Table of Contents
Introduction and Abbreviations
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- Introduction
- Other relevant reports
- Definition
- Abbreviations and terms
- Abbreviations
- Terms
Executive Summary
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- CAGR of 42% since 2002
- Sales expected to double by 2008
- Technology enables game play; content satisfies consumer preferences
- Women, adults, casual gamers
- PC gaming continues to gain popularity
- Competition from other gaming formats and free games
- Market participants wear many hats
- Established content providers gaining traction
- Consumer trends
- Future trends
Market Drivers
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- Hardware and communications penetration
- Broadband
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- Figure 1: U.S. broadband household projections, 2000-10
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- Figure 2: Types of PC games played, by type of Internet access, October 2005
- Mobile phones
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- Figure 3: U.S. Mobile phone subscribers and penetration rate, 2000-05
- Download-enabled phones
- Advances in cell-phone technology and mobile games
- Variety of content available
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- Figure 4: Number of games offered by the major cell phone carriers, 2005
- Adults, women, important markets for online and mobile games
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- Figure 5: Computer and console gamers, by age, 2005
- Women and online gaming
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- Figure 6: Target markets for PC Games, by type of game
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- Figure 7: Genres of games played online, by gender, October 2005
- Women and mobile gaming
- Leisure/lifestyle changes
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- Figure 8: Favorite leisure-time activities, 1995-2004
- Gaming
- Competition from other gaming platforms and free content
- Game consoles and console software
- Free content
- Advergames
Market Size and Trends
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- Figure 9: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05
- Figure 10: Graph: Total U.S. sales of online and mobile games, at current and constant prices, 2002-05
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Market Segmentation
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- Overview
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- Figure 11: Sales of online & mobile games, segmented by type, 2003 and 2005
- Figure 12: Graph: Sales of online & mobile games, segmented by type, 2003 and 2005
- Web and downloadable games
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- Figure 13: Sales of Web & downloadable games, at current and constant prices, 2002-05
- Multiplayer Online Games (MMOG)
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- Figure 14: Subscription sales of MMOGs, at current and constant prices, 2002-05
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- Figure 15: MMOGs ranked by worldwide subscribers (excluding Lineage, Lineage II and Ragnarok online, May 2005
- Mobile Games
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- Figure 16: Sales of mobile games, at current and constant prices, 2002-05
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- Figure 17: Mobile game purchases by type of game and gender, Feb-April 2005
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- Figure 18: Best-selling mobile game titles, Feb-April 2005
Supply Structure
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- Overview
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- Figure 19: Market participants by segment
- Company profiles
- Airborne Entertainment
- The Beijing Digital-Red Mobile Software Co. (Digital-Red)
- Blizzard Entertainment (Vivendi Universal)
- CCP
- Digital Chocolate
- Disney
- Electronic Arts
- Funkitron
- GameHouse
- Gameloft
- Glu Mobile (formerly Sorrent)
- Gravity Online
- HipSoft
- iFone
- I-Play (formerly Digital Bridges)
- In-Fusio
- iWin
- Jagex
- JAMDAT Mobile (EA)
- MFORMA
- Mythic Entertainment
- Namco America
- NCsoft
- PlayFirst
- PopCap Games
- Reflexive Entertainment
- Sony Online Entertainment
- Sprout Games
- Square Enix
- Superscape Group
- THQ Wireless
- Turbine Games
Advertising and Promotion
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- Overview
- Company Activity
- AOL Games
- Cingular Wireless
- GameHouse/RealArcade
- GameTap
- Oberon Media
- PlayFirst
- PopCap Games
- Pogo.com
- Shockwave.com
- Yahoo! Games
- Revenue from advertising
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- Figure 20: U.S. online gaming advertising revenue forecast, 2004-08*
Retail Distribution
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- Overview
- Web and downloadable game distributors
- AOL Games
- AtomShockwave/Shockwave.com
- Big Fish Games
- Happy Puppy
- Microsoft Zone
- Pogo.com (Electronic Arts)
- RealArcade/GameHouse
- Yahoo! Games
- Aggregators to third-party websites
- Trymedia
- Oberon Media
- Mobile Game Distributors
- Introduction
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- Figure 21: Operating revenue for wireless service providers in the U.S., 2002 and 2004
- Verizon Wireless
- Cingular Wireless
- Sprint Nextel
- T-Mobile USA, Inc.
- Alltel
- Third-Party Mobile Game Distributors
- Nokia
- MMOG Distributors
The Consumer
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- Introduction
- Participation in online gaming
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- Figure 22: Frequency of online game play, May 2004-May 2005
- Frequency of game play
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- Figure 23: Mean monthly occasions of online game play, by select demographics, May 2004-May 2005
- Influence of console and portable gaming on online gaming
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- Figure 24: Online game play cross-tabulated with game console ownership, May 2004-May 2005
- Attitudes of online gamers compared to users of online services
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- Figure 25: Attitudes of online gamers compared to online service users, May 2004-May 2005
- Types of games played
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- Figure 26: Types of games played on the PC, by gender, October 2005
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- Figure 27: Types of games played on the PC, by age, October 2005
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- Figure 28: Graph: Types of games played on the PC, by age, October 2005
- Mobile games
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- Figure 29: Interest in mobile games, by age, October 2005
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- Figure 30: Graph: Interest in mobile games, by age, October 2005
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- Figure 31: Interest in mobile games, by household income, October 2005
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- Figure 32: Interest in mobile games, by marital status, October 2005
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- Figure 33: Interest in mobile games, by presence of children in the household, October 2005
- Sources of purchase information for games
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- Figure 34: Sources of information about games, by gender, October 2005
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- Figure 35: Sources of information about games, by age, October 2005
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- Figure 36: Sources of information about games, by marital status, October 2005
- Genres of games played online on the PC
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- Figure 37: Types of online games played on the PC, by gender, October 2005
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- Figure 38: Types of online games played on the PC, by age, October 2005
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- Figure 39: Types of online games played on the PC, by marital status, October 2005
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- Figure 40: Types of online games played on the PC, by presence of children under 18, October 2005
- Purchase behavior toward mobile phone games
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- Figure 41: Opinions about mobile gaming, October 2005
- Spending on online and mobile games
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- Figure 42: average spending on online and mobile games, October 2005
- Summary
Future and Forecast
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- Future trends
- Overview
- Broadband penetration to push online gaming
- 3G wireless networks to push gaming
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- Figure 43: 3G status and forecast for leading U.S. carriers, 2005
- Release of next generation consoles will draw attention to this platform
- In-game advertising to become a significant revenue stream
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- Figure 44: U.S. in-game advertising revenue forecast, 2003-09
- Lines between platforms will continue to blur
- Increased competition from portable game players
- MARKET FORECAST
- Online and mobile games
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- Figure 45: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08
- Figure 46: Graph: Forecast of total U.S. sales of online and mobile games, at current and constant prices, 2005-08
- Web and downloadable games
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- Figure 47: Forecast of U.S. sales of web and downloadable games, at current and constant prices, 2005-08
- MMOGs
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- Figure 48: Forecast of U.S. subscription sales of MMOGs, at current and constant prices, 2005-08
- Mobile games
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- Figure 49: Forecast of U.S. sales of mobile games, at current and constant prices, 2005-08
- Forecast factors
Appendix: Trade Associations
Appendix: Game Magazine Circulation
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- Figure 50: Paid circulation in game magazines
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Appendix: Cohort Definitions
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