablers
    • 3.4.1 In-Game Marketplace Solution Providers
    • 3.4.2 VoIP Solution Providers

4.0 Online Casual Gaming

  • 4.1 Market Overview
    • 4.1.1 Try and Purchase
    • 4.1.2 Subscription Services
    • 4.1.3 Casual Game Advertising
    • 4.1.4 Flash Games: the “New Casual”
  • 4.2 Drivers and Inhibitors
  • 4.3 Competitive Analysis: Key Industry Players

5.0 Gaming 2.0

  • 5.1 Social Gaming
  • 5.2 User-Generated Content
  • 5.3 Gamer Social Networks

6.0 Market Forecasts and Strategic Recommendation

  • 6.1 Market Forecasts: MMORPGs
  • 6.2 Market Forecasts: Casual Gaming
  • 6.3 Strategic Recommendations
    • 6.3.1 Game Publishers
    • 6.3.2 Service Providers
    • 6.3.3 Retailers
    • 6.3.4 Media Companies

Resource Book

1.0 Consumer Analysis

  • 1.1 Gamer Segmentation
  • 1.2 Consumer Adoption of Online Gaming
  • 1.3 Game Genres and Gamer Demographics
  • 1.4 MMORPGs
  • 1.5 Online Gaming Features
  • 1.6 Online Gaming Destinations
  • 1.7 Digital Distribution and Games-on-Demand
  • 1.8 The Impact of Online Gaming on Media Consumption

2.0 Company Profiles

  • 2.1 Acclaim Games
  • 2.2 Big Fish Games
  • 2.3 Double Fusion
  • 2.4 Jagex
  • 2.5 Kongregate
  • 2.6 Miniclip
  • 2.7 Mochi Media
  • 2.8 Nexon America
  • 2.9 Oberon Media/i-Play
    • 2.9.1 Playfish
    • 2.9.2 Raptr
    • 2.9.3 Real Networks
    • 2.9.4 Trion World Network
    • 2.9.5 Vivox
    • 2.9.6 Wild Tangent
  • 2.10 Zynga

Figures

The Bottom Line

  • Overview of Different Online Gaming Categories
  • Number of Internet Gamer Households Playing and Purchasing Different Online Games/Services
  • Percentage of Gaming Revenue Generated from Different Gamer Segments
  • Selected MMORPG Casualties
  • Subscriber Growth: World of Warcraft (2004-2008)
  • Quarterly Revenue from Guild Wars Compared to Other NCSoft MMORPGs (Q3 2006-Q3 2008)
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Types of Virtual Items Purchased
  • Adoption of Free-to-Play vs. Traditional MMORPG
  • Interest in MMORPG Business Models by Segment
  • The Continuum of Business Models
  • Drivers and Inhibitors: Subscription and Free-to-Play MMORPGs
  • Market Share of Different MMORPGs
  • Emerging Publishers/Developers of Subscription-based MMORPGs
  • U.S. Market Share of Free-To-Play MMORPG Publishers (2008)
  • Virtual Marketplace Solution Providers
  • Growth of Casual Gaming Revenue: Real Networks, Big Fish Games, and PopCap (2005-2008)
  • Growth of Club Pogo Subscribers
  • Growth of Miniclip' s Monthly Unique Visitors
  • Drivers and Inhibitors: Casual Games
  • Comparison of Leading Casual Gaming Companies
  • Top 3 Activities Consumers Engage in on a Social Network Site (4Q08)
  • Leading Social Gaming Companies
  • Selected Social Gaming Networks
  • U.S. MMORPG Subscriber Forecast: Traditional Subscription Model and Optional Premium Subscription Model (2008-2013)
  • U.S. Free-to-Play MMORPG Forecast: Total Players and Paying Players
  • U.S. MMORPG Revenue Forecasts: Subscription and Free-to-Play Models (2008-2013)
  • U.S. Forecast of Premium Casual Gaming Revenue (2008-1013)
  • U.S. Premium Casual Gaming Revenue by Business Model: Try-and-Purchase, Subscription Services, and Virtual Items (2008-2013)

Resource Book

  • Gamer Segmentation Methodology
  • Summary of Gamer Segments
  • Percentage of Gaming Market by Gamer Segment
  • Entertainment Dollar per Gaming Hour by Gamer Segment
  • Percentage of Gaming Revenue Generated from Different Gamer Segments
  • PC Gaming Behavior: Online vs. Offline (Q1/08)
  • Console Gaming: Online vs. Offline (Q1/08)
  • Online & Offline Gaming Hours per Month by Platforms
  • Monthly Online vs. Offline PC Gaming Hours by Gamer Segments
  • Number of Internet Gamer Households Playing and Purchasing Different Online Games/Services
  • Growth of Paying Users of Different Online Gaming Services (2006-2008)
  • Adoption of Different Game Genres I (Q1/08)
  • Adoption of Different Game Genres II (Q1/08)
  • Gamers of Different Online Games: Males vs. Females
  • Gamers of Different Online Games: Average Age
  • Growth of MMORPG Adoption (2006-2008)
  • Interest in MMORPG Business Models by Segment
  • Percentage of Paying Subscribers among MMORPG and Virtual World Players
  • Adoption of Free-to-Play vs. Traditional MMORPG
  • Reasons for Not Playing MMORPGs (Q1/08)
  • Percentage Paying for Virtual Items among MMORPG and Virtual World Players
  • Important Online Gaming Features I (Q1/08)
  • Important Online Gaming Features II (Q1/08)
  • Important Online Gaming Features by Gender
  • Important Online Gaming Feature by Age
  • Awareness and Adoption of Online Gaming Services and Websites I
  • Awareness and Adoption of Online Gaming Services and Websites II
  • Paying Adoption of Online Casual Game Services
  • Composition of Gamer Segments among Paying Users of Leading Online Gaming Services
  • Interest in Digital Distribution by Age
  • Interest in Digital Distribution by Gamer Segment
  • Preferred Games-on-Demand Service Providers
  • Interest in Games-on-Demand at Different Price Points
  • Interest in Ad-Supported Games-on-Demand Services
  • Interest in an Ad-Supported Games-on-Demand Service by Gamer Segment
  • Weekly Hours Spent on Watching TV among Different Online Gamers
  • Leisure Time Spent on Different Activities by Gamer Segment
  • Gaming While Multitasking
Back to Top