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 - 722206 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
CD ROMAdd to Basket



Entertainment-on-Demand: Online Gaming Services
Parks Associates, Jan 2004, Pages: 126


  Description  
  Table of Contents  
    
    
    
   
 Enquire before Buying  
 Send to a Friend  

Approximately 14 percent of U.S. broadband households are interested in gaming-on-demand services, although variation within this population indicates a need for diversity in service offerings.

Interest in a gaming-on-demand service, which enables users to stream or download full-featured electronic games and demos to their PCs or game consoles via the Internet, is the strongest among game enthusiasts. More than 50% of online game enthusiast households are interested in such a service, compared with less than 20% of moderate gamer households and less than 10% of casual PC gamer households.

“This observation does not necessarily mean strategies currently pursued by gaming-on-demand service providers – focusing on casual and moderate gamers – are off track,” said Yuanzhe (Michael) Cai, research analyst . “The sheer size of these two groups warrants a lot of attention. Nevertheless, service providers might consider tiered services as a means to attract more subscribers from the total potential gaming audience.”

This report gathers data from three large-scale consumer surveys and compiles and analyzes consumer interests and preferences in gaming-on-demand services. In addition, the report analyzes the potential opportunities and threats gaming-on-demand services will bring to different players in the gaming industry value chain and provides detailed information of the major companies catering to gaming-on-demand services.




Customers who bought this item also bought

Casual Gaming Market Update

Electronic Gaming in the Digital Home: Game Advertising

The New Frontier: Portable and Mobile Gaming

Networked Gaming: Driving the Future II (Q1 09)

Networked Gaming: Driving the Future

Networked Gaming: Driving the Future II Q1 2009

Casual Gaming - Games for Everyone

Connected Consoles: Gaming, Media, and Beyond

On-line and Mobile Gaming in the United States

Gaming in the Interactive World in the United States 2009

Online Console Gaming, 2004

Wireless Gaming - Global Strategic Business Report



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