As consumers increasingly look to the web for entertainment and socializing, gaming companies have been anxiously seeking new ways to incorporate the web into their platforms—and avoid losing young consumers to the social media, online music, video, and games available through the web. Previously, the major fixed console platforms all supported remote game play and downloads of basic games and video content via web connections, but the latest initiatives go much further. For example, Microsoft has announced plans to integrate Facebook and Twitter features into its Xbox Live network offering this fall, along with support for streaming HD video and online radio.
With a new emphasis on video, audio and web content in addit... - More
Through the innovative use of data from the Simmons Market Research Bureau National Consumer Survey, this report challenges numerous stereotypes of videogamers. For example, videogamers are far from being slackers who do nothing but sit for hours on end in front of a gaming console or computer screen. In fact, videogamers are exceptionally active consumers. They work out more, go out more and shop more than adult Americans who don’t play video games. Alt... - More
This mobile games report looks at the current and future market for both one-off downloads and rental/subscription -based mobile games. It analyses the invigorating impact that the iPhone has had on the mobile games market and at the same time investigates the reasons behind the downturn in sales of Java games in Western Europe.
Six year mobile games forecasts include total download volumes, average download and subscription costs, the proportion of downloads that are ad-funded, CPM (cost per mille) rates and the total value of the mobile games market.
Furthermore, this strategic mobile games report discusses the different business models for the retail of mobile games employed by network operators, publishers and... - More
As sequels to popular games continue to succeed, gaming has also taken on a whole new look. The Nintendo Wii has enticed gamers off the couch to play virtual tennis and golf with its motion-sensor controller, and Activision's Guitar Hero has transformed gamers into rock stars. Online gaming revenue has increased thanks to subscriptions to the blockbuster MMOG World of Warcraft, online services for each console platform, and an uptick in casual game downloads. Mobile phone gaming has also taken hold via new generation of game-friendly phones. Only PC game sales have slowed, as console gaming and video piracy tarnished its luster. This report includes insights into:
This IDC study examines the dynamics of the China gaming market and focuses on online gaming. It looks at market drivers, dynamics, and strategies; the competitive landscape; and includes profiles of the top 10 vendors as well as a 2008?2012 forecast.
"The concentration of the China online gaming market improved significantly in 2007. The revenue sum of the top 10 vendors occupied 91.8% of the total market. Except 9you under listing gestation, the other nine operators were all listed companies. China's online gaming market has entered the "age of warring states" with monopolistic competition. For those SMB vendors, the threshold of industrial competition is further raised". says Bryan Yuan, senior market analyst, Vertical In... - More
This IDC study provides the demographics of China's gaming end users and their gaming behaviors from the China Gaming End-User Survey, 2007. This survey was designed to provide a comprehensive overview of China gamer activities and behaviors. Data was collected using a structured online questionnaire. Based on the responses from a sample of 30,843 who frequently play games. The survey focused on respondents' gaming habits and preferences in online, console, PC, and mobile gaming. As such, they were queried on their offline gaming habits. Respondents were survey from October 15 to November 15, 2007.
"The China gaming market seems somewhat crowded with 140 vendors and 281 game titles altogether in 2007. It is really a challeng... - More
This IDC study examines the dynamics of the China gaming console market. It discusses market strategies, drivers, dynamics, and its competitive landscape and vendor profiles, including a 2006-2010 forecast.
"The new business mode of online gaming is in the testing phase. Only a few China online gaming vendors make profits in this business. Even the most successful vendors are exploring new business modes, such as Shanda with its free-charge market promotion. Most Chinese online game companies have lesser capabilities in development, management, marketing, or raising funds, which not only factor against the overall healthy development of Chinese online gaming market, but also give opportunities for the entry of overseas compa... - More
This newest edition of the handbook is completely updated to cover the new issues facing the casino &gaming industry in this new economy, troubled global state of unrest, and the increasing trend by states to consider expanding gaming to generate revenue.
The commercial casino gaming industry is an important sector of our nation’s economy. The more than 355,000 individuals... - More