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市場調查報告書
印度遊戲市場:連線,遊戲機,視訊遊戲與手機
Games Market in India: Online, Console, Video Games and Mobile
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印度遊戲市場:連線,遊戲機,視訊遊戲與手機 是由出版商Pearl Research在2010年04月所出版的。
這份英文市場調查報告書包含50 Pages 價格從美金2800起跳。
本報告分析了相關印度遊戲市場的市場規模,連線遊戲的同時存取數,遊戲機的普及率,手機遊戲下載數,個人電腦以及網路的普及率等,同時提供主要企業之概況,中國與印度的連線遊戲市場之比較, 以下為概略組織。
第1章 總論概述・要點
第2章 社會經濟性摘要
- 經濟成長
- 中產階級之規模
- 激勵生活模式品項消費之誘因
第3章 軟體著作權侵害
第4章 主要企業
第5章 網路寬頻
第6章 連線遊戲市場之趨勢與分析
- MMOG(大型多人連線遊戲)以及休閒遊戲市場概況
- 市場投資
- 結論
- 市場規模
- 連線遊戲之阻礙因素
- A3 (韓國遊戲名稱)
- Sify (印度有限公司名稱)
- Ragnarok Online (RO) 仙境傳說
- Gunz Online 槍魂
- Level Up (遊戲名稱)
- UTV (電視頻道名稱)
- 連線遊戲的價格策略
第7章 網咖
- Sify's ePort (Sify公司的E化資訊站)
- Reliance WebWorld (印度公司名稱)
- 費用與付款
- 分段化的印度市場
- 語言與本土化
- Local Content(自製率)
第8章 成長阻礙因素
- 個人電腦普及率低
- 遊戲之文化性障礙與缺乏遊戲歷史
- 對價格敏感之消費者及國民每人之國內生產總值低靡
- 嚴峻的商業環境
- 缺乏具經驗的遊戲開發者
第9章 遊戲機
第10章 手機遊戲
第11章 中國vs.印度
第12章 Chindia(中國與印度)
第13章 結論
圖表
Abstract
Pearl Research is pleased to announce the release of a new version of our
“Games Market in India” study covering the online, packaged PC,
mobile and console games (Xbox, PlayStation 3 and others). India has always
attracted attention with a fast-growing economy, large legion of
English-speaking middle-class and a thriving information technology (IT)
sector. There has been extensive investments in India' s digital entertainment
sector with new launches and a proliferation in the number of mobile titles.
Does the hype match actual market conditions? Can companies turn a profit in the market?
This study includes metrics such as market sizing, online games concurrent
numbers, console penetration, number of mobile games downloads, PC and
Internet penetration, along with in-depth discussion of trends and market
players covering online, packaged PC, mobile and console games.
This Pearl Research report provides an analysis of the online games market in India and includes:
- Executive summary
- Analysis of the Indian middle class
- Key metrics such as the size of the games market in India, number and
growth in Internet users, broadband penetration and PC penetration
- Inhibitors and drivers to market growth
- Discussion of Internet cafes and their role in the online games market
- Examination of MMOGs currently in the market
- Interest of Korean game publishers' in India
- Profiles of key players
- Comparison of China and India' s online games market
Table of Contents
Methodology
Glossary of Terms and Abbreviations
I. Executive Summary and Key Takeaways
II. Socio-Economic Overview
- Economic growth
- Size of middle class
- Drivers to consumption of lifestyle items
III. Software Piracy
IV. Key Companies
V. Internet and Broadband
- Internet
- India internet usage study
- Broadband
VI. Online Games Market Trends and Analysis
- MMOG and casual games market overview
- Investments in the Market
- Conclusions
- Market Size
- Online Games Inhibitors
- A3
- Sify
- Ragnarok Online (RO)
- Gunz Online
- Level Up
- UTV
- Online games pricing strategy
VII. Internet Cafes
- Sify' s ePort Internet cafe chain
- Reliance WebWorld
- Billing and payment
- Fragmented Indian market
- Language and localization
- Local content
VIII. Inhibitors to Growth
- i. Low PC penetration
- ii. Cultural barriers to games and lack of a games history
- iii. Price-sensitive consumers and low per-capita GDP
- iv. Challenging business environment
- v. Lack of experienced online game developers
IX. Console Gaming
X. Mobile Gaming
XI. China vs. India
- i. Differences
- ii. Similarities
XII. Chindia Strategy
XIII. Conclusion
FIGURES:
- Figure 1: Key Country Metrics
- Figure 2: Households In India (By Yearly Income Bracket)
- Figure 3: Factors Contributing To The Consumerization Of Urban India
- Figure 4: Growth In Internet Users 2004, 2005 And 2008
- Figure 5: Reasons Users Do Not Use The Internet
- Figure 6: Internet Subscribers And Broadband Penetration 2004 to
2009
- Figure 7: Broadband Access Technology Market Share
- Figure 8: Packaged PC, Console, Online And Mobile Games Projections
2006 To 2014 ($M)
- Figure 9: Online Games Market Projections 2006 To 2014
- Figure 10: Screenshots From A3, Operated By Sify Corp.
- Figure 11: Advertisements For Free Ragnarok Play For A Limited Time
- Figure 12: Screenshots From Gunz Online
- Figure 13: Ragnarok Pricing In India
- Figure 14: Growth In Internet Cafes 2003 To 2008
- Figure 15: Users At Sify' s Eport Chain
- Figure 16: Ad For Sify' s Counter Strike Tournament
- Figure 17: Number Of Sify' s Internet Cafes
- Figure 18: Photo Of Reliance Webworld Cafes
- Figure 19: Factors To Improving India' s Economy
- Figure 20: Top Mobile Game Providers
- Figure 21: Matrix Comparing India And China
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