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Casual Gaming - Games for Everyone
IDATE, Sep 2008, Pages: 60
Casual gaming is triggering a revolution in the traditional video game industry, as well as in the sectors of edugaming, communication and the media.
This study outlines the business and revenue models of companies currently involved in the industry, analyses current trends, and examines the outlook for the market around the world.
Key questions
- How is casual gaming defined? - What is the profile of the casual gamer? - From developer to retailer: the organizations involved in the industry. - What are the business and revenue models? - Global outlook 2008-2012: the videogame market, the casual game market, the videogame market by support.
A market worth 9.2 billion euros in 2008, or a third of the video game industry’s worldwide revenue
Casual gaming is triggering a revolution in the core video game industry, as well as in the sectors of edugaming, communication applications and media applications. It offers new sources of revenue with a much larger gamer base than that of the hardcore gaming sector.
According to Project leader, Laurent Michaud, “the casual gaming sector – made up of content created by casual game companies and accounting for a portion of traditional video game publishers’ catalogues – will be worth 9.2 billion euros at the end of 2008, around one third of the entire worldwide industry’s sales”. The number of casual games available is far from insignificant. At the end of 2007, Pearl Research estimated over 1,000 were available commercially on the genre’s main portals. Each year, online retailer’s catalogues increase by 75 to 300 titles. Tetris has sold over 60 million units since its 1985 release. Bejeweled (PopCap) was downloaded over300 million times between 2001 and 2007. It is installed on more than 50 million mobile phones and has generated 100 million USD in sales. Chinese casual game portal QQ Games (owned by Tencent) boasted 273 million active users in 2007, with its game service recording peaks of around 3.2 million simultaneous connections. According to the report, by 2012, casual gaming on all platforms will account for over 46% of the industry’s total sales.
This new market report examines the casual gaming phenomenon (consumption, marketing and content), analyses how the sector is organised (key players, value chain, business models) and provides detailed forecasts up to 2012 for the globe’s video game market (issues and outlook) as a whole, and for casual games: on disc for PC, online PC games, mobile games, handheld console games and home console games.
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