Research and Markets, the largest resource for market research information in world providing essential market research reports, industry research, industry analysis, forecasts, market studies, company profiles and country reports.
Welcome - Home - Register - Login - Help/FAQ - 0 items View Basket
Worlds Largest Market Research Resource - 722305 Live Reports
Search Research and Markets
  Search
Enter keywords, a title or
a report id number below.





Advanced   
Company search
Register for free email updates of market research
Currency
  Select a currency for use throughout the site



Viewing report

Order by Fax
Printer Friendly
PDF Brochure
Send to Friend
Enquire before Buying
| More
Hard CopyAdd to Basket
ElectronicAdd to Basket

<< Back to Search Results



Massively Multiplayer Games - State of Affairs & Outlook
IDATE, Sep 2006, Pages: 40


  Description  
  Table of Contents  
  Companies Mentioned  
    
    
   
 Enquire before Buying  
 Send to a Friend  

These past two years have marked a radical departure in the dissemination and content of massively multiplayer games:

- Unprecedented success of World of Warcraft (WoW), from Vivendi Universal Games subsidiary, Blizzard Entertainment. Boasting close to 7 million subscribers (each paying roughly 12 USD a month), WoW has become the most widely-played online game in the world – outperforming South Korean rivals – and one of the highest earners. Does this overwhelming popularity herald MMG’s transition to the mass market?

- Ongoing innovation, with cases in point that include Dofus from French studio, Ankama, enjoying rave reviews from gamers and industry members alike.

- Growing popularity of web-based massively multiplayer games, both hosted and not, including Habbo Hotel, Kochon Land, Ogame and Battle Arena – aimed at players without (or no longer) the time to devote themselves fully to complex gaming universes, but who still crave interactive entertainment.

- Development of a virtual economy inside the games: Second Life (Linden Lab), Entropia Universe (MindArk), World of Warcraft and most of the major titles all offer features enabling trade within the game itself.

These new trends taking shape in the very specific world of MMG have also become the source of broader explorations in a variety of other areas, where the notion of persistent universe is becoming a central part of development and innovation (mobile services, desktop software, online applications…).

Massively multiplayer games in brief
- Features of the massively multiplayer online role playing game offer and business models.
- Massively multiplayer games (MMG) and the mass market: from hardcore to occasional gamers.
- MMG as laboratories for future applications: the community phenomenon, growing ubiquity of persistent universes…
- New gaming trends and growth outlook, going beyond video games and reaching a broader array of devices.

Key questions
- Is a global mass market possible? Under what conditions, and on which devices?
- What will be the business models of the future?
- What role do gamer communities play?
- Online game distribution modes: going all digital?
- What breakdown between production, operation, publishing and distribution?
- Is the public ready for persistent universes?

Who should read this report?
Game producers, publishers and distributors
- Assessing the development of MMG
- Resituating existing services’ growth prospects and competition zone
- Understanding the value chain and business models’ organisation

Internet companies
- Understanding video game specialists' positioning and strategy
- Assessing the implications of MMG's increasing popularity

Operators (telcos, media...)
- Understanding video game companies' overall strategy
- Anticipating repercussions of consumers' increasing usage
- Analysing partnership possibilities with video game companies

Manufacturers (consumer devices)
- Understanding the way use of new platforms and devices is evolving
- Keeping track of major developments in the MMG market

Investors and analysts
- Analysing the overall state of competition, and for MMG in particular
- Evaluating the market's scope and future prospect


Customers who bought this item also bought

Massively Multiplayer Games - Outlook and Challenges

Online Game Market

An Insight into the U.S. Mobile Multiplayer Gaming Markets

The Online Game Market

Online Games: Game Genres and The Online Gamer 2004

The Subscription Based MMOG Market

Western World MMOG Market: 2006 Review and Forecasts to 2011

Video Games - Global Strategic Business Report

Networking and Online Games: Understanding and Engineering Multiplayer Internet Games

Video Games in the United States 2008

Online Games Market in Taiwan

The Game Market in China



Top of page


   All rights reserved. © Copyright 2009 Research and Markets
   Terms and conditions Privacy Policy Publishers Employment Opportunities Site Map Link to us Webmaster


Research and Markets RSS Feeds