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The Global Business of Skill Gaming
IGamingBusiness, March 2011, Pages: 391
Introduction
Essentially, the online skill gaming industry is immature compared with its poker and casino games peers, despite online skill games having been around for over a decade.
More traditional gaming companies have tended to devote marketing budgets to promoting their more popular products over the last few years - which are usually sportsbooks, poker and casino games rather than skill games.
However, the increasing popularity in mass-player gaming means that the potential numbers are out there for skill games operators to achieve growth. And as skill games are complementary to other types of online games (and indeed often referred to as a ‘gateway’ product) - and they are based on games that often have immense popularity in their online forms - skill gaming operators may have every reason to be optimistic about their genre’s future.
Skill games also benefit from not having the social stigma attributed to casino games or sportsbooks and therefore have the potential to attract a wider audience. The rise in popularity of ‘brain fitness’ console games is a trend that could also be capitalised on by the skill gaming industry.
The online skill gaming industry is characterised by networks, software companies and standalone operators that are exclusively skill gaming-oriented or have added skill gaming to a portfolio of existing games and/or sports books.
Skill gaming operators themselves range from companies offering mostly physical skill games (such as King.com) to ones solely offering games of mental skill (such as Game Account).
About The Report
The Global Business of Skill Gaming examines the main issues surrounding the growing skill gaming industry including game and market overviews; areas of opportunity; factors affecting growth in the industry; marketing strategies of skill gaming companies, regulatory issues and demographics of players.
It provides case studies of the major skill gaming companies and analyses them to determine their business models and revenue streams as well as who the winners and losers will be. Who should buy this report? The report is aimed at professionals within the iGaming industry such as online operators, affiliates, technology companies, payment providers, software companies, jurisdictions, land based operators, bookmakers, lawyers, consultants and investors, as well as at sports properties that might be considering sponsorship from a skill gaming operator. The report will also be of interest to the previous purchasers of The Global Business of Poker.
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