This report focuses on several key growth areas in the online gaming space, including online console games, casual games, subscription and microtransaction-based massively multiplayer online games (MMOGs), and Gaming 2.0, a new online gaming category which includes cloud-based gaming, user generated content, gamer social networks, social gaming, and offline games requiring online connectivity to play.
The Bottom Line
Online Gaming: Global Outlook – Dashboard
1.0 Notes on Methodology and Report Focus
1.1 Data Sources
1.2 Scope of Report
1.3 Definitions
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
4.0 Online Console Gaming
4.1 Market Overview
5.0 Online Casual Gaming
5.1 Market Overview
5.1.1 Try and Purchase
5.1.2 Subscription Services
5.1.3 Casual Game Advertising
5.1.4 Flash Games
5.2 Drivers and Inhibitors
5.3 Competitive Analysis: Key Industry Players
6.0 Social Gaming
6.1 Market Overview
6.2 Drivers and Inhibitors
6.3 Competitive Analysis: Key Industry Players
7.0 Online Gaming for Children
7.1 Virtual Worlds, Casual Games and Junior MMOs
7.1.1 Independently Produced Virtual Worlds
7.1.2 Real Toys in Virtual Worlds
7.1.3 Media Companies in Virtual Worlds
7.1.4 Casual Games and MMOs
7.2 Market Drivers, Following the Target
7.3 Business Models in Children’s Gaming
7.3.1 Free-to-play: Freemium and Microtransactions
7.3.2 Retail Tie-Ins: Toy Purchase-based Subscription Models
7.3.3 Ad-supported Children’s Gaming
7.4 COPPA
8.0 Online Gaming Technology Enablers
8.1 CDNs
8.2 In-Game Marketplace Solution Providers
8.3 VOIP Solution Providers
9.0 Gaming 2.0
9.1 Cloud-based gaming
9.2 User-Generated Content
9.3 Gamer Social Networks
9.4 Offline games requiring online connectivity
10.0 Market Forecasts and Strategic Recommendations
10.1 Market Forecasts: MMORPGs
10.2 Market Forecasts: Casual and Social Gaming
10.3 Strategic Recommendations
10.3.1 Game Publishers
10.3.2 Service Providers
10.3.3 Retailers
Online Gaming Categories
U.S. BB HHs Playing Online Games
Weekly Time Spent Playing Online Games
Online Game Genres
Gaming Feature Importance
Expenditures on Gaming Services
Computer Gaming Inhibitors
Subscriber Growth: World of Warcraft
NCSoft Revenues
Facebook ARPU (Source: Parks Associates Estimates)
U.S. MarketShare of Different MMORPGs
Growth of Xbox LIVE Registered User Accounts
Percentage of Game Consoles Connected to the Internet
Club Pogo Subscribers
Growth of Miniclip's Monthly Unique Visitors
Casual Gaming Drivers and Inhibitors
Social Games Developers Market Share
Virtual Worlds: Independent Productions
Virtual Worlds Monthly Traffic
Virtual Worlds: Toy Company Productions
Virtual Worlds: Media and Entertainment Company Productions
Junior MMOs
Onlive MicroConsole
Pay-TV Gaming Services/Solutions
User Generated Website Traffic
MMORPG Global Revenue Forecast
Casual Gaming Global Revenues
Social Gaming Global Revenues
© October 2010 Parks Associates
All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher.
Printed in the United States of America.
Disclaimer
Parks Associates has made every reasonable effort to ensure that all information in this report is correct. We assume no responsibility for any inadvertent errors.