Massively Multiplayer Online Games (MMOGs) - UK - November 2007
Massively Multiplayer Online Games (MMOGs) - UK - November 2007

This report assesses the Massively Multiplayer Online gaming (MMO) sub-sector of video game playing, and the most popular virtual worlds, such as Second Life and Habbo Hotel. When Mintel last analysed this market, in November 2005, MMOs, then widely known as MMOGs, were still very much in their infancy, in terms of mass-market acceptance and knowledge. Now, thanks to the likes of World of Warcraft (more than 9 million subscribers ...

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Overview

Overview

This report provides in-depth analysis and insight supported by a range of data. At the same time, introductory and top-level content is provided to give you an overview of the issues covered.

Insights and Opportunities
Market in Brief
Fast Forward Trends

Market

Market

Mintel provides a range of market information across categories including: forecasting and share information; internal and broader market environment information; and the issues that affect the market in question.

Issues in the Market
Internal Market Environment
Broader Market Environment
Competitive Context
Strengths and Weaknesses in the Market
Market Size

Brand/Company

Brand/Company

Our brand research provides data and informed analysis across a number of consumer metrics including usage, satisfaction, recommendation, momentum and trust. It also explores consumer attitudes towards brands and examines the reasons behind these.

Who’s Innovating?
Market Share
Companies and Brands

Other

The Game-playing Consumer
MMOs Played and Latent Potential
Attitudes Towards MMOs
Targeting Opportunities
Type of Gamer
Forecast – MMO playing in 2012