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Asia/Pacific Online Gaming Revenues to Reach Us$6.8 Billion by 2010, Driven by Increasing Consumer Awareness.


DUBLIN, Ireland -- Research and Markets (http://www.researchandmarkets.com/reports/c49812) has announced the addition of "In-Depth Analysis: Asia/Pacific Online Gaming See gaming.  Market: Understanding the User" to their offering.

The revenue forecast for the total online gaming market in the Asia/Pacific region during the period of 2005-2010 is expected to grow strongly, as consumer awareness increases and new technologies allow greater content and variety of games. Total market revenues for Asia/Pacific in 2005 stood at US$3.2 billion and will have a 16.4% CAGR CAGR

See: Compound Annual Growth Rate
 from 2005-2010, arriving at US$6.8 billion in 2010.

The Online Content 2006 Survey; conducted in seven Asia/Pacific countries, shows that online gaming is among the most popular online content services for consumers. The survey reveals the viewpoint of the broadband user towards online gaming, and analysis of the results of the survey provides insight into the factors leading to these results, as well as possible solutions. Usage levels and spending patterns of current Asia/Pacific gamers are also included. Key gaming developers in various countries are profiled.

The report;Asia/Pacific Online Gaming Market: Understanding the User, contains forecasts for online gaming revenues for Asia/Pacific through 2010, with detailed analysis for key country markets like Japan, South Korea, and China.

Companies Mentioned

GaiaX Co. Ltd.

Square-Enix

Sony Online Entertainment Sony Online Entertainment (SOE) is a game development and game publishing division of Sony that is best known for creating massively multiplayer online games, including EverQuest, EverQuest II, PlanetSide, and Star Wars Galaxies  

Daito Giken

WEBZEN

NCsoft, Inc

Gamevil

ZIO ZIO Zero Input Output  Interactive

Softstar Entertainment Inc

Soft-World International

Chinese Gamer

Shanda Entertainment

Executive Summary

Methodology

Introduction

Types of Online Games

Massively Multiplayer Online Role-Playing Games
    Massively multiplayer online role-playing game (MMORPG) is a genre of online computer role-playing games (CRPGs) in which a large number of players interact with one another in a virtual world.
     

    Massively Multiplayer Online First-person Shooter Massively multiplayer online first-person shooter (MMOFPS) is a category of computer games that combines first-person shooter gameplay with a large number of simultaneous players over the Internet.  Games

    Massively Multiplayer Online Real-time Strategy Massively multiplayer online real-time strategy (MMORTS) is a genre of online computer game that combines real-time strategy (RTS) with a large number of simultaneous players over the Internet.  Games

    Browser Games Browser games are electronic games that are played online via the Internet. They are distinct from normal video and computer games in that they do not require any client side software to be installed.  

    Game Type Trends

    Online Gaming Value Chain

    Aggregators

    Gaming Developers

    Asia/Pacific Market Drivers and Constraints

    Market Drivers

    Growing Internet Penetration in Households

    Increased Content Development for Online-Specific Games

    Wider Access Mediums Expected to Accelerate Demand

    Broadening Appeal of the Demographic Market

    Unique Online Gaming Experience Offered

    Market Constraints

    Retail Software Vendors Lack Online Focus

    Difficulty of Obtaining Exclusive Relationships with Publishers

    Latency (1) The time between initiating a request in the computer and receiving the answer. Data latency may refer to the time between a query and the results arriving at the screen or the time between initiating a transaction that modifies one or more databases and its completion.  Issues Obstruct ob·struct
    v.
    To block or close a body passage so as to hinder or interrupt a flow.



    ob·structive adj.
     Content Quality

    Uncertainty of Revenue/Business Model Stifles Growth

    Piracy piracy, robbery committed or attempted on the high seas. It is distinguished from privateering in that the pirate holds no commission from and receives the protection of no nation but usually attacks vessels of all nations.  Discourages Gaming Developments

    Online Content Survey

    Type of Internet Access See how to access the Internet.  

    Percentage of Online Game Users

    Online Game Users

    Frequency of Playing Online Games

    Duration of Playing Online Games

    Favorite Type of Online Games

    Server for Playing Online Games

    Drivers for Online Gaming Uptake

    Spending Patterns

    Payment Method for Online Gaming

    Non-online Game Users

    Reasons for Not Playing Online Games

    Non-paying Respondents Spending Potential

    Asia/Pacific Market Projections

    South Korea

    Japan

    China

    Taiwan

    Other Asia/Pacific Markets

    Key Online Game Developer Profiles (Japan/South Korea/Taiwan/ China)

    Japan

    GaiaX Co. Ltd.

    Square-Enix

    Sony Online Entertainment

    Daito Giken

    South Korea

    WEBZEN

    NCsoft, Inc

    Gamevil

    ZIO Interactive

    Taiwan

    Softstar Entertainment Inc

    Soft-World International

    Chinese Gamer

    China

    Shanda Entertainment

    Related Report

    Offices

    List of Tables

    Table 1. Asia/Pacific Online Gaming Market Revenue, 20042010 (US$ Millions)

    Table 2. South Korea Online Gaming Market, 20042010 (US$ Millions)

    Table 3. Japan Online Gaming Market, 20042010 (US$ Millions)

    Table 4. China Online Gaming Market, 20042010 (US$ Millions)

    Table 5. Taiwan Online Gaming Market, 20042010 (US$ Millions)

    Table 6. Asia/Pacific Other Online Gaming Markets, 20042010 (US$ Millions)

    List of Figures

    For more information visit http://www.researchandmarkets.com/reports/c49812
    COPYRIGHT 2007 Business Wire
    No portion of this article can be reproduced without the express written permission from the copyright holder.
    Copyright 2007, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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    Publication:Business Wire
    Date:Feb 6, 2007
    Words:533
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