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On-line and Mobile Gaming in the United States
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Description: |
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. |
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Contents: |
Introduction and Abbreviations Introduction Other relevant reports Definition Abbreviations and terms Abbreviations Terms Executive Summary CAGR of 42% since 2002 Sales expected to double by 2008 Technology enables game play content satisfies consumer preferences Women, adults, casual gamers PC gaming continues to gain popularity Competition from other gaming formats and free games Market participants wear many hats Established content providers gaining traction Consumer trends Future trends Market Drivers Hardware and communications penetration Broadband Figure 1: U.S. broadband household projections, 2000-10 Figure 2: Types of PC games played, by type of Internet access, October 2005 Mobile phones Figure 3: U.S. Mobile phone subscribers and penetration rate, 2000-05 Download-enabled phones Advances in cell-phone technology and mobile games Variety of content available Figure 4: Number of games offered by the major cell phone carriers, 2005 Adults, women, important markets for online and mobile games Figure 5: Computer and console gamers, by age, 2005 Women and online gaming Figure 6: Target markets for PC Games, by type of game Figure 7: Genres of games played online, by gender, October 2005 Women and mobile gaming Leisure/lifestyle changes Figure 8: Favorite leisure-time activities, 1995-2004 Gaming Competition from other gaming platforms and free content Game consoles and console software Free content Advergames Market Size and Trends Figure 9: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05 Figure 10: Graph: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05 Market Segmentation Overview Figure 11: Sales of online & mobile games, segmented by type, 2003 and 2005 Figure 12: Graph: Sales of online & mobile games, segmented by type, 2003 and 2005 Web and downloadable games Figure 13: Sales of Web & downloadable games, at current and constant prices, 2002-05 Multiplayer Online Games (MMOG) Figure 14: Subscription sales of MMOGs, at current and constant prices, 2002-05 Figure 15: MMOGs ranked by worldwide subscribers (excluding Lineage, Lineage II and Ragnarok online, May 2005 Mobile Games Figure 16: Sales of mobile games, at current and constant prices, 2002-05 Figure 17: Mobile game purchases by type of game and gender, Feb-April 2005 Figure 18: Best-selling mobile game titles, Feb-April 2005 Supply Structure Overview Figure 19: Market participants by segment Company profiles Introduction Participation in online gaming Figure 22: Frequency of online game play, May 2004-May 2005 Frequency of game play Figure 23: Mean monthly occasions of online game play, by select demographics, May 2004-May 2005 Influence of console and portable gaming on online gaming Figure 24: Online game play cross-tabulated with game console ownership, May 2004-May 2005 Attitudes of online gamers compared to users of online services Figure 25: Attitudes of online gamers compared to online service users, May 2004-May 2005 Types of games played Figure 26: Types of games played on the PC, by gender, October 2005 Figure 27: Types of games played on the PC, by age, October 2005 Figure 28: Graph: Types of games played on the PC, by age, October 2005 Mobile games Figure 29: Interest in mobile games, by age, October 2005 Figure 30: Graph: Interest in mobile games, by age, October 2005 Figure 31: Interest in mobile games, by household income, October 2005 Figure 32: Interest in mobile games, by marital status, October 2005 Figure 33: Interest in mobile games, by presence of children in the household, October 2005 Sources of purchase information for games Figure 34: Sources of information about games, by gender, October 2005 Figure 35: Sources of information about games, by age, October 2005 Figure 36: Sources of information about games, by marital status, October 2005 Genres of games played online on the PC Figure 37: Types of online games played on the PC, by gender, October 2005 Figure 38: Types of online games played on the PC, by age, October 2005 Figure 39: Types of online games played on the PC, by marital status, October 2005 Figure 40: Types of online games played on the PC, by presence of children under 18, October 2005 Purchase behavior toward mobile phone games Figure 41: Opinions about mobile gaming, October 2005 Spending on online and mobile games Figure 42: average spending on online and mobile games, October 2005 Summary Future and Forecast Future trends Overview Broadband penetration to push online gaming 3G wireless networks to push gaming Figure 43: 3G status and forecast for leading U.S. carriers, 2005 Release of next generation consoles will draw attention to this platform In-game advertising to become a significant revenue stream Figure 44: U.S. in-game advertising revenue forecast, 2003-09 Lines between platforms will continue to blur Increased competition from portable game players MARKET FORECAST Online and mobile games Figure 45: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08 Figure 46: Graph: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08 Web and downloadable games Figure 47: Forecast of U.S. sales of web and downloadable games, at current and constant prices, 2005-08 MMOGs Figure 48: Forecast of U.S. subscription sales of MMOGs, at current and constant prices, 2005-08 Mobile games Figure 49: Forecast of U.S. sales of mobile games, at current and constant prices, 2005-08 Forecast factors Appendix: Trade Associations Appendix: Game Magazine Circulation Figure 50: Paid circulation in game magazines Appendix: Cohort Definitions |
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Companies Mentioned |
Airborne Entertainment
The Beijing Digital-Red Mobile Software Co. (Digital-Red)
Blizzard Entertainment (Vivendi Universal)
CCP
Digital Chocolate
Disney
Electronic Arts
Funkitron
GameHouse
Gameloft
Glu Mobile (formerly Sorrent)
Gravity Online
HipSoft
iFone
I-Play (formerly Digital Bridges)
In-Fusio
iWin
Jagex
JAMDAT Mobile (EA)
MFORMA
Mythic Entertainment
Namco America
NCsoft
PlayFirst
PopCap Games
Reflexive Entertainment
Sony Online Entertainment
Sprout Games
Square Enix
Superscape Group
THQ Wireless
Turbine Games
Advertising and Promotion
Overview
Company Activity
AOL Games
Cingular Wireless
GameHouse/RealArcade
GameTap
Oberon Media
PlayFirst
PopCap Games
Pogo.com
Shockwave.com
Yahoo! Games
distributors
AOL Games
AtomShockwave/Shockwave.com
Big Fish Games
Happy Puppy
Microsoft Zone
Pogo.com (Electronic Arts)
RealArcade/GameHouse
Yahoo! Games
Aggregators to third-party websites
Trymedia
Oberon Media
Mobile Game Distributors
Verizon Wireless
Cingular Wireless
Sprint Nextel
T-Mobile USA, Inc.
Alltel
Third-Party Mobile Game Distributors
Nokia
MMOG Distributors |
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