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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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Copyright 2007, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

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Publication:Business Wire
Date:Feb 6, 2007
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