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On-line and Mobile Gaming in the United States
Mintel, Dec 2005, Pages: 109
Introduction and Abbreviations Introduction Other relevant reports Definition Abbreviations and terms Abbreviations Terms Executive Summary CAGR of 42% since 2002 Sales expected to double by 2008 Technology enables game play content satisfies consumer preferences Women, adults, casual gamers PC gaming continues to gain popularity Competition from other gaming formats and free games Market participants wear many hats Established content providers gaining traction Consumer trends Future trends Market Drivers Hardware and communications penetration Broadband Figure 1: U.S. broadband household projections, 2000-10 Figure 2: Types of PC games played, by type of Internet access, October 2005 Mobile phones Figure 3: U.S. Mobile phone subscribers and penetration rate, 2000-05 Download-enabled phones Advances in cell-phone technology and mobile games Variety of content available Figure 4: Number of games offered by the major cell phone carriers, 2005 Adults, women, important markets for online and mobile games Figure 5: Computer and console gamers, by age, 2005 Women and online gaming Figure 6: Target markets for PC Games, by type of game Figure 7: Genres of games played online, by gender, October 2005 Women and mobile gaming Leisure/lifestyle changes Figure 8: Favorite leisure-time activities, 1995-2004 Gaming Competition from other gaming platforms and free content Game consoles and console software Free content Advergames Market Size and Trends Figure 9: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05 Figure 10: Graph: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05 Market Segmentation Overview Figure 11: Sales of online & mobile games, segmented by type, 2003 and 2005 Figure 12: Graph: Sales of online & mobile games, segmented by type, 2003 and 2005 Web and downloadable games Figure 13: Sales of Web & downloadable games, at current and constant prices, 2002-05 Multiplayer Online Games (MMOG) Figure 14: Subscription sales of MMOGs, at current and constant prices, 2002-05 Figure 15: MMOGs ranked by worldwide subscribers (excluding Lineage, Lineage II and Ragnarok online, May 2005 Mobile Games Figure 16: Sales of mobile games, at current and constant prices, 2002-05 Figure 17: Mobile game purchases by type of game and gender, Feb-April 2005 Figure 18: Best-selling mobile game titles, Feb-April 2005 Supply Structure Overview Figure 19: Market participants by segment Company profiles Introduction Participation in online gaming Figure 22: Frequency of online game play, May 2004-May 2005 Frequency of game play Figure 23: Mean monthly occasions of online game play, by select demographics, May 2004-May 2005 Influence of console and portable gaming on online gaming Figure 24: Online game play cross-tabulated with game console ownership, May 2004-May 2005 Attitudes of online gamers compared to users of online services Figure 25: Attitudes of online gamers compared to online service users, May 2004-May 2005 Types of games played Figure 26: Types of games played on the PC, by gender, October 2005 Figure 27: Types of games played on the PC, by age, October 2005 Figure 28: Graph: Types of games played on the PC, by age, October 2005 Mobile games Figure 29: Interest in mobile games, by age, October 2005 Figure 30: Graph: Interest in mobile games, by age, October 2005 Figure 31: Interest in mobile games, by household income, October 2005 Figure 32: Interest in mobile games, by marital status, October 2005 Figure 33: Interest in mobile games, by presence of children in the household, October 2005 Sources of purchase information for games Figure 34: Sources of information about games, by gender, October 2005 Figure 35: Sources of information about games, by age, October 2005 Figure 36: Sources of information about games, by marital status, October 2005 Genres of games played online on the PC Figure 37: Types of online games played on the PC, by gender, October 2005 Figure 38: Types of online games played on the PC, by age, October 2005 Figure 39: Types of online games played on the PC, by marital status, October 2005 Figure 40: Types of online games played on the PC, by presence of children under 18, October 2005 Purchase behavior toward mobile phone games Figure 41: Opinions about mobile gaming, October 2005 Spending on online and mobile games Figure 42: average spending on online and mobile games, October 2005 Summary Future and Forecast Future trends Overview Broadband penetration to push online gaming 3G wireless networks to push gaming Figure 43: 3G status and forecast for leading U.S. carriers, 2005 Release of next generation consoles will draw attention to this platform In-game advertising to become a significant revenue stream Figure 44: U.S. in-game advertising revenue forecast, 2003-09 Lines between platforms will continue to blur Increased competition from portable game players MARKET FORECAST Online and mobile games Figure 45: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08 Figure 46: Graph: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08 Web and downloadable games Figure 47: Forecast of U.S. sales of web and downloadable games, at current and constant prices, 2005-08 MMOGs Figure 48: Forecast of U.S. subscription sales of MMOGs, at current and constant prices, 2005-08 Mobile games Figure 49: Forecast of U.S. sales of mobile games, at current and constant prices, 2005-08 Forecast factors Appendix: Trade Associations Appendix: Game Magazine Circulation Figure 50: Paid circulation in game magazines Appendix: Cohort Definitions
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