|
Asia/Pacific (Excluding Japan) Online and Device Gaming OverviewPublished by: IDC Published: Dec. 22, 2008 - 47 Pages Table of ContentsTable of Contents IDC Opinion In This Study Methodology Executive Summary Situation Overview Asia/Pacific (Excluding Japan) Gaming Market Asia/Pacific (Excluding Japan) Online Gaming Market Table: Asia/Pacific (Excluding Japan) Online Gaming Market by Geography, 2006-2007 (US$M) Figure: Asia/Pacific Online Gaming Subscription Revenue by Geography, 2006 Figure: Asia/Pacific Online Gaming Subscription Revenue by Geography, 2007 Market Drivers Market Inhibitors Emerging Trends Asia/Pacific (Excluding Japan) Mobile Online Gaming Market Figure: Asia/Pacific (Excluding Japan) Mobile Online Gamers by Selected Country, 2006 and 2007 Market Drivers Market Inhibitors Emerging Trends Asia/Pacific (Excluding Japan) Videogame Hardware and Software Market Videogame Console Overview Figure: Asia/Pacific (Excluding Japan) Videogame Console Adoption by Country, 2007 Figure: Asia/Pacific (Excluding Japan) Videogame Console Ownership by Country, 2007 Handheld Gaming Overview Asia/Pacific (Excluding Japan) Handheld Videogame Adoption and Ownership Figure: Asia/Pacific (Excluding Japan) Handheld Videogame Adoption by Country, 2007 Figure: Asia/Pacific (Excluding Japan) Handheld Videogame Ownership by Country, 2007 Future Outlook Forecast and Assumptions Online Gaming Table: Asia/Pacific (Excluding Japan) Online Gaming Market, 2007-2012 Mobile Online Gaming Table: Asia/Pacific (Excluding Japan) Mobile Online Gamers Market by Selected Countries, 2007-2012 (Million) Videogame Hardware and Software Videogame Hardware Analysis Table: Asia/Pacific (Excluding Japan) Videogame Hardware Shipments by Platform, 2007-2012 (000) Videogame Software Analysis Table: Asia/Pacific (Excluding Japan) Videogame Software Shipments by Platform, 2007-2012 (000) Table: Key Forecast Assumptions for the Asia/Pacific excluding Japan Connected Gaming Market, 2008-2012 Market Context Online Gaming Mobile Online Gaming Console Gaming Table: Asia/Pacific (Excluding Japan) Connected Gaming: Comparison of 2007 and 2008 Forecasts Essential Guidance Online Gaming Mobile Online Gaming Console/Handheld Gaming Learn More Related Research Definitions Online Gaming Definitions Online Games Casual Games Serious Games Subscriptions Online Gamers Mobile Online Gaming Definitions Console Gaming Definitions Synopsis AbstractThis IDC study provides information and insights in the dynamics, market size, and forecast trends of three gaming markets in Asia/Pacific (excluding Japan) or APEJ. The markets covered are online gaming, mobile online gaming, and console gaming. The online gaming and mobile online gaming highlight various market drivers and inhibitors in 2007, while console gaming offers a look at adoption and ownership rates across the region. "In 2007, the APEJ gaming market continued to develop due to higher Internet and broadband penetration. Lower PC and handset prices also helped drive the market's expansion. A key trend in 2007 was the rising number of casual players of PC and console games. The growing spread of feature-rich mobile phones also boded well for the mobile online gaming segment," says Poon-Wei Ang, market analyst, Software Research, IDC Asia/Pacific. Get Full Details About This Report >> |
|
|||
|
About MarketResearch.com
|
||||