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Gaming in the Cloud
Online Gaming for PCs, Video Game Consoles, and Connected Devices
Research Report
- Pages
- 44
- Deliverables
-



- Released
- 4Q 2010
- Product Code
- RR-PONG-10
- Price
- Login
The overall online game market is expected to eclipse $14.5 billion in 2010 and grow to just over $29 billion by 2015, a 14.8% CAGR. Of this revenue, casual gaming is expected to account for nearly $7 billion of the 2010 revenue and over the course of the five year forecast window it is forecast to grow at a 16.8% CAGR to eclipse $15 billion. The MMO market is expected to be larger in 2010 at $7.6 billion, but will show a lower CAGR of 12.8%, reaching almost $14 billion by 2015. The casual market is expected to grow faster due to the wider audience appeal, but the Asia-Pacific region in particular will help drive the MMO market.
With the continued strong growth of connected devices the revenue potential for online gaming beyond the computer is likewise promising, although a number issues surrounding this market could create hurdles. Despite a strong CAGR, online gaming over connected devices is still expected to represent less than 10% of the overall online game market. If the market addresses many of its issues, then growth could accelerate.
This study examines the casual and Massively Multiplayer Online (MMO) games markets and the potential role for connected consumer electronics. In this report revenue forecasts are provided by region (North America, Asia Pacific, Europe, Latin America, and Middle East Africa) for the online game markets - both computer-centric and connected devices. In addition the research analyzes some of the technical issues involved with the transition from computers to connected consumer electronics.
What Questions Does This Report Answer?
- What is the market potential for online games?
- What is the market potential for casual games?
- What is the market potential for MMO (Massively Multiplayer Online) Games?
- What is the market potential for online games on connected CE devices?
- What are some of the market conditions in China, South Korea, Japan, North America, and Europe?
- What are the key technological issues facing gaming over connected devices?
Who Needs This Report?
- Game developers/publishers/distributors
- Consumer electronics companies
- Content providers
- Silicon providers
Table of Contents
-
Executive Brief
- Executive Brief: Top-Line Forecast
- Executive Brief: Drivers
- Executive Brief: Inhibitors
- Executive Brief: Market Share
- Executive Brief: Summary and Strategic Recommendations
Section 1.
Executive Summary
Section 2.
Market Issues
Section 3.
Technology Issues
Section 4.
Market Forecasts
Section 5.
Company Directory
Section 6.
Acronyms
Scope of Study
Sources and Methodology
Notes
- Total Online Game Revenue World Market, Forecast: 2010 to 2015
- Online Game Revenue, Market Share Select Asia-Pacific Countries: 2010
- Fixed Broadband Subscribers
- Home Networks
- Fixed Broadband Subscribers
- Fixed Broadband Subscribers
- Fixed Broadband Subscribers
- Fixed Broadband Subscribers
- Devices Connected to the Home Network
- Casual Online Games Revenue
- Casual Online Games Revenue
- Casual Online Games Revenue
- MMO Games Revenue
- MMO Games Revenue
- MMO Games Revenue
- Total Online Game Revenue
- Total Online Game Revenue
- Total Online Game Revenue
- Percentage of Home Networked Households with at Least One Connectable Device (Not Necessarily Connected)
- Total Available Market (Home Networked Households with at Least One Connectable Device)
- Connected Devices Revenue, Casual Games
- Connected Devices Revenue, MMO Games


