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Web 2.0 Gaming Marketplace in Asia

Published by: IDC

Published: Oct. 31, 2008 - 35 Pages


Table of Contents


Table 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

Abstract

This 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.



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