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Massively Multiplayer Online Games (MMOGs) - UK

Published by: Mintel International Group Ltd.

Published: Nov. 1, 2007 - 63 Pages


Table of Contents


ISSUES IN THE MARKET

Main issues

Definition

MMOs v Virtual Worlds

Abbreviations

MARKET IN BRIEF

Massive growth in titles

The casual gamer cometh

Resistance to subscriptions

World of Warcraft dominates MMOs…

…while Second Life and Habbo Hotel dominate virtual worlds

Asia dominates

Shifting revenue streams

The evolution from games to life sims

Thinking outside the screen

INTERNAL MARKET ENVIRONMENT

Key points

Video games market

Figure 1: Sales of video game hardware/software, 2001-11

MMOs in context

Raking it in rather than forking out?

The sociological aspect of MMOs

The inherent need for a sense of community

Getting MMOs right

Cross-promotional strategies and trans-media integration

MMOs the new battleground for TV networks…

…and toy manufacturers

BROADER MARKET ENVIRONMENT

Key points

PDI

Figure 2: Trends in personal disposable income and consumer expenditure, 2002-12

Age

Figure 3: Trends in the age structure of the UK population, by gender, 2002-12

Lifestage

Figure 4: Forecast adult population trends, by lifestage, 2002-12

Socio-economic groups

Figure 5: Forecast adult population trends, by socio-economic group, 2002-12

CONSUMER ELECTRONICS AND USE OF TECHNOLOGY

Kids and video game usage and ownership

Figure 6: Usage and ownership of computer games consoles and hand held games consoles, 2006

Household ownership of PCs

Figure 7: Household ownership of PCs, 2003-07

Ownership of mobile phones, PDAs, and video games consoles

Figure 8: Ownership of Mobile phones, PDAs, and Video games consoles, 2003-07

Internet and broadband penetration

Figure 9: Internet and broadband penetration at home, 2003-07

PCs and the under-11s

Figure 10: What 7-10s use PCs for, by demographic sub-group, 2006

The Internet and the under-11s

Figure 11: What children aged 7-10 use the Internet for, 2006

Money and the under-11s

Figure 12: How money is spent, 7-10-year-olds, 2002-06

PCs and older kids

Figure 13: What 11-14s use PCs for, by demographic sub-group, 2006

The Internet and older kids

Figure 14: What children aged 11-14 use the Internet for, 2006

Mobile phones and older kids

Figure 15: Most popular mobile phone features used by children aged 11-14, 2006

COMPETITIVE CONTEXT

Key points

GENERAL LEISURE SPEND

Figure 16: Consumer expenditure on selected leisure goods and activities, 2002-07

STRENGTHS AND WEAKNESSES IN THE MARKET

Strengths

Weaknesses

MARKET SIZE

Key points

Subscriber numbers

Figure 17: Top worldwide game subscriber numbers, 2005-07

WoW the king of MMOs

The future

MARKET SHARE

Key Points

MMO genres

Figure 18: MMO subscribers, by genre, June 2006

COMPANIES AND BRANDS

A few facts

COMPANIES

Blizzard Entertainment

Cryptic Studios

EA Mythic

Jagex

Linden Lab

NCsoft

Figure 19: NCSoft operational MMOs and launch dates, as at October 2007

Sony Online Entertainment

Figure 20: SOE operational MMOs and launch dates, as at October 2007

Square Enix

Sulake Corporation

Ubisoft

Other MMOs/social sites

THE GAME-PLAYING CONSUMER

Figure 21: Video game playing, June 2007

MMO and online virtual world players by demographic sub-group

Figure 22: MMO and online virtual world players, by demographic sub-group, June 2007

MMOS PLAYED AND LATENT POTENTIAL

Figure 23: MMO and online virtual world players, June 2007

ATTITUDES TOWARDS MMOS

Figure 24: Attitudes towards MMOs and online virtual worlds, June 2007

Positive attitudes towards MMOs by detailed demographics

Figure 25: Positive attitudes towards MMOs and online virtual worlds, by demographic sub-group, June

2007

Negative attitudes towards MMOs by detailed demographics

Figure 26: Negative attitudes towards MMOs and online virtual worlds, by demographic sub-group, June

2007

FORECAST - MMO PLAYING IN 2012

Conditions that will affect the market

The setting for the forecast

Three million MMO gamers by 2012

Figure 27: Forecast of the percentage of Internet users who have played subscription-based MMOs, 2007- 12

APPENDIX: RESEARCH METHODOLOGY

Abstract

This report assesses the Massively Multiplayer Online gaming (MMO) sub-sector of video game playing, and the most popular virtual worlds, such as Second Life and Habbo Hotel. When Mintel last analysed this market, in November 2005, MMOs, then widely known as MMOGs, were still very much in their infancy, in terms of mass-market acceptance and knowledge. Now, thanks to the likes of World of Warcraft (more than 9 million subscribers worldwide) and various MMOs aimed at kids, they are threatening to break into the mainstream video game sector.

However, developers are in danger of polluting the market through the massive choice available and rushing out titles that don’t further the genre, and which could, in fact, hold it back from legitimising itself. One of the ways in which developers can insure against this is to combine new technology with virtual world characteristics and make them a more complete experience.

There are few people in the industry who do not believe that virtual worlds are the next big evolution for the Web, with bricks-and-mortar businesses looking to exploit high active user numbers. The key will be whether developers, publishers and other concerns can turn virtual reality into real profits.



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