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Entertainment-on-Demand: Online Gaming Services

  • ID: 42925
  • Report
  • January 2004
  • 126 pages
  • Parks Associates
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Approximately 14 percent of U.S. broadband households are interested in gaming-on-demand services, although variation within this population indicates a need for diversity in service offerings.

Interest in a gaming-on-demand service, which enables users to stream or download full-featured electronic games and demos to their PCs or game consoles via the Internet, is the strongest among game enthusiasts. More than 50% of online game enthusiast households are interested in such a service, compared with less than 20% of moderate gamer households and less than 10% of casual PC gamer households.

“This observation does not necessarily mean strategies currently pursued by gaming-on-demand service providers – focusing on casual and moderate gamers – are off track,” said Yuanzhe (Michael) Cai, research analyst . “The sheer size of these two groups warrants a lot of attention. Nevertheless, service providers might consider tiered services as a means to attract more subscribers from the total potential gaming audience.”

This report gathers data from three large-scale consumer surveys and compiles and analyzes consumer interests and preferences in gaming-on-demand services. In addition, the report analyzes the potential opportunities and threats gaming-on-demand services will bring to different players in the gaming industry value chain and provides detailed information of the major companies catering to gaming-on-demand services.

Note: Product cover images may vary from those shown
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1.0 Executive Summary
2.0 Definition, Categories, and Business Models
2.1 Definition of a Gaming-on-Demand Service
2.2 Different Gaming-On-Demand Business Models

3.0 The Industry Impact of Gaming-on-Demand Services
3.1 Game Developer/Game Publisher
3.1.1 Brief Overview
3.1.2 Opportunities and Threats
3.2 Distributor/Retailer
3.2.1 Brief Overview
3.2.2 Opportunities and Threats
3.3 Broadband Service Providers/Internet Portals
3.3.1 Brief Overview
3.3.2 Opportunities and Threats
3.3.3 Yahoo! Games on Demand
3.4 Hardware Manufacturers
3.4.1 Personal Computers
3.4.2 Game Consoles
3.4.3 PC Game Consoles

4.0 Gaming-on-Demand Enablers and Various Gaming-On-Demand Models
4.1 Exent
4.2 TryMedia
4.3 Valve
4.4 G-Cluster
4.5 Stream Theory
4.6 Real One Arcade
4.7 K2 Networks

5.0 Consumers and Gaming-on-Demand Services
5.1 Demand for Broadband Services
5.2 Game Console Penetration
5.3 Consumer Adoption of Online Gaming
5.4 The Broadband Gaming Households
5.4.1 Broadband Gaming Households Segmentation
5.4.2 Popular Sources for Gaming Information
5.4.3 Purchase of Gaming Software
5.4.4 Distribution Channel of Gaming Software
5.4.5 Console vs. PC Games
5.5 Gaming-on-Demand Services: Current Usage and Consumer Interest
5.5.1 Current Usage of Gaming-on-Demand Services
5.5.2 Popular Websites for on-Demand Gaming
5.5.3 General Interest in a Gaming-on-Demand Service
Internet Connection and Gaming-On-Demand
Electronic Gaming Experience and Gaming-On-Demand
Interest in Gaming-On-Demand and Gaming Software Expenses
Consumer Interest in Gaming-On-Demand and Demographical Characters
5.6 Consumer Preference of Gaming-On-Demand Services
5.6.1 Payment Options
5.6.2 Service Features
5.6.3 Gaming Platforms
5.6.4 Desirable Characteristics
5.7 The Ultimate Broadband Entertainment Bundle

List of Figures

Figures

Figures in Section 5.0

-Satisfaction with Narrowband Service

-Likelihood of Upgrading to Broadband Internet Service

-Game Console Ownership among All U.S. Households

-Game Console Ownership among Broadband Households

-Game Console Penetration (2001-2003)

-Interest in Purchasing a Game Console in the Next Twelve Months

-How Often Do Internet Households Play Online Games

-How Often Do Broadband Households Play Online Games

-Participation of Broadband Households in Multiplayer Online Games

-Type of Gaming Households and Participation in MMOG

-Impact of Online Gaming on Broadband Services

-Percentage Breakdown of Different Gamer Households

-Different Segments of Broadband Gaming Households (In Millions)

-Sources Most Often Used to Gather Gaming Information

-Types of Gaming Households and Sources Most Often Used for Gaming Information

-Monthly Expenses on Gaming Software

-Types of Gaming Households and Monthly Gaming Expenses

-Distribution Channels Most Often Used to Purchase Gaming Software

-Types of Gaming Households and Places Most Often Used to Purchase Gaming Software

-Amount of Time Spent Playing Console vs. PC Games

-Current Use of Gaming-on-Demand Services

-Types of Gaming Households and Their Usage of Gaming-on-Demand Services

-Percentage Breakdown of Gaming-on-Demand Gamer Households

-Websites Most Often Used for on-Demand Gaming Services

-Types of Households and Websites Most Frequently Used for on-Demand Gaming

-Broadband Households Interest in Gaming-on-Demand Services

-Type of Internet Connection and Interest in Gaming-on-Demand Services

-Types of Internet Households and Preference of Using TV for PC Games

-Types of Gaming Households and Their Interest in Gaming-on-Demand Services

-Experience of Gaming-On-Demand Services and Interest in Gaming-On-Demand

-Monthly Expenses for Gaming Purchases or Rentals (Households Interested in Gaming-On-Demand Services)

Gender of Heads-of-Households and Interest in Gaming-On-Demand Services

-Female College Students Prefer PC Games over Console Games

-Number of Children Living in the Households and Interest in Gaming-on-Demand Services (National Representative)

-Age of Heads-of-Households and Interest in Gaming-on-Demand Services (National Representative)

-Payment Preference for a Gaming-on-Demand Service

-Feature Preferences for Gaming-on-Demand Services

-Preferred Platform for Playing Games-on-Demand

-Most Desirable Performance Characteristics of a Gaming-on-Demand Service

-Types of Households and Desirable Performance Characteristics of a Gaming-On-Demand Service

-Types of Households and Their Interests in Paying for Guaranteed Download Bandwidth

-Types of Gaming Households and Their Interests in Paying for Guaranteed Symmetrical Bandwidth

-Households Interested in a Gaming-On-Demand Service More Likely to Subscribe to an Online Music Service

-Networked Households (or Intenders) Interested in Gaming-On-Demand Service More Interested in a Video Downloading Service

Note: Product cover images may vary from those shown
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Note: Product cover images may vary from those shown
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