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 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 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
Daito Giken
WEBZEN
NCsoft, Inc
Gamevil
ZIO 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 Games
Massively Multiplayer Online Real-time Strategy Games
Browser Games
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 Issues Obstruct Content Quality
Uncertainty of Revenue/Business Model Stifles Growth
Piracy Discourages Gaming Developments
Online Content Survey
Type of Internet Access
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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Publication: | Business Wire |
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Date: | Feb 6, 2007 |
Words: | 533 |
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