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Digital Media - Gaming, Gambling & Virtual Worlds

Published by: Paul Budde Communication Pty Ltd

Published: Apr. 23, 2009 - 15 Pages


Table of Contents



1. Synopsis

2. Introduction

3. Online gambling

3.1 Gambling market overview and statistics

3.2 Mobile gambling

3.3 A new push to revoke US gambling ban

3.4 Brief case study: PartyGaming

3.5 Online poker

3.6 Online gambling and fraud

4. Online gaming

4.1 GameHers’ and casual gaming

4.2 Online gaming statistics

5. Mobile gaming

5.1 Mobile gaming statistics

5.2 Analysis

5.3 Key findings of the Mobile Lifestreams report

5.4 Additional conclusions - Mobile Lifestreams report

6. Virtual Worlds

6.1 Virtual worlds for younger users

6.2 Virtual worlds for education

6.3 Virtual malls for shopping

6.4 Risks of business in a virtual world

6.5 Virtual World statistics

6.6 Brief case study: Second Life

7. In-game advertising

8. Related reports

List of Tables and Exhibits

Table 1 - Worldwide online gambling revenue - 1997; 2001; 2004; 2006; 2008

Table 2 - Worldwide revenue from all forms of gambling - 2005; 2007; 2012

Table 3 - Regional revenue from all forms of gambling - 2006 - 2007; 2012

Table 4 - Total value of bets placed via mobile gambling worldwide - 2006; 2009; 2010

Table 5 - PartyGaming revenue - 2006 - 2008

Table 6 - PartyGaming daily users - 2006 - 2007

Table 7 - Online poker players worldwide - 2005 - 2006; 2009

Table 8 - Worldwide online poker revenue - 2004; 2007

Table 9 - Worldwide online gaming revenue and annual change - 2000 - 2008; 2012

Table 10 - Online gaming revenue market share - leading regions - 2012

Table 11 - US video game revenue for console, PC, online and wireless - 2008

Table 12 - Worldwide mobile gaming revenue - 2004 - 2009; 2013

Table 13 - Worldwide mobile game users - global monthly averages - 2005; 2010

Table 14 - Top 10 mobile game publishers worldwide - market share - May 2006

Table 15 - Number of virtual worlds worldwide - 2007; 2009

Table 16 - Second Life subscribers - 2006 - 2008

Table 17 - Market share of Second Life active users by country - 2007

Table 18 - Online game advertising spend worldwide - 2007 - 2008; 2012

Exhibit 1 - Key players in gaming industry sectors worldwide

Exhibit 2 - Examples of top online games sites in the US - 2008

Exhibit 3 - Examples of popular mobile games

Exhibit 4 - Characteristics of virtual worlds

Exhibit 5 - Definition: online avatar

Exhibit 6 - Examples of virtual worlds

Exhibit 7 - Examples of virtual worlds for younger users

Exhibit 8 - Linden Labs ban on gambling

Exhibit 9 - Second Life financials - 2007 - 2008

Exhibit 10 - Anarchy Online by Funcom




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Abstract

The global online gambling industry continues to grow, despite the US regulatory restraints and the economic downturn. Online gambling operations are cheaper to operate than traditional establishments so are better placed to weather an economic downturn.

In addition, the number of Internet users around the world continues to grow resulting in an ever expanding customer base. Online games and virtual worlds also remain popular and in-game advertisers are taking note, especially as there is evidence that free online games are becoming more popular in the current economic environment.

This report provides a market overview of the gambling, gaming and virtual world sectors with a focus on online and mobile formats.

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