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Massively Multiplayer Games State of Affairs & Outlook

Published by: IDATE

Published: Sep. 1, 2006 - 40 Pages


Table of Contents



1. Current state of affairs

1.1 Definition of massively multiplayer online games

Games: interaction, 2D/3D animation, personalisation, scenario, characters’ progress

Massively multiplayer: 5,000 gamers connected simultaneously

Persistent or online and potentially persistent over various devices

The community aspect

The success of WoW

1.2 Features of the offer

An offering dominated by role playing games for hardcore gamers

The offer’s expansion, including fully web-based MMG, available for free and aimed at occasional gamers

The popularity of occasional games

The shape of things to come: increasing demand thanks to the growing Internet population

1.3 Community at the heart of the matter

A central component to gaming, and a unique media phenomenon

Characteristics (codes, genres…), communication modes

The communities’ contributions to the game.

2. The players

2.1 The top MMG

The pioneers: Asheron's Call, EverQuest, Lineage, Ultima Online

Community-centric: Dark Age of Camelot

The World of Warcraft phenomenon

The new generation: ToonTown, Dofus, Second Life

Subscribers: numbers, breakdown by game, by genre, by geographical zone

2.2 The business models

Subscribers: number, breakdown by game, genre, geographical area

Dominance of the subscription model

Free games/advertising

Micropayment

2.3 The players

The publishers involved, origins, strategies

The sector’s industrial organisation: production, operation, publishing, distribution

The service’s organisation

3. Trends

3.1 What’s so special about MMG?

Innovative gameplay

Development technologies

Favourable technological environment

Business model

3.2 New trends

New trends in MMG: Flash games

Web-based

Occasional

Non-video game persistent universes

Future business models

Game distribution modes: going all digital?

3.3 MMG and the mass market

Is a global mass market possible? Under what conditions, and on which devices?

Is the public ready for persistent universes like Cryopolis and Second Life?

What business model for the mass market?

3.4 Gamer communities driving the success of MMG

The role of gamer communities

Community features

How do they influence a game’s success or failure?

3.5 Relationship between MMG and persistent universes

Community at the heart of PU

Integration through immersion

Real time interactivity

Current and future persistent universe applications outside the realm of video games

Learning curve, simulation, serious games?

4. Stakes & challenges

MMG on other devices: home consoles, mobile phones, handheld consoles

Forecasts: MMG’s share of video game market revenues

Abstract

Features of the massively multiplayer online role playing game offer and business models. Massively multiplayer games (MMG) and the mass market: from hardcore to occasional gamers. MMG as laboratories for future applications: the community phenomenon, growing ubiquity of persistent universes… New gaming trends and growth outlook, going beyond video games and reaching a broader array of devices.

These past two years have marked a radical departure in the dissemination and content of massively multiplayer games:
  • Unprecedented success of World of Warcraft (WoW), from Vivendi Universal Games subsidiary, Blizzard Entertainment. Boasting close to 7 million subscribers (each paying roughly 12 USD a month), WoW has become the most widely-played online game in the world - outperforming South Korean rivals - and one of the highest earners. Does this overwhelming popularity herald MMG’s transition to the mass market?
  • Ongoing innovation, with cases in point that include Dofus from French studio, Ankama, enjoying rave reviews from gamers and industry members alike.
  • Growing popularity of web-based massively multiplayer games, both hosted and not, including Habbo Hotel, Kochon Land, Ogame and Battle Arena - aimed at players without (or no longer) the time to devote themselves fully to complex gaming universes, but who still crave interactive entertainment.
  • Development of a virtual economy inside the games: Second Life (Linden Lab), Entropia Universe (MindArk), World of Warcraft and most of the major titles all offer features enabling trade within the game itself. These new trends taking shape in the very specific world of MMG have also become the source of broader explorations in a variety of other areas, where the notion of persistent universe is becoming a central part of development and innovation (mobile services, desktop software, online applications…).
Key questions
  • Is a global mass market possible? Under what conditions, and on which devices?
  • What will be the business models of the future?
  • What role do gamer communities play?
  • Online game distribution modes: going all digital?
  • What breakdown between production, operation, publishing and distribution?
  • Is the public ready for persistent universes?


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