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Western World MMOG Market: 2006 Review and Forecasts to 2011

Product Type: Market Research Report Publication Date: Mar 30, 2007
 
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SUMMARY

Screen Digest has found that the market value for massively multiplayer online games in the West hit $1bn for the first time in 2006. The North American subscription market was worth $576m, while Europe was worth $299m.

While subscription services continue to dominate in the West, accounting for 87% of the market, virtual item sales and in-game advertising have also made their mark during the year. The growing impact of these new business models is symptomatic of the increasing influence of traditional MMOGs on other online platforms and games sectors, such as social networking sites and casual online games. Both of these sectors are now broadly adopting many MMOG-like strategies and characteristics.

Author of the report Piers Harding-Rolls says "During the past few years the Western landscape for massively multiplayer online games has become increasingly fragmented following the introduction of new genres of games including social networking, virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental to the incumbent subscription business."

Screen Digest forecasts that by 2011 over 10 million subscription accounts will generate $1.5bn in consumer spending on this growing sector of the online games market. Over the forecast period Europe will enjoy the strongest growth between the two Western regions.

This highlights a key trend identified through the research  namely that there is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation and stronger broadband growth.

Key findings:

  • Market value for MMOGs in the West hit $1bn for the first time in 2006. Market growth has been helped by the introduction of more casual MMOG experiences and new business models.
  • The North American subscription market was worth $576m, while Europe was worth $299m.
  • By 2011 the MMOG subscription market will be worth over $1.5bn and Europe will enjoy the stronger growth between the two Western regions
  • Over the five year period, Germany will remain the largest subscription market in Europe, followed by the UK.
  • France will see the most significant value growth of over 16% CAGR over the term, whilst Spain and Italy will both experience subscription value CAGR of more than 15%.
  • World of Warcraft is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was Runescape from UK developer/publisher Jagex.

In the report:

  • Western World MMOG market size and forecasts to 2011
  • Subscription market size and forecasts to 2011 for North America and Europe and key country territories
  • 2006 market size for MMOG virtual item purchase and in-game advertising markets
  • Individual subscription title performance
  • Publisher ranking by subscription revenue and market share
  • MMOG addressable markets
  • MMOG gamer demographics
  • MMOG market value chain analysis
  • MMOG content trends analysis
  • MMOG service business model analysis

TABLE OF CONTENTS

Tables and charts

Executive summary

Introduction

  • Overview of the report contents
  • Feedback

Market definitions

  • Sector cross-over leads to MMOG market fragmentation
  • MMOG types
  • MMOG genres
  • MMOG settings
  • MMOG origination and timeline
  • 1980s
  • 1990s
  • 1997
  • 1999
  • 2000s
  • 2003
  • 2004
  • 2005
  • 2006

Methodology

  • Exchange rates used
  • Geographical scope of report

Addressable market for PC and console MMOGs

MMOG gamer demographics

  • MMORPGamers
  • More mass market
  • Gender profile
  • Social dimension
  • Younger profile
  • Young males the core market
  • MMOGamer demographic expansion
  • Younger users

MMOGs: A recent history and market overview

  • Before and after: World of Warcraft
  • MMOG strategies are a blueprint for the future of the online games industry

MMOG market value chain

  • How the value chain is changing
  • Virtual worlds and media market convergence
  • Developers
  • Middleware vendors
  • In- and around-game advertising networks
  • Distributors
  • Publishers
  • Platform owners
  • Sony announces Home for the
  • PlayStation 3
  • Operators
  • The financial challenges of MMOG operation
  • ISPs
  • Consumers

Content trends in 2006 and moving forward

  • Content intellectual property trends
  • Licensed IP trends
  • Game IP trends
  • Subscription market value by IP profile
  • Platform support trends
  • Platform support: existing content versus content pipeline
  • Language support trends
  • Subscriber market share by language support
  • Content origin trends
  • Content origin: existing content versus content pipeline
  • Subscriber market value by content origin
  • Content genre trends
  • Content genre: existing content versus content pipeline
  • Subscriber market value by content genre
  • Game type trends
  • Content setting trends
  • Content setting: existing content versus pipeline
  • Subscriber market value by content setting

Service business model analysis

  • Subscription
  • Strengths
  • Weaknesses
  • Virtual item purchase
  • In- or around- game advertising
  • CPM rates
  • Corporate Use of Virtual Worlds
  • Adverworlds
  • Future business models
  • User generated content
  • Real money trade

Profitability and development cost

  • Profitability
  • Development perspective
  • Middleware and software development tools
  • Current performance of subscription
  • MMOGs

Western World MMOG market size and forecast

  • Other business models
  • MMOG subscription forecast
  • The broadband influence
  • ARPU trends
  • Individual title performance
  • Publisher subscription market share
  • Notes on player populations
  • Challenges to business development in
  • Europe
  • Billing and payments solutions:
  • Product localisation:
  • Sales tax on computer services:

Country market share and forecasts

  • Subscriber share
  • Subscription revenue share

Appendix A

Tables and Charts

Executive summary

  • Figure 1: Western World MMOG subscription revenue forecast to 2011
  • Figure 2: 2006 Western World MMOG revenue share between business models
  • Table 1: Top 10 Western World MMOG subscription titles by revenues

Introduction

Market definitions

  • Figure 3: MMOG market fragmentation

Methodology

Addressable market for PC and console MMOGs

  • Table 2: Addressable market for PC and console MMOGs, forecasts to 2011

MMOG gamer demographics

  • Table 3: MMORPGamer demographic profile
  • Table 4: Neopets user demographic profile
  • Table 5: Gaia Online user demographic profile
  • Table 6: Habbo Hotel user demographic profile

