Western World Massively Multiplayer Online Games (MMOG) Market: 2006 Review and Forecasts to 2011.
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Western World MMOG (Massively Multiuser Online Game) A game on the computer played by many people. Also called "massively multiplayer online" (MMO), an MMOG differs from a regular multiplayer game because its environment is perpetual. Market: 2006 Review and Forecasts to 2011 http://www.reportlinker.com/p046468/online-games.html
The market value for 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. in the West hit $1bn for the first time in 2006. The North American North American
named after North America.
North American blastomycosis
see North American blastomycosis.
North American cattle tick
see boophilusannulatus. subscription market was worth $576m, while Europe was worth $299m.
While subscription services continue to dominate in the West, accounting for 87% of the market, virtual item sales and in-game advertising In-game advertising (IGA) refers to the use of computer and video games as a medium in which to deliver advertising. 2005 spending on in-game advertising was USD$56 million, and this figure is estimated to grow to $1. have also made their mark during the year. The growing impact of these new business models is symptomatic of the increasing influence of traditional MMOGs on other online platforms and games sectors, such as social networking sites A Web site that provides a virtual community for people interested in a particular subject or just to "hang out" together. Members create their own online "profile" with biographical data, pictures, likes, dislikes and any other information they choose to post. and casual online games. Both of these sectors are now broadly adopting many MMOG-like strategies and characteristics.
The author of the report says "During the past few years the Western landscape for massively multiplayer online games has become increasingly fragmented following the introduction of new genres of games including social networking See social networking site.
social networking - social network , virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental Additional or increased growth, bulk, quantity, number, or value; enlarged.
Incremental cost is additional or increased cost of an item or service apart from its actual cost. to the incumbent subscription business."
The publisher forecasts that by 2011 over 10 million subscription accounts will generate $1.5bn in consumer spending Consumer demand or consumption is also known as personal consumption expenditure. It is the largest part of aggregate demand or effective demand at the macroeconomic level. on this growing sector of the online games market. Over the forecast period Europe will enjoy the strongest growth between the two Western regions.
This highlights a key trend identified through the research - namely that there is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation In economics, "market saturation" is a term used to describe a situation in which a product has become diffused (distributed) within a market; the actual level of saturation can depend on consumer purchasing power; as well as competition, prices, and technology. and stronger broadband growth.
* Market value for MMOGs in the West hit $1bn for the first time in 2006. Market growth has been helped by the introduction of more casual MMOG experiences and new business models.
* The North American subscription market was worth $576m, while Europe was worth $299m.
* By 2011 the MMOG subscription market will be worth over $1.5bn and Europe will enjoy the stronger growth between the two Western regions
* Over the five year period, Germany will remain the largest subscription market in Europe, followed by the UK.
* France will see the most significant value growth of over 16% CAGR CAGR
See: Compound Annual Growth Rate over the term, whilst Spain and Italy will both experience subscription value CAGR of more than 15%.
* 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. is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was Runescape from UK developer/publisher Jagex.
In the report:
* Western World MMOG market size and forecasts to 2011
* Subscription market size and forecasts to 2011 for North America North America, third largest continent (1990 est. pop. 365,000,000), c.9,400,000 sq mi (24,346,000 sq km), the northern of the two continents of the Western Hemisphere. and Europe and key country territories
* 2006 market size for MMOG virtual item purchase and in-game advertising markets
* Individual subscription title performance
* Publisher ranking by subscription revenue and market share
* MMOG addressable Reachable. When something is addressable, it can be identified and manipulated independently of its surroundings. For example, screen pixels and RAM memory are addressable. Each of the screen's picture elements can be individually turned on and off, and each of the memory's bytes can be markets
* MMOG gamer demographics
* MMOG market value chain analysis
* MMOG content trends analysis
* MMOG service business model analysis
Table of content
* Overview of the report contents
* Sector cross-over leads to MMOG market fragmentation
* MMOG types
* MMOG genres
* MMOG settings
* MMOG origination and timeline
Addressable market for PC and console MMOGs
MMOG gamer demographics
* More mass market
* Gender profile
* Social dimension
* Younger profile
* Young males the core market
* MMOGamer demographic expansion
* Younger users
MMOGs: A recent history and market overview
* Before and after: World of Warcraft
* MMOG strategies are a blueprint for the future of the online games industry
MMOG market value chain
* How the value chain is changing
* Virtual worlds and media market convergence
* Middleware vendors
* In- and around-game advertising networks
* Platform owners
Sony announces Home for the PlayStation 3
The financial challenges of MMOG operation
Content trends in 2006 and moving forward
* Content intellectual property trends
Licensed IP trends
Game IP trends
Subscription market value by IP profile
* Platform support trends
Platform support: existing content versus content pipeline
* Language support trends
Subscriber market share by language support
* Content origin trends
Content origin: existing content versus content pipeline
Subscriber market value by content origin
* Content genre trends
Content genre: existing content versus content pipeline
Subscriber market value by content genre
* Game type trends
* Content setting trends
Content setting: existing content versus pipeline
Subscriber market value by content setting
Service business model analysis
* Virtual item purchase
* In- or around- game advertising
* CPM (1) (Critical Path Method) A project management planning and control technique implemented on computers. The critical path is the series of activities and tasks in the project that have no built-in slack time. rates
* Corporate Use of Virtual Worlds
* Future business models
User generated content
Real money trade
Profitability and development cost
* Development perspective
* Middleware and software development tools
* Current performance of subscription
Western World MMOG market size and forecast
* Other business models
* MMOG subscription forecast
* The broadband influence
* ARPU (Average Revenue Per User) A calculation often used to determine the overall value of an application. It is also used to rate particular customers, especially in the wireless space, by comparing someone's account to the overall average. trends
* Individual title performance
* Publisher subscription market share
* Notes on player populations
* Challenges to business development in
Billing and payments solutions:
Product localisation (programming) localisation - (l10n) Adapting a product to meet the language, cultural and other requirements of a specific target market "locale".
Localisation includes the translation of the user interface, on-line help and documentation, and ensuring the images and :
Sales tax sales tax, levy on the sale of goods or services, generally calculated as a percentage of the selling price, and sometimes called a purchase tax. It is usually collected in the form of an extra charge by the retailer, who remits the tax to the government. on computer services Data processing (timesharing, batch processing), software development and consulting services. See service bureau, SaaS and ASP. :
Country market share and forecasts
* Subscriber share
* Subscription revenue share
Tables and Charts
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