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On-line and Mobile Gaming in the United States


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.


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


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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