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 - 721579 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
ElectronicAdd to Basket
Hard CopyAdd to Basket



On-line and Mobile Gaming in the United States
Mintel, Dec 2005, Pages: 109


  Description  
  Table of Contents  
  Companies Mentioned  
    
    
   
 Enquire before Buying  
 Send to a Friend  

Reaching nearly $1.9 billion in 2005, the market for online and mobile gaming in the U.S. grew 288% since 2002. This report clearly identifies the principal external factors driving or curtailing growth in online and mobile gaming. Online gaming has become a regular part of the leisure mix for adults, teens, and kids. Casual game categories--puzzles and strategy, card and board, and classic arcade games--are popular in the web-browser/downloadable games and mobile segments of the market. Women, who favor these games, represent a larger portion of online gamers than do women in the traditional video console market.

This exclusive consumer research reveals the attitudes, needs and behavior of online and mobile gaming consumers, with analysis broken down both by demographic characteristics, and by gaming type. Six years of specific sales data provide a factual and impartial presentation of the market as a whole. The report also evaluates the performance of individual sectors in the market and provides information about the major companies and brands.

The SPSS forecasting package is used to create a five-year forecast of U.S. retail sales in online and mobile gaming, revealing potential opportunities for growth and product development. Based on research, overall growth in the market should remain strong, resulting from four factors:

- increasing penetration rates for broadband Internet and 3G wireless phone networks
- a greater proportion of the population has grown up gaming and will continue to play as they age
- increased awareness of mobile gaming and online gaming capabilities as a result of new entries into these markets from established game companies with licensed titles and larger marketing budgets
- in-game advertising is becoming a desirable choice for major marketers.

For the purposes of this report, online gaming is defined as all revenue streams associated with games that are played on a personal computer either online (e.g. via a web browser) or gaming software downloaded and played on the personal computer.



Customers who bought this item also bought

Video Games in the United States 2008

Online Games Market in Taiwan

Online Game Market

Casual Gaming - Games for Everyone

China Online and Mobile Gaming 2008-2010

Global Online Gaming Report 2009

Online Games Market in Vietnam

Mobile Games: Subscription & Download, 2007-2012 (Fourth Edition)

Mobile Games Subscription & Download 2008-2013 - Fifth Edition -

Toys and Games - Global Outlook

Online Gaming in China: Web Games Lead the Next Wave

Mobile Online Gaming in China: A Booming and Promising Market



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