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Casual Gaming

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

Abstract

Casual 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.



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