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| Casual Gaming Market UpdateDownload Table of Contents (PDF) The Bottom Line 1.0 Notes on Methodology 2.0 Definition of Casual Games 3.0 Casual Gaming Market Overview 3.1 Consumer Adoption and Important Implications 3.2 Demographics of Casual Game Audience 3.2.1 The PC Platform 3.2.2 The Console Platform 3.3 An Overview of the Industry Value Chain 3.4 Industry Characteristics 3.5 Analysis of Key Industry Players 3.5.1 Positioning of Key Players 3.5.2 Casual Game Developers 3.5.3 Casual Game Publishers 3.5.4 Distributors and Aggregators 3.5.5 Casual Game Portals 3.6 Key Technologies and Trends 3.6.1 Popular Development Platforms: Balancing Issues 3.6.2 DRM Solutions: Build or Buy 3.6.3 Emerging Trends 4.0 Established Business Models of Casual Gaming 4.1 Try-Before-You-Buy 4.2 Web-based Advertising 4.3 Subscription Services 4.4 Skill-Based Gaming 4.5 Advergames 4.6 A Comparison of Existing Business Models 5.0 Emerging Platforms, Distribution Channels, and Business Models 5.1 Emerging Platforms and Channels 5.1.1 Game Console 5.1.2 Bricks-and-Mortar Retail 5.1.3 Mobile Phones 5.1.4 Portable/Handheld Devices 5.1.5 TV Set-top Box 5.2 Emerging Business Models 5.2.1 In-Game Advertising 5.2.2 Micro-transaction 5.3 New Genres 5.3.1 Advanced Casual Games 5.3.2 Casual MMO 5.3.3 The Surge of the Middle Market 6.0 Other Important Issues 6.1 Entrance of Large Publishers & Industry Consolidation 6.2 Web 2.0 and Casual Games 7.0 Market Forecasts 7.1 Frecast Methodology 7.2 Detailed Forecasts 8.0 Market Implications and Key Recommendations Resource Book 1.0 Consumer Adoption of Casual Gaming 1.1 Growth of PC Casual Gaming 1.2 Shifting Demographics of PC Casual Audience 1.3 Popular Casual Gaming Services 1.3.1 Popular PC Casual Gaming Services 1.3.2 Analysis of Xbox Live Service 1.4 Popular Casual Game Genres 2.0 Segmentation of Gamers 2.1 Segmentation of Internet Gamers 2.2 Segmentation of Casual Gaming Audience 2.3 Demographics of Casual Audience by Platforms 3.0 Analysis of Gamer Behaviors 3.1 Hours Spent on Online vs. Offline PC Gaming 3.2 Session Length: Online vs. Offline PC Gaming 3.3 Social and Family Gaming Behavior 3.4 Monthly Expenditure on Games 3.4.1 Expenditure on Games in General 3.4.2 Monthly Expenditure on Games Among Casual Gaming Audiences 4.0 Consumer Interest in Alternative Business Models 4.1 Massively Multiplayer Online Games and Casual Gaming 4.2 General Perception of Game Advertising 5.0 Profiles of Casual Game Developers and Publishers 5.1 Big Fish Games 5.2 MiniClip 5.3 Mumbo Jumbo 5.4 NeoEdge Networks, Inc. 5.5 PlayFirst 5.6 PopCap Games 5.7 Sandlot Games 5.8 Sierra Online (Division of Vivendi Games) 5.9 WildTangent 6.0 Profiles of Aggregators and Distributors 6.1 Boonty S.A. 6.2 Oberon Media 6.3 Trymedia (Macrovision) 7.0 Profiles of Online Portals and Retailers 7.1 AOL Games 7.2 EA / Pogo.com 7.3 Microsoft Network Games (MSN Games) 7.4 RealArcade 7.5 Shockwave Games 7.6 Yahoo! Games 8.0 Profiles of Technology Providers 8.1 Adobe Systems, Inc. 8.2 Sun Microsystems / Java The Bottom Line
U.S. Consumers Play Online Games Most Often Resource Book
U.S. Consumers Play Online Games Most Often Publish Date: 3Q 2007 Pages: 162 Authored By: Parks Associates - About Parks Associates
Executive Editor: Tricia Parks
© September 2007 Parks Associates All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher. Printed in the United States of America.
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