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Western World MMOG Market: 2006 Review and Forecasts to 2011Published by: Screen Digest Published: Mar. 1, 2007 - 76 Pages Table of ContentsTable of contents Tables and charts Executive summary Introduction Overview of the report contents Feedback Market definitions Sector cross-over leads to MMOG market fragmentation MMOG types MMOG genres MMOG settings MMOG origination and timeline 1980s 1990s 1997 1999 2000s 2003 2004 2005 2006 Methodology Exchange rates used Geographical scope of report Addressable market for PC and console MMOGs MMOG gamer demographics MMORPGamers More mass market Gender profile Social dimension Younger profile Young males the core market MMOGamer demographic expansion Younger users MMOGs: A recent history and market overview Before and after: World of Warcraft MMOG strategies are a blueprint for the future of the online games industry MMOG market value chain How the value chain is changing Virtual worlds and media market convergence Developers Middleware vendors In- and around-game advertising networks Distributors Publishers Platform owners Sony announces Home for the PlayStation 3 Operators The financial challenges of MMOG operation ISPs Consumers Content trends in 2006 and moving forward Content intellectual property trends Licensed IP trends Game IP trends Subscription market value by IP profile Platform support trends Platform support: existing content versus content pipeline Language support trends Subscriber market share by language support Content origin trends Content origin: existing content versus content pipeline Subscriber market value by content origin Content genre trends Content genre: existing content versus content pipeline Subscriber market value by content genre Game type trends Content setting trends Content setting: existing content versus pipeline Subscriber market value by content setting Service business model analysis Subscription Strengths Weaknesses Virtual item purchase In- or around- game advertising CPM rates Corporate Use of Virtual Worlds Adverworlds Future business models User generated content Real money trade Profitability and development cost Profitability Development perspective Middleware and software development tools Current performance of subscription MMOGs Western World MMOG market size and forecast Other business models MMOG subscription forecast The broadband influence ARPU trends Individual title performance Publisher subscription market share Notes on player populations Challenges to business development in Europe Billing and payments solutions: Product localisation: Sales tax on computer services: Country market share and forecasts Subscriber share Subscription revenue share Appendix A AbstractScreen Digest has found that the market value for massively multiplayer online games in the West hit $1bn for the first time in 2006. The North American subscription market was worth $576m, while Europe was worth $299m. While subscription services continue to dominate in the West, accounting for 87% of the market, virtual item sales and in-game advertising have also made their mark during the year. The growing impact of these new business models is symptomatic of the increasing influence of traditional MMOGs on other online platforms and games sectors, such as social networking sites and casual online games. Both of these sectors are now broadly adopting many MMOG-like strategies and characteristics. Author of the report Piers Harding-Rolls says "During the past few years the Western landscape for massively multiplayer online games has become increasingly fragmented following the introduction of new genres of games including social networking, virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental to the incumbent subscription business." Screen Digest forecasts that by 2011 over 10 million subscription accounts will generate $1.5bn in consumer spending on this growing sector of the online games market. Over the forecast period Europe will enjoy the strongest growth between the two Western regions. This highlights a key trend identified through the research - namely that there is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation and stronger broadband growth. Key findings: Market value for MMOGs in the West hit $1bn for the first time in 2006. Market growth has been helped by the introduction of more casual MMOG experiences and new business models. The North American subscription market was worth $576m, while Europe was worth $299m. By 2011 the MMOG subscription market will be worth over $1.5bn and Europe will enjoy the stronger growth between the two Western regions Over the five year period, Germany will remain the largest subscription market in Europe, followed by the UK. France will see the most significant value growth of over 16% CAGR over the term, whilst Spain and Italy will both experience subscription value CAGR of more than 15%. World of Warcraft is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was Runescape from UK developer/publisher Jagex. In the report: Western World MMOG market size and forecasts to 2011 Subscription market size and forecasts to 2011 for North America and Europe and key country territories 2006 market size for MMOG virtual item purchase and in-game advertising markets Individual subscription title performance Publisher ranking by subscription revenue and market share MMOG addressable markets MMOG gamer demographics MMOG market value chain analysis MMOG content trends analysis MMOG service business model analysisGet Full Details About This Report >> |
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