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Networked Gaming: Driving the Future

Product Type: Market Research Report Publication Date: Dec 28, 2005
 
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SUMMARY

This report discusses consumer adoption of networked gaming, including profiles of networked gamers and interest in connected and cross-platform gaming. In addition, it covers the technology solutions enabling such services and examines the industry impact and revenue opportunities for game developers, hardware / equipment manufacturers, and broadband service providers.

TABLE OF CONTENTS

The Bottom Line

1.0 Research Methodology

  • 1.1 Consumer Data
  • 1.2 Companies Profiled

2.0 Classification of Networked Gaming

3.0 LAN Gaming

  • 3.1 LAN Gaming and Derivative Business Opportunities
    • 3.1.1 Home Networking Vendors
    • 3.1.2 Broadband Service Providers
    • 3.1.3 Game Server Providers and VAS Providers
  • 3.2 LAN Gaming on Portable Game Players

4.0 Casual Multiplayer Internet Gaming

5.0 Massively Multi-Player Online Games

  • 5.1 MMOG Value Chain and the Dominant Business Model
  • 5.2 Market Overview: Challenges and Opportunities
  • 5.3 Emerging Business Models
    • 5.3.1 Ad-Supported Model
    • 5.3.2 Content Expansion Model
    • 5.3.3 Pay-to-Play Model
    • 5.3.4 Avatar-based Revenue Model and Micro-payment
    • 5.3.5 Secondary Market
    • 5.3.6 MMOG Aggregators

6.0 Online Console Gaming

  • 6.1 Market Overview
  • 6.2 Online Gaming on Current-Gen Game Consoles
  • 6.3 Online Gaming on Next-Gen Consoles
  • 6.4 The Impact of Online Console Gaming on PC Gaming

7.0 Networked Mobile Gaming

  • 7.1 Mobile Gaming Market Overview
  • 7.2 Multiplayer Mobile Gaming
  • 7.3 Market Outlook

8.0 Cross-Platform Networked Gaming

  • 8.1 The Concept of Pervasive Gaming and Cross-Platform Gaming
  • 8.2 Cross-Platform Networked Gaming Market Outlook

9.0 Other Potential Business Opportunities

  • 9.1 Networked In-Game Advertisement
  • 9.2 Digital Distribution
  • 9.3 The Flickrization of Online Gaming
  • 9.4 VoIP Solutions/Services

10.0 Market Forecasts

11.0 Important Market Implications

Resource Book

1.0 Consumer Adoption of Electronic Gaming

  • Gamer Segmentation
  • Gaming Platforms and Gamer Demographics

2.0 Consumer Adoption of Networked Gaming

  • Gaming Alone vs. Gaming with Others
  • Demographics of Networked Gamers
  • Monthly Expenditure on Networked Gaming
  • Preferred Genres for Networked Gaming

3.0 The Impact of Networked Gaming on Technology/ Service Adoption

4.0 Consumer Interest in Cross-Platform Networked Gaming

5.0 International Consumer Perspectives

6.0 Company Profiles

  • Blizzard
  • Electronic Arts
  • Emergent Game Technologies
  • Funcom
  • Gameloft
  • IBM
  • Gamespy/IGN
  • Linden Lab
  • Massive Inc.
  • Microsoft
  • NCsoft
  • Nintendo
  • Qualcomm
  • Sony
  • Square Enix
  • Sun Microsystems
  • Valve
  • Yahoo!

Figures

The Bottom Line

  • Number of Frequent Online Gamers in the U.S.
  • Adoption of Networked Gaming
  • Home Networking Products Designed for Online Gaming
  • Broadband Service Providers Catering to Gamers
  • Selected Game Server Providers (GSPs)
  • Comparison of Major Portable Game Players
  • Casual Game Services and Multiplayer Offerings
  • A Simplistic MMOG Breakeven Analysis
  • MMOG Value Chain
  • MMOG Market Share (June 2005)
  • Cancelled and Discontinued High Profile MMOG Titles
  • The Influence of World of Warcraft on Major MMOGs (March-June 2005)
  • Diversified Price Plans Offered by NCSoft
  • Percentage of Internet Households That Own Game Consoles and Average Number of Game Consoles Owned (2002-2005)
  • Cumulative Worldwide Shipment of PS, PS2, Xbox, and GameCube and Number of Online Console Gamers (2005E)
  • Business Models and Features of Current-Gen Online Console Gaming
  • Platform and Online Features: Xbox 360 vs. PS3
  • Mobile Gaming Services from Major U.S. Carriers
  • Importance of Having a Certain Multimedia Function on Most Frequently-used Mobile Device
  • Examples of Multiplayer Mobile Games
  • The Concept of Pervasive Gaming
  • Percentage of Internet Users Playing Games on Multiple Platforms
  • The Appeal of Free Advertisement-Supported Games among Asian Gamers
  • Major Networked In-Game Advertisement Companies and Solutions
  • Third-Party Voice Applications
  • U.S. Forecast for Networked Gaming (2005-2009)
  • Itemized Networked Gaming Revenue Forecasts (2005-2009)
  • Change of Percentage Breakdown of Total Networked Gaming Revenue (2005 vs. 2009)