MMOGs: A recent history and market overview

  • Figure 4: Europe - End of year MMOG subscribers 2004 & 2005
  • Figure 5: Europe - MMOG subscription revenue 2004 & 2005
  • Figure 6: North America: End of year MMOG subscribers 2004 & 2005
  • Figure 7: North America - MMOG subscription revenue 2004 & 2005
  • Figure 8: Games sector cross over with MMOGs
  • Figure 9: Connected content opportunity scale

MMOG market value chain

  • Figure 10: MMOG market value chain

Content trends in 2006 and moving forward

  • Figure 11: Commercially available titles: licensed IP versus non-licensed IP
  • Figure 12: Titles in development - Licensed IP versus non-licensed IP
  • Figure 13: Share of titles based on licensed IP - commercially available versus in development or beta
  • Figure 14: Commercially available titles: established game IP versus new game IP
  • Figure 15: Titles in development based on established game IP versus new game IP
  • Figure 16: Share of titles based on established game IP: commercially available versus in development or beta
  • Figure 17: 2006 Subscription market value by licensed IP versus non-licensed IP
  • Figure 18: 2006 Subscription market value by established game IP versus new game IP
  • Figure 19: Platform support for all commercially available titles
  • Figure 20: Platform support for titles in development
  • Figure 21: Share of titles with console support: commercially available versus in development or beta
  • Figure 22: Commercially available titles: share of titles supporting individual languages
  • Figure 23: Top 20 subscription titles: share of titles supporting individual languages
  • Figure 24: Share of subscribers by game language availability, 2006
  • Figure 25: Share of subscribers by title language support, 2006
  • Figure 26: Commercially available titles: Geographical origin
  • Figure 27: Titles in development:Geographical origin
  • Figure 28: European origin titles share of market: commercially available versus in development or beta
  • Figure 29: Top 20 subscription titles: Geographical origin
  • Figure 30: Commercially available titles: geographical origin
  • Figure 31: Titles in development: Key country market origin
  • Figure 32: Subscriber market value by content origin, 2006
  • Figure 33: Commercially available titles: game genre share
  • Figure 34: Titles in development: game genre share
  • Figure 35: Top 20 subscription titles: game genre share
  • Figure 36: Subscriber market value split by genre, 2006
  • Figure 37: Commercially available titles: share by game type
  • Figure 38: Titles in development: share by type
  • Figure 39: Commercially available titles: share by game setting
  • Figure 40: Titles in development: share by game setting
  • Figure 41: Fantasy setting share of titles comparison -commercially available, in development or beta, and top 20 subscription titles
  • Figure 42: Sci-Fi setting share of titles comparison: commercially available, in development or beta, and top 20 subscription titles
  • Figure 43: Subscriber market value split between settings, 2006

Service business model analysis

  • Figure 44: Commercially available titles: share between business models
  • Figure 45: 2006 Western World MMOG revenue share between business models
  • Figure 46: Virtual item purchase business model
  • Table 7: Key MMOG titles/platforms using virtual item (or currency) purchase business models
  • Table 8: Key MMOG titles/platforms using in- or around-game advertising

Profitability and development cost

  • Figure 47: Operating profit margin for a selection of MMOG publishers/operators
  • Table 9: AAA title revenue generation years 1-5 at 70% retention/$30m development costs
  • Table 10: Boutique, independent or casual title revenue generation years 1-5 at $1m development costs
  • Table 11: Middleware vendors

Western World MMOG market size and forecast

  • Figure 48: Western World 2006 MMOG market
  • Table 13: North America and Europe MMOG subscribtion market, forecasts to 2011
  • Figure 49: MMOG subscription penetration of online households - North America versus Europe
  • Figure 50: North America: Average annual MMOG subscriber growth compared to average broadband household growth, forecast to 2011
  • Figure 51: Europe: Average annual MMOG subscriber growth compared to average broadband household growth, forecast to 2011
  • Figure 52: Average monthly MMOG subscription per user, forecast to 2011
  • Figure 53: Western World 2006: Share of subscribers by leading 10 titles
  • Figure 54: Western World 2006: Share of subscription revenue by leading 10 titles
  • Table 14: Top 10 MMOG titles 2005/2006 subscriber numbers and growth
  • Table 15: Top 10 MMOG titles 2005/2006 subscription revenue and growth ($)
  • Table 16: World of Warcraft subscriber numbers by region
  • Table 17: Top 10 MMOG subscription publishers, 2006
  • Figure 55: Top 10 publisher share of MMOG subscription market, 2006

Country market share and forecasts

  • Figure 56: North America average annual subscribers by country (000s)
  • Figure 57: Europe average annual subscribers by country (000s)
  • Table 18: Western World MMOG average annual subscribers by country, forecast to 2011
  • Figure 58: North America MMOG subscriber revenue by country ($000s)
  • Figure 59: Europe MMOG subscription revenue by country ($000s)
  • Table 19: Western World MMOG subscription revenue by country, forecast to 2011
  • Figure 60: Europe market share by country, 2006
  • Figure 61: Europe forecast market share by country, 2011

Appendix A

  • Table 20: Western World MMOG titles in development or beta testing
  • Table 21: Commercially released Western World MMOG titles

Western World MMOG Market: 2006 Review and Forecasts to 2011

Publisher: Screen Digest Ltd.

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