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DOMAIN EXPERT ENGAGEMENTS

Number of executives repeatedly engaged by snail & email outreach*

POOL + OUTREACH

1964

Interactions with Platform & by Email *

INTERACTIONS

354

Unique # Participated *

PARTICIPANTS

79

Responses Validated *

VALIDATIONS

18

* Platform engagements are dynamic. Stats are published quarterly.


  •  CODE

  •  PAGES

  •  DATE

  •  PRICE

    $

  •  DATA EXHIBITS

    125


TABLE OF CONTENTS


   Pages :    | $

   Study Reliability and Reporting Limitations.....I-1  
   Disclaimers.....I-2
Data Interpretation & Reporting Level.....I-2
Quantitative Techniques & Analytics.....I-2
  
   Product Definition and Scope of the Study.....I-3  
   Video Games: A Rudimentary Overview.....II-1 1$100
   Table 1: World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Gaming Platform (includes corresponding Graph/Chart).....II-2

Table 2: World Market for Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region (includes corresponding Graph/Chart).....II-2
1$300
   Changing Demographics of Modern Players.....II-3
Competition in the Video Games Market: A Review.....II-3
Sony, Microsoft and Nintendo: The Three Battle Scarred Warhorses.....II-3
1$100
   Table 3: Worldwide Video Game Market (2008): Percentage Breakdown of Unit Sales by Category - Nintendo Wii, Microsoft Xbox 360, Sony PS3 and Sony PS2 (includes corresponding Graph/Chart).....II-4
Spiraling Competition To Soften Prices.....II-4
Impact of the Recession.....II-4
1$300
   Cautious Optimism Prevails.....II-5
Online Video Games: The New Frontier.....II-5
1$100
   Table 4: World Market for Video Games (2010E): Percentage Share Breakdown of Revenues by Segment - Online (MMOG and Casual Online) and Offline (includes corresponding Graph/Chart).....II-6
Online Games Gather Steam.....II-6
1$300
   Table 5: Percentage Breakdown of Cumulative Number of Online Game Subscribers by Region - 2009 (includes corresponding Graph/Chart).....II-7

Table 6: World Market for Online Video Games Software (2010): Percentage Share Breakdown of Revenues by Geographic Region/Country (includes corresponding Graph/Chart).....II-7
MMOG Comes of Age in the Online Gaming Market.....II-7
1$300
   Market Share Findings.....II-8
Table 7: World Market for MMOG (Massively Multiplayer Online Games) (2007): Percentage Market Share Breakdown of Leading Game Developers/Vendors (includes corresponding Graph/Chart).....II-8
1$300
   Market Share Findings On the Korean Market.....II-9
Table 8: Korean Online Games Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart).....II-9

Table 9: Korean MMOG (Massively Multiplayer Online Games) Market (2007): Percentage Share Breakdown of Revenue of Leading Players (includes corresponding Graph/Chart).....II-9
MMORPG: A Key Segment in the MMOG Market.....II-9
1$300
   Trends, Growth Drivers & Issues.....II-10
MMOGs Face the Heat of the Recession.....II-10
1$100
   Technological Advancements To Drive Growth .....II-11
Casual MMOGs Rise in Importance.....II-11
1$100
   Developing Markets: A Goldmine for Game Developers.....II-12
World of Warcraft (WoW) – “Winner” all the Way.....II-12
1$100
   Table 10: Global Market for MMOG (Massively Multiplayer Online Games): Breakdown of Number of MMOG Players Subscribing on a Monthly Basis by Game Titles As of April 2008 (includes corresponding Graph/Chart).....II-131$300
   Table 11: Global Market for MMOG (Massively Multiplayer Online Games) (2008): Percentage Share Breakdown of Leading Game Titles by Revenue Turnover (includes corresponding Graph/Chart).....II-14
Social Networking & Gamer Communities Offer Excellent Growth Potential for
  MMOGs.....II-14
Premium Subscription Models Drive the Subscription Based MMOG Market.....II-14
1$300
   Hybrid Business Models: An Emerging Business Case.....II-15
MMOG Strategies Present a Blueprint for the Future of Online Gaming Industry.....II-15
1$100
   Increased Broadband Connectivity Fuels Growth in the Market.....II-16 1$100
   Table 12: Percentage of Broadband Household Penetration of Online Games in the US Market (includes corresponding Graph/Chart).....II-17
Challenges Galore.....II-17
High Costs.....II-17
High Risks.....II-17
1$300
   High Churn Rates.....II-18
Tackling Fraudulent Transactions.....II-18
Focus on Select Regional Markets.....II-18
The United States.....II-18
American MMORPG Companies Begin Offering More Free-to-Play Games.....II-18
1$100
   Competition Set to Tighten in Free-to-Play MMOG Market in Coming Years.....II-191$100
   Key Statistical Findings.....II-20
Table 13: Key Point of Internet Access for Online Gamers in the US for 2008 By Age Group (includes corresponding Graph/Chart).....II-20
1$300
   Table 14: Online Games Market in the US: Percentage Breakdown by Game Type for the Year 2007 (includes corresponding Graph/Chart).....II-21

