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SUMMARY
Casual Gaming Market Update provides in-depth analysis of the current dynamics
and future directions of the rapidly growing casual gaming industry, including
quantitative forecasts, competitive analysis, consumer perspectives, and
profiles of leading companies in the casual gaming value chain.
TABLE OF CONTENTS
1.0 Notes on Methodology
2.0 Definition of Casual Games
3.0 Casual Gaming Market Overview
- 3.1 Consumer Adoption and Important Implications
- 3.2 Demographics of Casual Game Audience
- 3.2.1 The PC Platform
- 3.2.2 The Console Platform
- 3.3 An Overview of the Industry Value Chain
- 3.4 Industry Characteristics
- 3.5 Analysis of Key Industry Players
- 3.5.1 Positioning of Key Players
- 3.5.2 Casual Game Developers
- 3.5.3 Casual Game Publishers
- 3.5.4 Distributors and Aggregators
- 3.5.5 Casual Game Portals
- 3.6 Key Technologies and Trends
- 3.6.1 Popular Development Platforms: Balancing Issues
- 3.6.2 DRM Solutions: Build or Buy
- 3.6.3 Emerging Trends
4.0 Established Business Models of Casual Gaming
- 4.1 Try-Before-You-Buy
- 4.2 Web-based Advertising
- 4.3 Subscription Services
- 4.4 Skill-Based Gaming
- 4.5 Advergames
- 4.6 A Comparison of Existing Business Models
5.0 Emerging Platforms, Distribution Channels, and Business Models
- 5.1 Emerging Platforms and Channels
- 5.1.1 Game Console
- 5.1.2 Bricks-and-Mortar Retail
- 5.1.3 Mobile Phones
- 5.1.4 Portable/Handheld Devices
- 5.1.5 TV Set-top Box
- 5.2 Emerging Business Models
- 5.2.1 In-Game Advertising
- 5.2.2 Micro-transaction
- 5.3 New Genres
- 5.3.1 Advanced Casual Games
- 5.3.2 Casual MMO
- 5.3.3 The Surge of the Middle Market
6.0 Other Important Issues
- 6.1 Entrance of Large Publishers & Industry Consolidation
- 6.2 Web 2.0 and Casual Games
7.0 Market Forecasts
- 7.1 Frecast Methodology
- 7.2 Detailed Forecasts
8.0 Market Implications and Key Recommendations
Resource Book
1.0 Consumer Adoption of Casual Gaming
- 1.1 Growth of PC Casual Gaming
- 1.2 Shifting Demographics of PC Casual Audience
- 1.3 Popular Casual Gaming Services
- 1.3.1 Popular PC Casual Gaming Services
- 1.3.2 Analysis of Xbox Live Service
- 1.4 Popular Casual Game Genres
2.0 Segmentation of Gamers
- 2.1 Segmentation of Internet Gamers
- 2.2 Segmentation of Casual Gaming Audience
- 2.3 Demographics of Casual Audience by Platforms
3.0 Analysis of Gamer Behaviors
- 3.1 Hours Spent on Online vs. Offline PC Gaming
- 3.2 Session Length: Online vs. Offline PC Gaming
- 3.3 Social and Family Gaming Behavior
- 3.4 Monthly Expenditure on Games
- 3.4.1 Expenditure on Games in General
- 3.4.2 Monthly Expenditure on Games Among Casual Gaming Audiences
4.0 Consumer Interest in Alternative Business Models
- 4.1 Massively Multiplayer Online Games and Casual Gaming
- 4.2 General Perception of Game Advertising
5.0 Profiles of Casual Game Developers and Publishers
- 5.1 Big Fish Games
- 5.2 MiniClip
- 5.3 Mumbo Jumbo
- 5.4 NeoEdge Networks, Inc.
- 5.5 PlayFirst
- 5.6 PopCap Games
- 5.7 Sandlot Games
- 5.8 Sierra Online (Division of Vivendi Games)
- 5.9 WildTangent
6.0 Profiles of Aggregators and Distributors
- 6.1 Boonty S.A.
- 6.2 Oberon Media
- 6.3 Trymedia (Macrovision)
7.0 Profiles of Online Portals and Retailers
- 7.1 AOL Games
- 7.2 EA / Pogo.com
- 7.3 Microsoft Network Games (MSN Games)
- 7.4 RealArcade
- 7.5 Shockwave Games
- 7.6 Yahoo! Games
8.0 Profiles of Technology Providers
- 8.1 Adobe Systems, Inc.
