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Western World MMOG Market: 2006 Review and Forecasts to 2011

Published by: Screen Digest

Published: Mar. 1, 2007 - 76 Pages


Table of Contents



Table 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

Abstract

Screen 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 analysis

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