Table 15: Online Gamers in the US in 2008: Percentage Share Breakdown by Gender - Male and Female (includes corresponding Graph/Chart.....II-21
1$300
   Table 16: MMOG Players in the United States: Presented As a Percentage of the Total US Population As of the Year 2009 (includes corresponding Graph/Chart).....II-22
Asia-Pacific.....II-22
1$300
   Table 17: Online Games Market in Asia-Pacific (2007): Percentage Breakdown of Revenues by Country (includes corresponding Graph/Chart).....II-23
China.....II-23
1$300
   Table 18: Paying Online Gamers in China: Percentage Market Penetration for Years 2007, 2009, 2011, and 2013 (includes corresponding Graph/Chart).....II-24

Table 19: Internet Penetration Rate in China in Comparison With Other Countries As of the Year 2008 (includes corresponding Graph/Chart).....II-24
1$300
   ARPU Witnesses A Steady Rise in the Online Gaming Market.....II-25 1$100
   Table 20: Chinese Online Gaming Market (2005-2013): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart).....II-26

Table 21: Massively Multiplayer Online Role Playing Games (MMORPG) Market in China (2005-2011): Breakdown of Average Revenue Per User (ARPU) (In US$) (includes corresponding Graph/Chart).....II-26
Competition in the Online Games Market.....II-26
1$300
   Table 22: Online Games Market In China (2008): Percentage Share Breakdown of Leading Players - Shanda, NetEase, Tencent, The9, Changyou, NetDragon, Kingsoft and Others (includes corresponding Graph/Chart).....II-27

