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Published by: IDATE
Published: Oct. 1, 2008 - 65 Pages
Table of Contents
- 1. Casual gaming in terms of use, marketing and content
- 1.1. Pong, or the first casual game
- 1.2. What exactly is casual gaming?
- 1.2.1. Casual games vs “core” games
- 1.2.2. Casual gamers vs committed gamers
- 1.2.3. Nintendo as a catalyst
- 1.3. The casual game (CG) range
- 1.3.1. Casual game genres
- 1.3.2. Game formats
- 1.3.3. The hits
- 1.4. The casual gamer’s profile and habits
- 2. Industry breakdown
- 2.1. Industrial context
- 2.1.1. Business-driven companies vs. content-driven companies
- 2.1.2. An attractive segment
- 2.2. The value chain
- 2.2.1. Developers
- 2.2.2. Publishers
- 2.2.3. Aggregators, distributors and retailers
- 2.2.4. Distributors
- 2.2.5. Retailers
- 2.2.6. Other players
- 2.3. Services that bring casual game success
- 2.3.1. Community services
- 2.3.2. Matchmaking services
- 2.3.3. Ranking and scoring services
- 2.3.4. Reward services
- 2.3.5. Information, organization and promotion services
- 2.4. Revenue models
- 2.4.1. Try-before-you-buy
- 2.4.2. In-site and in-game advertising
- 2.4.3. Micro-transactions
- 2.4.4. Tournaments
- 2.4.5. Retail
- 2.4.6. Subscriptions
- 2.4.7. Advergames
- 2.4.8. Mobile phones
- 2.5. Business models
- 2.5.1. Distribution of revenue
- 2.5.2. Fee
- 2.5.3. Royalties
- 2.5.4. Advertising revenues
- 3. Markets: challenges, trends and outlooks
- 3.1. Trends in casual gaming
- 3.1.1. Casual games on all systems
- 3.1.2. Media groups converge on casual games
- 3.1.3. Social games as the next generation of online casual games
- 3.1.4. Casual gaming as more than a growth driver for the audiovisual sector
- 3.1.5. The arrival of 3D
- 3.2. Challenges along the value chain
- 3.2.1. Development: establishing expert creativity
- 3.2.2. Core publishing: integrating the innovations of casual gaming
- 3.2.3. Casual publishing: rapid growth to challenge the competition
- 3.2.4. Online console stores: becoming a retailer and virtual world operator
- 3.2.5. Aggregation: catalogue volume and quality
- 3.2.6. Distribution: providing visibility
- 3.2.7. Retailers: maintaining a sought-after position
- 3.3. The outlook for the videogame market 2008-2012
- 3.3.1. The overall videogame market in EMEA
- 3.3.2. The overall videogame market in Asia-Pacific
- 3.3.3. The overall videogame market in North America
- 3.3.4. The overall videogame market in Latin America
- 3.3.5. The global videogame market
- 3.3.6. The casual game market on computer, on physical supports
- 3.3.7. The casual game market on computer, online
- 3.3.8. The casual game market on mobile phones
- 3.3.9. The casual game market on handheld consoles
- 3.3. The casual game market on home consoles
- 3.3. The global casual game market
- 3.3. Methodology
- 4. Appendices
- List of tables
- Table 1 Top 5 casual games on PC in 2004
- Table 2 Top 5 casual games on PC in 2005
- Table 3 Top 5 casual games on PC in 2006
- Table 4 Top 5 casual games on PC in 2007
- Table 5 Top 5 casual games on PC in 2008 (from January to July)
- Table 6 Casual gamers vs core gamers
- Table 7 Developer-publishers of casual games online
- Table 8 Aggregators of casual games online
- Table 9 Distributors of casual games online
- Table 10 Distributors of casual games online
- Table 11 Microsoft’s gaming services
- Table 12 Development of the videogame market by segment - EMEA
- Table 13 Development of the videogame market by segment - Asia-Pacific
- Table 14 Development of the videogame market by segment - North America
- Table 15 Development of the videogame market by segment - Latin America
- Table 16 Development of the videogame market by segment - world
- Table 17 Development of the casual game market on computer, on physical supports
- Table 18 Share of casual game revenue/Revenue of games on physical supports
- Table 19 Development of the casual game market online
- Table 20 Share of casual game revenue/Revenue of online games
- Table 21 Development of the casual game market on mobile phones
- Table 22 Share of casual game revenue/Revenue of games on mobile phones
- Table 23 Development of the casual game market on handheld consoles
- Table 24 Share of casual game revenue/Revenue from games on handheld consoles
- Table 25 Development of the casual game market on home consoles
- Table 26 Share of casual game revenue/Revenue from games on home consoles
- Table 27 Casual game market by segment
- Table 28 Casual game market by region
- Table 29 Share of sales accounted for by casual games, by segment
- List of figures
- Figure 1 Screenshot of Ricochet
- Figure 2 Screenshot of Luxor
- Figure 3 Screenshot of Mystery Case Files: Prime Suspects
- Figure 4 Screenshot of Mystery Case Files: Ravenhearst
- Figure 5 Screenshot from Dream Day First Home
- Figure 6 The casual game value chain and casual game companies (CGC)
- Figure 7 Screenshot of Madden NFL 08 (EA Sports)
- Figure 8 Revenue sources for CGCs
- Figure 9 The division of royalties
- Figure 10 Examples of RealNetworks partner advertisers
- Figure 11 Development of the share of sales accounted for by casual games on physical supports
- Figure 12 Development of the share of sales accounted for by casual games within online games
- Figure 13 Development of the share of sales accounted for by casual games on mobile phones
- Figure 14 Development of the share of sales accounted for by casual games on handheld consoles
- Figure 15 Development of the share of sales accounted for by casual games on home consoles
- Figure 16 Annual breakdown of casual revenue/segment revenue
- Figure 17 Development of casual gaming revenue by segment
- Figure 18 Annual breakdown of casual revenue/regional revenue
- Figure 19 Development of casual game revenue by geographic zone
- Figure 20 Breakdown of casual game sales in 2008 and 2012
AbstractCasual gaming is triggering
a revolution in the
traditional video game
industry, as well as in the
sectors of edugaming,
communication and the
media.
This study outlines the
business and revenue
models of companies
currently involved in the
industry, analyses current
trends, and examines the
outlook for the market
around the world.
Key questions
- How is casual gaming defined?
- What is the profile of the casual gamer?
- From developer to retailer: the organizations involved in the
industry.
- What are the business and revenue models?
- Global outlook 2008-2012: the videogame market, the casual
game market, the videogame market by support.
Please Note:The online download version is for a one to five user license.
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