Resource Book

  • Gamer Segmentation based on Self-Perception of Gaming Behaviors
  • Gamer Segments by Age
  • Gamer Segments by Gender
  • Types of Hardware Platforms Used for Electronic Gaming
  • Types of Hardware Platforms Used for Electronic Gaming by Gender
  • Types of Hardware Devices Used for Electronic Gaming by Age
  • Types of Hardware Platforms Used for Electronic Gaming by Household Income
  • Types of Gaming Platforms Used among Gamer Segments
  • Types of Gaming Platforms Used by Number of Children Living at Home
  • Percentage of Frequent Online Gamers (At Least Weekly)
  • Percentage of Gaming Time Spent Playing against/with Others
  • Percentage of Gaming Time Spent Playing against/with Others by Age
  • Percentage of Gaming Time Spent Playing against/with Others by Gender
  • Percentage of Gaming Time Spent Playing against/with Others by Number of People at Home
  • Percentage of Gaming Time Spent Playing against/with Others among Gamer Segments
  • Percentage of Gaming Time Spent Playing against/with Others: MMOG vs. Non-MMOG Gamers
  • Adoption of Networked Gaming
  • Adoption of Networked Gaming by Age
  • Adoption of Networked Gaming by Gender
  • Adoption of Networked Gaming among Gamer Segments
  • Monthly Expenditure on Networked Gaming
  • Monthly Expenditure on Networking Gaming by Type of Networked Games a Gamer Plays
  • Monthly Expenditure on Networked Gaming by Age
  • Monthly Expenditure on Networked Gaming by Gender
  • Monthly Expenditure on Networked Gaming by Number of Children at Home
  • Monthly Expenditure on Networked Gaming among Gamer Segments
  • What Kinds of Games Are You Most Interested in Playing against Others through a Network?
  • Preferred Networked Gaming Genres by Age
  • Preferred Networked Gaming Genres by Gender
  • Preferred Networked Gaming Genres among Gamer Segments
  • Preferred Genres for Networked Gaming among Different Types of Online Gamers
  • Performance of Primary Home PC: MMOG vs. Non-MMOG Gamers
  • Type of Graphics Card Solution: MMOG vs. Non-MMOG Gamers
  • Preferred Brands for Graphics Cards: MMOG vs. Non-MMOG Gamers
  • Ownership of Integrated Headsets among Online Gamers
  • Adoption of PC Software among Different Online Gamers
  • Ownership of Different PC Hardware among Different Online Gamers
  • Adoption of Home Networks by Gamer Segments
  • Important Influencers for Satisfaction Level with Broadband Service: MMOG vs. Non-MMOG Gamers
  • Interest in Receiving Full-Length/High-Quality Movies from ISP among Networked Gamers
  • Percentage of Internet Users Playing Games on Multiple Platforms
  • Percentage of PC and Console Gamers Playing Games on Both Platforms
  • Interest in Cross-Platform Networked Gaming
  • Interest in Cross-Platform Networked Gaming by Age and Gender
  • Interest in Cross-Platform Networked Gaming by Gamer Segments
  • Interest in Cross-Platform Networked Gaming by Pecent of Gaming Time Spent Playing with/against Others
  • Interest in Cross-Platform Networked Gaming by Type of Networked Games Currently Played
  • Interest in Cross-Platform Networked Gaming by Gaming Platform Currently Used
  • Global Comparison: Gaming Capabilities on a Cell Phone
  • Global Comparison: Playing Games on a Cell Phone
  • Global Comparison: Frequent Online Gamers
  • Global Comparison: Paying for Online Gaming
  • Global Comparison: Online Gaming Habits
  • Global Comparison: Paying for Online Games by Gender
  • Global Comparison: Paying for Online Games by Age
  • Global Comparison: Frequent MMOG Gamers by Gender
  • Global Comparison: Frequent MMOG Gamers by Age
  • Global Comparison: Frequent FPS Gamers by Gender
  • Global Comparison: Frequent FPS Gamers by Age
  • Global Comparison: Internet Penetration (YE 2004)
  • Vivendi Universal Games: Financial Overview
  • Electronic Arts: Financial Overview
  • Gameloft: Financial Overview
  • IBM: Financial Overview
  • Microsoft Financial Overview
  • Number of Xbox Live! Subscribers
  • NCsoft: Financial Overview
  • Nintendo Financial Overview
  • Nintendo: Networked Gaming Devices/Services
  • Qualcomm: Financial Overview
  • Sony: Financial Overview
  • Sony: Networked Gaming Devices
  • Square Enix: Financial Overview
  • Sun Microsystems Financial Overview
  • Sun Microsystems: Networked Gaming Solutions
  • Yahoo! Financial Overview

Networked Gaming: Driving the Future

Publisher: Parks Associates

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