Table 23: Chinese MMOG Market (2008): Percentage Share Breakdown of Revenue by Leading Companies - Shanda, Tencent, NetEase, PW, The9, Changyou and Others (includes corresponding Graph/Chart).....II-27
1$300
   Chinese Government Announces Supportive Policy for Online Games.....II-28
Thorny Challenges Create Trouble in Paradise.....II-28
1$100
   Piracy: A Serious Concern in the Chinese Market.....II-29
Chinese MMORPG Market (2009): List of the Top Ten Leading Game Titles.....II-29
Table 24: Chinese MMORPG Market (2005-2011): Yearly Breakdown of Number of Gamers (in million) (includes corresponding Graph/Chart).....II-29
1$300
   India.....II-301$100
   Online Games: A Prelude.....II-31
Massively Multiplayer Online Games (MMOGs): An Introduction.....II-31
MMOGs Vs Other Games: A Peek Into the Differences.....II-31
1$100
   Technology Requirements.....II-321$100
   Revenue Models.....II-33
Subscription-Based Revenue Model.....II-33
Virtual Item Selling Model.....II-33
Benefits.....II-33
In-game Advertising.....II-33
1$100
   Types of MMOGs.....II-34
MMORPG.....II-34
History.....II-34
Development.....II-34
1$100
   Features.....II-35
Themes.....II-35
Progression.....II-35
Social Interaction.....II-35
Role Playing.....II-35
1$100
   Culture.....II-36
System Architecture.....II-36
MMOFPS.....II-36
MMO Real-Time Strategy Games.....II-36
1$100
   MMOSG.....II-37
MMORG.....II-37
MMO Rhythm Games.....II-37
MMOMG.....II-37
MMO Social Games.....II-37
Hacking & Piracy Issues.....II-37
Hacking.....II-37
1$100
   Piracy.....II-381$100
   TurnOut to Launch Tom and Jerry Based MMOG.....II-39
GamersFirst Unveils a Formula One MMO.....II-39
Virtual Fairground to Offer Wonderland MMO.....II-39
Atari and Cryptic Studios Introduces Champions Online Open Beta.....II-39
1$100
   NCsoft to Introduce Aion Standard and Limited Collector's Edition.....II-40
Cartoon Network Launches AAA.....II-40
Aeria Games Acquires nDoors' Luminary: Rise of the Goonzu.....II-40
1$100
   EVE Online Launches Dust 514.....II-41
JCE Launches Freestyle.....II-41
Tahadi Launches Beta Trial-version of Ragnarok.....II-41
1$100
   TurnOut Ventures to Unveil BEN 10 MMO Game.....II-42
DME Launches MU Online's Season 4.....II-42
Turbine Launches The Lord of the Rings Online.....II-42
Atlus Online Introduces Neo Steam: The Shattered Continent.....II-42
Square Enix to Launch FINAL FANTASY XIV.....II-42
1$100
   Hi-Rez to Launch Global Agenda.....II-43
Cyanide Studios Unveils Dungeon Party.....II-43
Resistor Productions Unveils Disciple.....II-43
Square Enix Launches A Crystalline Prophecy - Ode of Life Bestowing.....II-43
Abandon Interactive Entertainment Unveils Freaky Creatures.....II-43
1$100
   Aeria Games Unveils Expansion Pack 1.....II-44
One Net Entertainment to launch MMORPGs.....II-44
1$100
   CCP Launches EVE: The Burning Life.....II-45
Oriented Games Launches Hello Kitty® Online.....II-45
Jagex Studios and Zapak Digital Entertainment Launches Runescape.....II-45
1$100
   Nexon America Launches Dragon.....II-46
Paragon Studios Introduces Guest Author Series in City of Heroes.....II-46
The Black Library and Mythic Entertainment Unveil FORGED IN CHAOS.....II-46
1$100
   Pixel Mine Games Unveils Secondhand Lands.....II-47
Changyou.com Unveils Blade Hero 2.....II-47
Frogster America Launches an Arena-System.....II-47
Joymax to Unveil Legend IV: Tomb of the Qin-Shi Emperor.....II-47
1$100
   gamigo Unveils Steampunk MMORPG NeoSteam.....II-48
Iron Will Studios Unveils Web Browser Version of Outer Empires.....II-48
Aeria Games Launches Shaiya in Turkey.....II-48
Acclaim Games Launches The Chronicles of Spellborn MMORPG.....II-48
1$100
   NCsoft and Paragon Studios Unveils Issue 16: Power Spectrum for City of Heroes.....II-49
Turbine Unveils Dungeons & Dragons Online®: Eberron UnlimitedTM.....II-49
Joymax Unveils Legend IV Plus.....II-49
1$100
   THQ*ICE Unveils Dragonica Online.....II-50
NCsoft® Launches Aion TM for North America.....II-50
CCP Launches EVE Online: Quantum Rise.....II-50
10VOX Entertainment Launches Tracksters and KooKeys.....II-50
1$100
   Black Library Publishing & Electronic Art Launch DARK STORM GATHERING.....II-51
Jagex Introduces FunOrb Brazil.....II-51
Sci Fi Introduces Bigpoint games.....II-51
1$100
   Webzen Develops MMOFPS Huxley.....II-52
NetDevil to Introduce Lego Universe.....II-52
Cartoon Network Unveils MMORPG Fusion Fall.....II-52
1$100
   MMO Life Acquires Share in MMOCluster.....II-53
FX Labs and Moggle Ink Agreement.....II-53
Masthead Studios and Interplay Ink LOI.....II-53
1$100
   Gazillion and Marvel Ink Agreement.....II-54
Atari Takes Over Cryptic Studios.....II-54
BioWare merges with Mythic.....II-54
Aeria Games to Purchase Twelve Sky 2.....II-54