- Sun Microsystems / Java
Figures
The Bottom Line
- U.S. Consumers Play Online Games Most Often
- Who is Paying for Online Content?
- Type of Games Played
- PC Casual vs. Core Gaming Audience by Age and Gender
- Major Portals' Demographic Compositions
- Console Casual vs. Core Gaming Audience by Age and Gender
- PC Casual Gaming Industry Value Chain
- Characteristics of the PC Casual Gaming Market
- Categorizing Key Players
- Market Positioning of Major Companies
- Casual Game Developers' Annual Revenue
- Summary of Selected Developers
- Selected Casual Game Publishers
- Selected Casual Game Aggregators
- Selected Casual Game Portals
- A Comparison of Common Technology Platforms
- North American Casual Game Retailer Revenue Model - 2005
- Breakeven and Profitability Analysis: Download Model
- Top Ten Casual Game Portals (April 2007)
- Major Subscription Programs in the U.S.
- Summary of Advergames Developers
- A Comparison of Existing Business Models
- Number of Xbox Live! Subscribers
- Competitive Analysis of Game Consoles
- Worldwide Sales Momentum of Three New Consoles
- Game Consoles and Casual Offerings
- Casual Game Retail Landscape (PC Only)
- Handheld Platform Casual Titles
- Time Spent on Gaming Device
- Selected Casual MMO/Advanced Casual Games with Micro-transaction
- Advanced Casual Games Overview
- Overview of Casual MMOs
- Formation of the Middle Market of the Video Game Industry
- Mergers & Acquisitions and Investment
- Game Portals Utilizing User-Generated Content
- U.S. Forecast of Total Casual Gaming Revenue
- Detailed Breakdown of Forecast Numbers
- Comparison of CAGR by Type of Business Model (2006-2012)
- Casual Game Revenue Model - 2007
- Casual Game Revenue Model - 2012
Resource Book
- U.S. Consumers Play Online Games Most Often
- Adoption of Five Casual Gaming Services: 2006 vs. 2007
- Trends in Casual PC Gamer Demographics 2006-2007
- Interest in Web-Gaming Service with Rich Features: by Age and Gender
- Trends in Casual PC Gamer Demographics 2006-2007 by Education
- Trends in Casual PC Gamer Demographics 2006-2007 by Income
- Top Five Online Gaming Services: by Percentage of Paying Users
- Online Gaming Services
- Using Online Gaming Services
- Awareness of XBOX Live Service
- XBOX Live Service Usage among Xbox & Xbox 360 Users by Age
- XBOX Live Service Usage among Xbox & Xbox 360 Users by Gender
- Genres of Console Casual Games Played by XLS Usage Groups
- Types of Games Played Personally
- Casual Game Genres Played by Gender & Age
- Summary of the Six Gamer Segments
- PC Casual vs. Core Gaming Audience by Segment
- Console Casual vs. Core Gaming Audience by Segment
- PC Casual vs. Core Gaming Audience by Age and Gender
- Console Casual vs. Core Gaming Audience by Age and Gender
- Among Groups: Number of Hours per Month Online vs. Offline
- Among Groups: PC Gaming Session Online vs. Offline
- Adults vs. Teenagers: Social Gaming Habits
- Among Adults: Social Gaming Habits
- Among Adults: Gaming Time Split
- Monthly Expenditure on Gaming
- PC Gaming Under-monetized Compared to Console Gaming
- Monthly Expenditure on Computer Games by Age and Gender
- Monthly Expenditure on Console Games by Age and Gender
- Monthly Expenditure on Online Games
- Monthly Expenditure on Online Games among PC Casual Audienc
- Among Casual Gamer Groups: Adoption of MMOG
- Among Groups: Interest in MMOG
- MMOG Intenders by Age and Gender
- Perception of In-Game Advertising
- Power Gamers Have Strong Opinions about Game Advertising
- Opinion about Seeing In-Game Ads to Win Prizes: by Gender and Age
- Opinion about Seeing In-Game Ads if it Helps Reduce Cost
- Opinion about Seeing In-Game Ads if it Helps Enhance Game Play
- Least Intrusive Approach of Ad Insertion: by Age and Gender
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