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 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·struc tive 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 |
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