- Access & Entertainment Services
- Test cat
- Advertising
- Connected Home Sys. & Srvcs
- Digital Living Overview
- Digital Health
- Digital Home Support Services
- Digital Media
- Mobile and Portable
Core Research Areas
Related ResearchPrimary ResearchConsumer Research ProjectsWhite PapersRegister to download free white papers.NewslettersReceive regular updates to your email.
| Online Gaming: Global OutlookDownload Table of Contents (PDF) The Bottom Line Online Gaming: Global Outlook – Dashboard 1.0 Notes on Methodology and Report Focus 1.1 Data Sources 1.2 Scope of Report 1.3 Definitions 2.0 Online Gaming: a Market Overview 2.1 Summary of Different Online Gaming Categories 2.2 Online Gaming Market: a Bird’s Eye View 2.3 Key Consumer Findings 3.0 MMORPGs 3.1 Market Overview 3.1.1 The Subscription Model 3.1.2 The Episodic Model 3.1.3 The Free-to-Play, Virtual Goods Model 3.2 Drivers and Inhibitors 3.3 Competitive Analysis: Key Industry Players 3.3.1 The Subscription Model 3.3.2 The Free-to-Play, Virtual Goods Model 4.0 Online Console Gaming 4.1 Market Overview 5.0 Online Casual Gaming 5.1 Market Overview 5.1.1 Try and Purchase 5.1.2 Subscription Services 5.1.3 Casual Game Advertising 5.1.4 Flash Games 5.2 Drivers and Inhibitors 5.3 Competitive Analysis: Key Industry Players 6.0 Social Gaming 6.1 Market Overview 6.2 Drivers and Inhibitors 6.3 Competitive Analysis: Key Industry Players 7.0 Online Gaming for Children 7.1 Virtual Worlds, Casual Games and Junior MMOs 7.1.1 Independently Produced Virtual Worlds 7.1.2 Real Toys in Virtual Worlds 7.1.3 Media Companies in Virtual Worlds 7.1.4 Casual Games and MMOs 7.2 Market Drivers, Following the Target 7.3 Business Models in Children’s Gaming 7.3.1 Free-to-play: Freemium and Microtransactions 7.3.2 Retail Tie-Ins: Toy Purchase-based Subscription Models 7.3.3 Ad-supported Children’s Gaming 7.4 COPPA 8.0 Online Gaming Technology Enablers 8.1 CDNs 8.2 In-Game Marketplace Solution Providers 8.3 VOIP Solution Providers 9.0 Gaming 2.0 9.1 Cloud-based gaming 9.2 User-Generated Content 9.3 Gamer Social Networks 9.4 Offline games requiring online connectivity 10.0 Market Forecasts and Strategic Recommendations 10.1 Market Forecasts: MMORPGs 10.2 Market Forecasts: Casual and Social Gaming 10.3 Strategic Recommendations 10.3.1 Game Publishers 10.3.2 Service Providers 10.3.3 Retailers
Online Gaming Categories Publish Date: 4Q 2010 Pages: 101 Authored By: Pietro Macchiarella - Research Analyst Laura Allen Phillips - Research Analyst
Executive Editor: Tricia Parks
© October 2010 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.
Disclaimer |