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Web 2.0 Gaming Marketplace in AsiaPublished by: IDC Published: Oct. 31, 2008 - 35 Pages Table of ContentsTable of Contents IDC Opinion In This Study Introduction Methodology Sample Definition Sample Achievement Table: Sample Achievement Quotas Profile of Sample Figure: Gender Figure: Age Figure: Occupational Status Figure: Mean Weekly Online Gaming Duration Figure: Length of Online Gaming Experience SITUATION OVERVIEW Figure: Asia Online Gaming Revenue Forecast, 2007-2012 Figure: Asia Online Gamers Forecast Game Genres Currently Played Figure: Online Game Genres Currently Played Figure: Number of Game Types Played Concurrently Game Genre Player Profiles Figure: Player Profile by Game Genre Figure: Player Profile by Game Genre Repertoire Analysis Table: Factor Analysis Variances Figure: Repertoire Map Motivations Behind Online Gaming Figure: Motivations of the Online Gamer Figure: Motivations by Game Genres Most Liked Dislikes of Online Gaming Figure: Dislikes of Online Gaming Making Friends Online Figure: Proportion of Time Spent Gaming with Others Versus Playing Alone Figure: Friends Made Through Gaming Figure: Degree of Online Socialization Figure: Preferred Communication Tools Monetization and the Virtual Economy Spending in the Virtual Economy Figure: Spending on Virtual Goods and Services Figure: Mean Number of Items Bought Per Gamer Figure: Mean Amount Spent Per Month on Online Games Figure: Points of Purchase for Virtual Goods and Services Figure: Reasons for Virtual Goods and Services Purchase Figure: Preference for Gaming Payment Methods In-Game Advertising Figure: Preferred Pricing Model Figure: Placement Suitability of In-Game Ads Future Outlook Essential Guidance Figure: Summary of Online Gaming Development in Asia Learn More Related Research Synopsis AbstractThis IDC study provides insights to the motivations, preferences, and opinions of online gamers in Asia. Using consumer surveys conducted in six key markets, the report also examines their game spending habits, the ways they make friends online, as well as the dynamics of the gaming community. Implications of these results are further discussed, with conclusions to which future developments of the industry are proposed. "As online gaming in Asia matures, player demographics are likely to broaden, with more female and older Internet users expected to enter the market. At the same time, monetization may start to lean more heavily toward an ad-supported model than before. Combined with the relative stability of other game genres, these factors are likely to contribute to a boom in the development of casual games," says Debbie Swee, market analyst, Emerging Technology Advisory Services, IDC Asia/Pacific. Get Full Details About This Report >> |
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