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Casual Gaming and Gambling on the Internet - Skill, Gaming, Online Bingo and Others
MECN GmbH, July 2006
1 EXECUTIVE SUMMARY
2 AN INTRODUCTION TO CASUAL GAMING AND GAMBLING 2.1 The next promising trend in gambling and gaming? 2.2 Casual gaming as the new darling of investors 2.3 Liquidity and number of gamers - The key to success
3 SKILL GAMING 3.1 What are games of skill? 3.2 Current skill gaming market size 3.3 Some examples of popular skill games 3.4 Regional differences in skill gaming
4 ONLINE BINGO 4.1 Bingo - the most relevant casual gambling offer 4.2 Current market size
5 OTHER RELEVANT CASUAL GAMING OFFERS 5.1 Fantasy sports 5.2 Mahjong - casual gaming goes Asia
6 THE CASUAL GAMER 6.1 Number of casual gamers 6.2 General demographics of casual gamers 6.3 Casual gaming as the “Trojan horse” for casino, poker, and other forms of gambling
7 THE BUSINESS MODEL UNDERLYING CASUAL GAMING 7.1 The main revenue sources 7.2 Major cost elements
8 LEGAL ASPECTS - STILL SOMEWHAT AMBIGUOUS 8.1 United States 8.2 Europe 8.3 Asia Pacific / Australia
9 OVERVIEW AND EVALUATION OF CASUAL GAMING AND GAMBLING OFFERS 9.1 Elements/characteristics of successful casual gaming sites 9.2 Overview and evaluation of skill gaming sites 9.3 Overview and evaluation of online bingo sites 9.4 Overview and evaluation of fantasy sports offers
10 FUTURE DEVELOPMENT OF THE CASUAL GAMING AND GAMBLING MARKET 10.1 Growth estimates 10.2 Future growth drivers
11 RECOMMENDATIONS - WHAT SHOULD BE DONE? 11.1 Recommendations for casual gaming and gambling operators 11.2 Recommendations for state lotteries, media companies, and technology providers
12 DETAILED ANALYSIS OF TOP CASUAL GAMING AND GAMBLING SITES 12.1 Bingo.com 12.2 Dynasty Gaming 12.3 Flipside Network 12.4 GameAccount 12.5 GameDuell 12.6 IWin 12.7 King / Midasplayer 12.8 Miniclip 12.9 PartyBingo 12.10 Pogo 12.11 SkillJam / Fun Technologies 12.12 WorldWinner / Fun Technologies
13 SOFTWARE PROVIDERS AND LICENSEES FOR THE CASUAL GAMING MARKET 13.1 Fun Technologies 13.2 GameAccount 6 13.3 Greentube 13.4 Parlay Entertainment
14 METHODOLOGY
Exhibits Exhibit 1: Core sectors of the online casual gaming and gambling market Exhibit 2: Overview of some recent mergers and acquisitions in casual gaming Exhibit 3: Player lifetime in casual gaming Exhibit 4: Analysis of matching and ranking systems of prominent skill gaming sites Exhibit 5: Current worldwide market size of skill gaming Exhibit 6: Games played per year for leading skill gaming operators Exhibit 7: Example of online backgammon Exhibit 8: Example of online solitaire Exhibit 9: Example of Pyramid Exhibit 10: Example of Miner Exhibit 11: Example of Zuma Exhibit 12: Most popular skill games per region Exhibit 13: Example of 75-ball bingo Exhibit 14: Example of 90-ball bingo Exhibit 15: Number of US-targeted, multiplayer pay-to-play bingo sites on the Internet over the last six years Exhibit 16: Current worldwide market size of online bingo Exhibit 17: Examples of fantasy league sites Exhibit 18: Example of online version of mahjong Exhibit 19: Number of current regular skill gaming and online bingo players (playing for cash) - Exhibit 20: Average age of online casual gamers Exhibit 21: Gender distribution in casual gaming today and in 2010 Exhibit 22: Average conversion rate from free to cash players Exhibit 23: Motivations for casual gamers Exhibit 24: Registered users of leading skill gaming operators Exhibit 25: Conversion rate from skill gaming and online bingo to gambling (casino, poker, betting) Exhibit 26: Conversion rate from gambling (casino, poker, betting) to skill gaming and online bingo Exhibit 27: Average revenue structure in casual gaming Exhibit 28: Example of matches offered and the associated fees and prizes Exhibit 29: Commission fee schemes of skill gaming operators Exhibit 30: Commission/rake structure of PartyGammon Exhibit 31: “Correlation” of commission in regards to total entry fees Exhibit 32: Overview of partnerships of top skill gaming operators Exhibit 33: Example of subscription model Exhibit 34: Advertising at casual gaming sites Exhibit 35: Paid services/content of operators of fantasy sports Exhibit 36: Annual revenue per user (ARPU) in skill gaming and online bingo Exhibit 37: Average cost structure in casual gaming Exhibit 38: Cost structure of skill gaming segment of Fun Technologies (SkillJam) Exhibit 39: Cost per acquisition in skill gaming and online bingo Exhibit 40: Best marketing channels for targeting casual gamers Exhibit 41: Most important elements/characteristics of successful casual gaming sites Exhibit 42: Traffic ranking of relevant skill gaming sites Exhibit 43: Evaluation of relevant skill gaming sites Exhibit 44: Traffic ranking of relevant online bingo sites Exhibit 45: Evaluation of online bingo sites Exhibit 46: Evaluation of relevant fantasy sports offers Exhibit 47: Market size of skill gaming worldwide in 2010 Exhibit 48: Market size of online bingo worldwide in 2010 Exhibit 49: Drivers of casual gaming’s future development Exhibit 50: Relevant geographical regions for casual gaming in the future Exhibit 51: Examples of casual gambling offers of reputed state lotteries Exhibit 52: Industry sectors of survey participants
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