|
|
Online and Mobile Gaming - US - December 2005
|
|
Product Type: Market Research Report
|
Publication Date: Dec 28, 2005
|
|
| |
| Download a sample from "The Infoshop", another service of Global Information.
|
TABLE OF CONTENTS
- Introduction and Abbreviations
- Introduction
- Other relevant reports
- Definition
- Abbreviations and terms
- Abbreviations
- Terms
- Executive Summary
- CAGR of 42% since 2002
- Sales expected to double by 2008
- Technology enables game play; content satisfies consumer preferences
- Women, adults, casual gamers
- PC gaming continues to gain popularity
- Competition from other gaming formats and free games
- Market participants wear many hats
- Established content providers gaining traction
- Consumer trends
- Future trends
- Market Drivers
- Hardware and communications penetration
- Broadband
- Figure 1: U.S. broadband household projections, 2000-10
- Figure 2: Types of PC games played, by type of Internet access, October
2005
- Mobile phones
- Figure 3: U.S. Mobile phone subscribers and penetration rate, 2000-05
- Download-enabled phones
- Advances in cell-phone technology and mobile games
- Variety of content available
- Figure 4: Number of games offered by the major cell phone carriers, 2005
- Adults, women, important markets for online and mobile games
- Figure 5: Computer and console gamers, by age, 2005
- Women and online gaming
- Figure 6: Target markets for PC Games, by type of game
- Figure 7: Genres of games played online, by gender, October 2005
- Women and mobile gaming
- Leisure/lifestyle changes
- Figure 8: Favorite leisure-time activities, 1995-2004
- Gaming
- Competition from other gaming platforms and free content
- Game consoles and console software
- Free content
- Advergames
- Market Size and Trends
- Figure 9: Total U.S. sales of online and mobile games, at current and
constant prices, 2002-05
- Figure 10: Graph: Total U.S. sales of online and mobile games, at
current and constant prices, 2002-05
- Market Segmentation
- Overview
- Figure 11: Sales of online & mobile games, segmented by type, 2003
and 2005
- Figure 12: Graph: Sales of online & mobile games, segmented by
type, 2003 and 2005
- Web and downloadable games
- Figure 13: Sales of Web & downloadable games, at current and
constant prices, 2002-05
- Multiplayer Online Games (MMOG)
- Figure 14: Subscription sales of MMOGs, at current and constant prices,
2002-05
- Figure 15: MMOGs ranked by worldwide subscribers (excluding Lineage,
Lineage II and Ragnarok online, May 2005
- Mobile Games
- Figure 16: Sales of mobile games, at current and constant prices,
2002-05
- Figure 17: Mobile game purchases by type of game and gender, Feb-April
2005
- Figure 18: Best-selling mobile game titles, Feb-April 2005
- Supply Structure
- Overview
- Figure 19: Market participants by segment
- Company profiles
- Airborne Entertainment
- The Beijing Digital-Red Mobile Software Co. (Digital-Red)
- Blizzard Entertainment (Vivendi Universal)
- CCP
- Digital Chocolate
- Disney
- Electronic Arts
- Funkitron
- GameHouse
- Gameloft
- Glu Mobile (formerly Sorrent)
- Gravity Online
- HipSoft
- iFone
- I-Play (formerly Digital Bridges)
- In-Fusio
- iWin
- Jagex
- JAMDAT Mobile (EA)
- MFORMA
- Mythic Entertainment
- Namco America
- NCsoft
- PlayFirst
- PopCap Games
- Reflexive Entertainment
- Sony Online Entertainment
- Sprout Games
- Square Enix
- Superscape Group
- THQ Wireless
- Turbine Games
- Advertising and Promotion
- Overview
- Company Activity
- AOL Games
- Cingular Wireless
- GameHouse/RealArcade
- GameTap
- Oberon Media
- PlayFirst
- PopCap Games
- Pogo.com
- Shockwave.com
- Yahoo! Games
- Revenue from advertising
- Figure 20: U.S. online gaming advertising revenue forecast, 2004-08*
- Retail Distribution
- Overview
- Web and downloadable game distributors
- AOL Games
- AtomShockwave/Shockwave.com
- Big Fish Games
- Happy Puppy
- Microsoft Zone
- Pogo.com (Electronic Arts)
- RealArcade/GameHouse
- Yahoo! Games
- Aggregators to third-party websites
- Trymedia
- Oberon Media
- Mobile Game Distributors
- Introduction
- Figure 21: Operating revenue for wireless service providers in the
U.S., 2002 and 2004
- Verizon Wireless
- Cingular Wireless
- Sprint Nextel
- T-Mobile USA, Inc.