Walt Disney Company to Purchase Marvel Entertainment.....II-54
1$100
   bwin Purchases United Games.....II-55
Switchin.net Purchases ArmoredLegion.com.....II-55
Nival Collaborates with Gala Network to Introduce Allods Online MMORPG.....II-55
HKBN Partners With Major MMORPG Companies.....II-55
1$100
   NASA Signs Agreements with three MMO Companies.....II-56
Scaleform Signs Agreement with Nexon.....II-56
Virtual Fairground and Alphanim to Offer Galactik Football Based MMO Game.....II-56
Quest and IGN/Direct2Drive Enter into Agreement.....II-56
WeMade Signs an Agreement with Burda:ic.....II-56
Perfect World Co and Runic Games Announce Publishing Agreement.....II-56
1$100
   Atlantica Online Ventures into Thailand.....II-57
Sanrio and C2 Partner for Offering Hello Kitty in Thailand.....II-57
Gala-Net and HanbitSoft Partnership to Launch Aika in North America.....II-57
Kylin and Baidu Announce Strategic Partnership.....II-57
EverDream Signs Partnership Agreements with BBGsite and MMOsite.....II-57
1$100
   Fallen Earth Partners with FilePlanet.....II-58
GotGame Signs Agreements with MMOABC.com and MMORPG.com.....II-58
True Games Interactive Partners with GOA.....II-58
Aeria Games Enters into Partnership with Offerpal Media.....II-58
Gala Networks Europe Partners with Suzhou Snail Electronic.....II-58
1$100
   Sparkplay Media Signs Partnership Deal with Omake Interactive Services.....II-59
RocketOn to Partner with Six Sites.....II-59
Gala-Net to Partner with EYA SOFT.....II-59
1$100
   NetDragon Websoft and Electronic Arts Enter into Agreement.....II-60
Zemi Interactive Enters into Partnership with Gameforge.....II-60
NHN and AMD Enter into Collaboration.....II-60
Vogster Entertainment and THQ Inc to Offer Shooter MMO CrimeCraft.....II-60
1$100
   Glu Mobile and Activision Publishing Enter Partnership.....II-61
Blizzard to Enter Licensing Agreement with NetEase.com's Affiliate Company.....II-61
MashON and Cryptic Studios Enter Licensing Deal.....II-61
Jagex Becomes a Part of Tiga.....II-61
1$100
   Abu Dhabi Media Company Enters into Join Venture with Gazillion.....II-62
InComm Enters into Partnership with Cartoon Network.....II-62
Aeria Games Acquires DragonSky.....II-62
1$100
   NCsoft Forms NC West Subsidiary.....II-63
Vivendi and Activision Establish Activision Blizzard.....II-63
Aeria Games Purchases Pi Story.....II-63
NCsoft Merges City of Heroes with City of Villains.....II-63
Spill Group Snaps Up Onrpg.com.....II-63
1$100
   NHN USA Buys Lunia Game Rights.....II-64
Ubisoft Purchases Massive Entertainment Studio.....II-64
Electronic Arts and GigaMedia Sign Agreement.....II-64
1$100
   Hangame and Electronic Arts Ink Agreement to Introduce WAR.....II-65
NetDragon Websoft Signs Agreement with Electronic Arts.....II-65
GONZO Rosso and Min Communications Ink Agreement.....II-65
1$100
   GameHi and Digital Media Enter into Partnership to Unveil MMORPG Dekaron.....II-66
Perfect World Ink Agreements with Games- Masters.com.....II-66
Pixsy to Partner with MMORPG.com.....II-66
The9 Signs Agreement with T3 Entertainment to Form Joint Venture.....II-66
1$100
   Activision Blizzard, Inc. (USA).....II-67
Ankama Games (France).....II-67
CCP hf (Iceland).....II-67
1$100
   Changyou.com Limited (China).....II-68
CipSoft GmbH (Germany).....II-68
CJ Internet Corp (South Korea).....II-68
Cryptic Studios, Inc. (USA).....II-68
1$100
   Jagex Ltd. (UK).....II-69
Joymax Co., Ltd. (South Korea).....II-69
MindArk PE AB (Sweden).....II-69
NCsoft Corporation (South Korea).....II-69
NetEase.com, Inc. (China).....II-69
1$100
   Nexon Corporation (Korea).....II-70
NHN USA Inc. (US).....II-70
Perfect World Co., Ltd. (China).....II-70
Softstar Entertainment Inc. (Taiwan).....II-70
1$100
   Sony Online Entertainment LLC (USA).....II-71
Shanda Games Limited (China).....II-71
Square-Enix Holdings Co Ltd (Japan).....II-71
Tencent, Inc. (China).....II-71
1$100
   The9 Limited (China).....II-72
Turbine, Inc. (USA).....II-72
1$100
   Table 25: World Recent Past, Current and Future Analysis For Massively Multiplayer Online Games (MMOG) by Geographic Region/Country - United States, Europe, Asia-Pacific (China & Rest of Asia-Pacific), and Rest of World Independently Analyzed by Annual Revenues in US$ Million for the Years 2006 through 2015 (includes corresponding Graph/Chart).....II-731$300
   Table 26: World 10-Year Perspective for Massively Multiplayer Online Games (MMOG) by Geographic Region/Country - Percentage Breakdown of Revenues for United States, Europe, Asia-Pacific (China & Rest of Asia-Pacific), and Rest of World for Years 2006, 2009 and 2015 (includes corresponding Graph/Chart).....II-741$300
    
 
 


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