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Massively Multiplayer Online Games (MMOG) and Mobile Video Games - UK - November 2005

Product Type: Market Research Report Publication Date: Nov 30, 2005
 
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TABLE OF CONTENTS

  • Introduction and Abbreviations
  • Definition
  • Consumer research
  • ACORN
  • Abbreviations
  • Summary of Key Report Findings
  • Demographic and population trends
  • Big in Japan
  • Making the most of hardware ownership
  • Internet access stalling...
  • ...but broadband burgeoning
  • Mobile phone ownership
  • Gaming not matching ownership
  • Mobile gaming leading the way in the future
  • Market Factors
  • Economic factors
    • Figure 1: Trends in personal disposable income and consumer expenditure, 2000-10
  • Demographic factors
    • Figure 2: Trends in the age structure of the UK population, by gender, 2000-10
    • Figure 3: Forecast adult population trends, by socio-economic group, 2000-10
    • Figure 4: Forecast adult population trends, by lifestage, 2000-10
  • Technology sales and usage
  • Internet penetration
    • Figure 5: British Internet penetration, by gender, socio-economic group, age, region and working status, 2001-05
  • Broadband
    • Figure 6: Internet access usage, 2002-05
  • PC sales
    • Figure 7: Consumer expenditure on computers and peripherals, at current and constant prices, 2000-05
  • Video game sales
  • Mobile phone sales/penetration
    • Figure 8: UK retail sales of mobile phone handsets, by volume and value, 2000-05
    • Figure 9: Profile of mobile phone users, by age and socio-economic group, May 2005
  • Market Size and Segmentation
  • MMOGs
    • Figure 10: MMOG subscribers, by genre, June 2005
    • Figure 11: Top game subscriber numbers, June 2005
  • Mobile phone gaming
    • Figure 12: Estimated volume and value of mobile downloads, by type, 2004 and 2005
  • Game content
  • Developing
  • Free/casual Internet gaming
  • Big Fish Games
  • GameHouse
  • Happy Puppy
  • Pogo.com
  • Real Arcade
  • Shockwave
  • Yahoo! Games
  • The Supply Structure
  • MMOG developers
  • NCsoft
    • Figure 13: NCsoft operational MMOGs, October 2005
  • Sony Online Entertainment
  • Blizzard Entertainment
  • Mythic Entertainment
  • Jagex
  • Electronic Arts
  • Gravity Online
  • Other games
  • Mobile phone game publishers and developers
  • The Beijing Digital-Red Mobile Software Co. (Digital-Red)
  • Digital Chocolate
  • iFone
  • Jamdat
  • Jamster!
  • In-Fusio
  • Gameloft
  • Nokia
  • The Consumer -- 7-14-year-olds
  • Youth TGI
  • Computer usage
    • Figure 14: What children aged 7-14 use computers for, by gender, age, socio-economic group and number of children in household, 2005
  • Why kids use the Internet
    • Figure 15: What children aged 7-10 use the Internet for, 2005
    • Figure 16: What children aged 11-14 use the Internet for, 2005
  • Mobile phone ownership
    • Figure 17: Mobile phone features used by children aged 11-14, by gender, age, socio-economic group and number of children in household, 2005
  • Static game/handheld console ownership
    • Figure 18: Usage and ownership of computer games consoles and handheld games consoles, 2005
  • Kids' expenditure on video games
    • Figure 19: How 11-19-year-olds spend their money, by age group, 2001-05
  • Adult Consumer Game Playing by Platform
    • Figure 20: Console, Internet and mobile games played, October 2005
  • A repertoire of games played
    • Figure 21: Console, Internet and mobile games played, by other games, October 2005
  • Type of gamers by demographic analysis
    • Figure 22: Console, Internet and mobile games played, by gender, age and socio-economic group, October 2005
    • Figure 23: Console, Internet and mobile games played, by region and ACORN categories, October 2005
    • Figure 24: Console, Internet and mobile games played, by detailed lifestage groups and working status, October 2005
    • Figure 25: Console, Internet and mobile games played, by daily and Sunday newspaper readership, Internet usage, TV reception, commercial TV viewing and supermarket usage, October 2005
  • The Future
  • Broadband boost
  • Mobile technology
  • Broadening content
  • MMOGs and consoles
  • Trying to keep the customer satisfied
  • The future's bright
  • Forecast
  • Handsets and downloads facilitating game growth
    • Figure 39: Mobile phone and mobile phone downloads forecast indices, by volume of units sold, 2005-10
  • Home hardware
    • Figure 40: Forecast sales of desktop PCs, laptops/PDAs and video game hardware, by current prices, 2005-10
  • Increased quality and sophistication to broaden appeal:
  • New console release to provide mass PR for MMOG's
  • An unstoppable future?

Massively Multiplayer Online Games (MMOG) and Mobile Video Games - UK - November 2005

Publisher: Mintel International Group Ltd.

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