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Understanding the Positioning & Strategies of Video Game Specialists'.


DUBLIN, Ireland -- Research and Markets (http://www.researchandmarkets.com/reports/c42393) has announced the addition of Massively Multiplayer Games - Outlook and challenges to their offering.

These past two years have marked a radical departure in the dissemination and content of massively multiplayer games:

--Unprecedented success of World of Warcraft “WoW” redirects here. For other uses, see Wow.

Editing of this page by unregistered or newly registered users is currently disabled due to vandalism.
 (WoW), from Vivendi Universal Games Universal Games is a Nevada company that produced such board games as Merger, Titanic: The Board Game, and the Apollo 13 edition of Solarquest.

In 1965, their address was in Houston, Texas. Universal Games released Merger, a financial game for 2-4 players.
 subsidiary, Blizzard Entertainment Blizzard Entertainment, a division of Vivendi Games, is an American computer game developer and publisher headquartered in Irvine, California. History
Blizzard Entertainment was founded by Michael Morhaime, Allen Adham and Frank Pearce as Silicon & Synapse
. Boasting close to 7 million subscribers (each paying roughly 12 USD USD

In currencies, this is the abbreviation for the U.S. Dollar.

Notes:
The currency market, also known as the Foreign Exchange market, is the largest financial market in the world, with a daily average volume of over US $1 trillion.
 a month), WoW has become the most widely-played online game in the world - outperforming South Korean rivals - and one of the highest earners. Does this overwhelming popularity herald MMG's transition to the mass market?

--Ongoing innovation, with cases in point that include Dofus from French studio, Ankama, enjoying rave reviews from gamers and industry members alike.

--Growing popularity of web-based massively multiplayer games, both hosted and not, including Habbo Hotel, Kochon Land, Ogame and Battle Arena - aimed at players without (or no longer) the time to devote themselves fully to complex gaming universes, but who still crave interactive entertainment.

--Development of a virtual economy inside the games: Second Life (Linden Lab Linden Lab is a privately held company based in San Francisco, California. Its CEO is Philip Rosedale, former CTO of Real Networks. Mitch Kapor is on the board of directors. The company was founded in 1999. The name comes from Linden Street, the street it was originally based on. ), Entropia Universe
    Entropia Universe is a massively multiplayer online virtual universe designed by Swedish software company MindArk. In contrast to other similar MMORPGs, no monthly subscription is required to participate.
     (MindArk), World of Warcraft and most of the major titles all offer features enabling trade within the game itself.

    These new trends taking shape in the very specific world of MMG MMG Macquarie Media Group
    MMG Ministry Medical Group
    MMG Medium Machine Gun
    MMG Mobile Messaging Gateway
    MMG Master of Management
    MMG Meridian Management Group, Inc.
     have also become the source of broader explorations in a variety of other areas, where the notion of persistent universe is becoming a central part of development and innovation (mobile services, desktop software, online applications...).

    Massively multiplayer games in brief

    --Features of the massively multiplayer online role playing game See CRPG.  offer and business models.

    --Massively multiplayer games (MMG) and the mass market: from hardcore to occasional gamers.

    --MMG as laboratories for future applications: the community phenomenon, growing ubiquity of persistent universes...

    --New gaming trends and growth outlook, going beyond video games See video game console.  and reaching a broader array of devices.

    Key questions

    --Is a global mass market possible? Under what conditions, and on which devices?

    --What will be the business models of the future?

    --What role do gamer communities play?

    --Online game distribution modes: going all digital?

    --What breakdown between production, operation, publishing and distribution?

    --Is the public ready for persistent universes?

    Who should read this report?

    Game producers, publishers and distributors

    --Assessing the development of MMG

    --Resituating existing services' growth prospects and competition zone

    --Understanding the value chain and business models' organisation

    Internet companies

    --Understanding video game specialists' positioning and strategy

    --Assessing the implications of MMG's increasing popularity

    Operators (telcos, media...)

    --Understanding video game companies' overall strategy

    --Anticipating repercussions repercussions nplrépercussions fpl

    repercussions nplAuswirkungen pl 
     of consumers' increasing usage

    --Analysing partnership possibilities with video game companies

    Manufacturers (consumer devices)

    --Understanding the way use of new platforms and devices is evolving

    --Keeping track of major developments in the MMG market

    Investors and analysts

    --Analysing the overall state of competition, and for MMG in particular

    --Evaluating the market's scope and future prospect

    Topics Covered

    1 - Current state of affairs

    1.1 Definition of massively multiplayer online games “MMO” redirects here. For other uses, see MMO (disambiguation).

    Massively multiplayer online game (also called MMOG or simply MMO) is a computer game which is capable of supporting hundreds or thousands of players simultaneously.
     

    1.2 Features of the offer

    1.3 Community at the heart of the matter

    2 - The players

    2.1 The top MMG

    2.2 The business models

    2.3 The players

    3 - Trends

    3.1 What's so special about MMG?

    3.2 New trends

    3.3 MMG and the mass market

    3.4 Gamer communities driving the success of MMG

    3.5 Relationship between MMG and persistent universes

    4 - Stakes & challenges

    For more information visit http://www.researchandmarkets.com/reports/c42393
    COPYRIGHT 2006 Business Wire
    No portion of this article can be reproduced without the express written permission from the copyright holder.
    Copyright 2006, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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    Publication:Business Wire
    Date:Sep 21, 2006
    Words:571
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