- Alltel
- Third-Party Mobile Game Distributors
- Nokia
- MMOG Distributors
- The Consumer
- Introduction
- Participation in online gaming
- Figure 22: Frequency of online game play, May 2004-May 2005
- Frequency of game play
- Figure 23: Mean monthly occasions of online game play, by select
demographics, May 2004-May 2005
- Influence of console and portable gaming on online gaming
- Figure 24: Online game play cross-tabulated with game console
ownership, May 2004-May 2005
- Attitudes of online gamers compared to users of online services
- Figure 25: Attitudes of online gamers compared to online service users,
May 2004-May 2005
- Types of games played
- Figure 26: Types of games played on the PC, by gender, October 2005
- Figure 27: Types of games played on the PC, by age, October 2005
- Figure 28: Graph: Types of games played on the PC, by age, October 2005
- Mobile games
- Figure 29: Interest in mobile games, by age, October 2005
- Figure 30: Graph: Interest in mobile games, by age, October 2005
- Figure 31: Interest in mobile games, by household income, October 2005
- Figure 32: Interest in mobile games, by marital status, October 2005
- Figure 33: Interest in mobile games, by presence of children in the
household, October 2005
- Sources of purchase information for games
- Figure 34: Sources of information about games, by gender, October 2005
- Figure 35: Sources of information about games, by age, October 2005
- Figure 36: Sources of information about games, by marital status,
October 2005
- Genres of games played online on the PC
- Figure 37: Types of online games played on the PC, by gender, October
2005
- Figure 38: Types of online games played on the PC, by age, October 2005
- Figure 39: Types of online games played on the PC, by marital status,
October 2005
- Figure 40: Types of online games played on the PC, by presence of
children under 18, October 2005
- Purchase behavior toward mobile phone games
- Figure 41: Opinions about mobile gaming, October 2005
- Spending on online and mobile games
- Figure 42: average spending on online and mobile games, October 2005
- Summary
- Future and Forecast
- Future trends
- Overview
- Broadband penetration to push online gaming
- 3G wireless networks to push gaming
- Figure 43: 3G status and forecast for leading U.S. carriers, 2005
- Release of next generation consoles will draw attention to this platform
- In-game advertising to become a significant revenue stream
- Figure 44: U.S. in-game advertising revenue forecast, 2003-09
- Lines between platforms will continue to blur
- Increased competition from portable game players
- MARKET FORECAST
- Online and mobile games
- Figure 45: Forecast of total U.S. sales of online and mobile games, at
current and constant prices, 2005-08
- Figure 46: Graph: Forecast of total U.S. sales of online and mobile
games, at current and constant prices, 2005-08
- Web and downloadable games
- Figure 47: Forecast of U.S. sales of web and downloadable games, at
current and constant prices, 2005-08
- MMOGs
- Figure 48: Forecast of U.S. subscription sales of MMOGs, at current and
constant prices, 2005-08
- Mobile games
- Figure 49: Forecast of U.S. sales of mobile games, at current and
constant prices, 2005-08
- Forecast factors
- Appendix: Trade Associations
- Appendix: Game Magazine Circulation
- Figure 50: Paid circulation in game magazines
- Appendix: Cohort Definitions
- Appendix: Research Methodology
- Consumer Research
- Greenfield Online
- ICR Surveys EXCEL
- Simmons National Consumer Surveys
- Technometrica TechnoExpresssm
- Trade Research
- Informal trade research
- Formal trade research
- Desk & Internet Research
- Sources
- Definitions
- Forecasts
- Mintel Group
- Mintel Reports
- Mintel Premier
- Mintel GNPD
- Mintel Menu Insights
- Mintel Comperemedia
- Mintel Custom Solutions
|
Online and Mobile Gaming - US - December 2005
Publisher: Mintel International Group Ltd.
|
|
|
|
|