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Asia/Pacific (Excluding Japan) Online and Device Gaming Overview

Published by: IDC

Published: Dec. 22, 2008 - 47 Pages


Table of Contents


Table 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

Abstract

This 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.



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