Research and Markets: U.S. Online PC Gaming 2004-2008 Forecast and Analysis: Growth Continues in The PC Gaming Market.DUBLIN, Ireland -- Research and Markets (http://www.researchandmarkets.com/reports/c12448) has announced the addition of U.S. Online PC Gaming 2004-2008 Forecast and Analysis: Growth Continues to their offering This IDC study provides an analysis of the U.S. online PC gaming market. The study is divided into several sections. The first, Situation Overview, discusses the current online PC gaming market, including content and business models. The second, Future Outlook presents a 2004-2008 market forecast, including free and paid subscribers, downloadable games, and market revenue. It also provides an analysis of the future of three segments of online PC game content: persistent state worlds (PSWs), casual games, and downloadable games/games on demand. 'The online PC gaming market represents a diverse market, accounting for a plethora of content and emerging business models that have successfully tapped into a diverse demographic of users. Industry revenue is expected to reach $656.3 million in 2004, growing to over $2 billion by 2008.' - Schelley Olhava, program manager, Consumer Markets: Gaming Today, 41% of Internet users Internet user n → internauta m/f Internet user Internet n → internaute m/f in the United States United States, officially United States of America, republic (2005 est. pop. 295,734,000), 3,539,227 sq mi (9,166,598 sq km), North America. The United States is the world's third largest country in population and the fourth largest country in area. play PC games online. The market has been on a growth path, gaining gamers and blazing trails in the development of new business models, content, and usage patterns. Much like any other evolving market, growth has been obtained through experimentation and evolution, as well as at the expense of a number of not-so-successful attempts that, ultimately, have provided valuable lessons learned and used throughout the industry. At a very basic level, the market can be segmented into two categories: PSWs and casual games. Five years ago, the two groups were clearly differentiated: the PSW (Program Status Word) A hardware register that maintains the status of the program being executed. targeted the hard-core and serious gamer audience through massive multiplayer online role-playing games See:
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