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