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In-Depth Analysis: Asia/Pacific Online Gaming Market: Understanding the User Product Image

In-Depth Analysis: Asia/Pacific Online Gaming Market: Understanding the User

  • Published: December 2006
  • Region: Asia
  • 47 pages
  • In-Stat/MDR

The revenue forecast for the total online gaming market in the Asia/Pacific region during the period of 20052010 is expected to grow strongly, as consumer awareness increases and new technologies allow greater content and variety of games. Total market revenues for Asia/Pacific in 2005 stood at US$3.2 billion and will have a 16.4% CAGR from 20052010, arriving at US$6.8 billion in 2010.
Our "Online Content 2006 Survey", conducted in seven Asia/Pacific countries, shows that online gaming is among the most potential online content services for consumers. The survey reveals the viewpoint of the broadband user towards online gaming, and analysis of the results of the survey provides insight into the factors leading to these results, as well as possible solutions. Usage levels and spending patterns of current Asia/Pacific gamers are also included. Key gaming developers in various countries are profiled.

The report, "Asia/Pacific Online Gaming Market: Understanding the User", contains forecasts for online gaming revenues for Asia/Pacific through 2010, with detailed analysis for key country markets like Japan, South Korea, and China.

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Executive Summary
Methodology
Introduction
Types of Online Games
Massively Multiplayer Online Role-Playing Games
Massively Multiplayer Online First-person Shooter Games
Massively Multiplayer Online Real-time Strategy Games
Browser Games
Game Type Trends
Online Gaming Value Chain
Aggregators
Gaming Developers
Asia/Pacific Market Drivers and Constraints
Market Drivers
Growing Internet Penetration in Households
Increased Content Development for Online-Specific Games
Wider Access Mediums Expected to Accelerate Demand
Broadening Appeal of the Demographic Market
Unique Online Gaming Experience Offered
Market Constraints
Retail Software Vendors Lack Online Focus
Difficulty of Obtaining Exclusive Relationships with Publishers
Latency Issues Obstruct Content Quality
Uncertainty of Revenue/Business Model Stifles Growth
Piracy Discourages Gaming Developments
Online Content Survey
Type of Internet Access
Percentage of Online Game Users
Online Game Users
Frequency of Playing Online Games
Duration of Playing Online Games
Favorite Type of Online Games
Server for Playing Online Games
Drivers for Online Gaming Uptake
Spending Patterns
Payment Method for Online Gaming
Non-online Game Users
Reasons for Not Playing Online Games
Non-paying Respondents Spending Potential
Asia/Pacific Market Projections
South Korea
Japan
China
Taiwan
Other Asia/Pacific Markets
Key Online Game Developer Profiles (Japan/South Korea/Taiwan/ China)
Japan
GaiaX Co. Ltd.
Square-Enix
Sony Online Entertainment
Daito Giken
South Korea
WEBZEN
NCsoft, Inc
Gamevil
ZIO Interactive
Taiwan
Softstar Entertainment Inc
Soft-World International
Chinese Gamer
China
Shanda Entertainment
Related Report
Offices

List of Tables
Table 1. Asia/Pacific Online Gaming Market Revenue, 20042010 (US$ Millions)
Table 2. South Korea Online Gaming Market, 20042010 (US$ Millions)
Table 3. Japan Online Gaming Market, 20042010 (US$ Millions)
Table 4. China Online Gaming Market, 20042010 (US$ Millions)
Table 5. Taiwan Online Gaming Market, 20042010 (US$ Millions)
Table 6. Asia/Pacific Other Online Gaming Markets, 20042010 (US$ Millions)

List of Figures
Figure 1. Asia/Pacific Online Gaming Revenue Forecast, 20042010 (US$ Millions)
Figure 2. Online Gaming Value Chain
Figure 3. Age Breakdown of Survey Respondents
Figure 4. Types of Broadband Internet Access
Figure 5. Percentage of Online Game Respondents by Country
Figure 6. Frequency of Playing Online Games
Figure 7. Duration of Playing Online Games
Figure 8. Favorite Type of Online Games
Figure 9. Server Accessed for Playing Online Games
Figure 10. Drivers for Online Gaming Uptake
Figure 11. Amount Spent per Month on Online Gaming, per User (US$)
Figure 12. Payment Method for Online Gaming
Figure 13. Reasons for Not Playing Online Games
Figure 14. Non-online Gaming User Spending Potential
Figure 15. South Korea Online Gaming Market, 20042010 (US$ Millions)
Figure 16. Japan Online Gaming Market, 20042010 (US$ Millions)
Figure 17. China Online Gaming Market, 20042010 (US$ Millions)
Figure 18. Taiwan Online Gaming Market, 20042010 (US$ Millions)
Figure 19. Asia/Pacific Other Online Gaming Markets, 20042010 (US$ Millions)

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