The Bottom Line
Online Gaming: Global Outlook – Dashboard
1.0 Notes on Methodology and Report Focus
1.1 Data Sources
1.2 Scope of Report
1.3 Definitions
2.0 Online Gaming: a Market Overview
2.1 Summary of Different Online Gaming Categories
2.2 Online Gaming Market: a Bird’s Eye View
2.3 Key Consumer Findings
3.0 MMORPGs
3.1 Market Overview
3.1.1 The Subscription Model
3.1.2 The Episodic Model
3.1.3 The Free-to-Play, Virtual Goods Model
3.2 Drivers and Inhibitors
3.3 Competitive Analysis: Key Industry Players
3.3.1 The Subscription Model
3.3.2 The Free-to-Play, Virtual Goods Model
4.0 Online Console Gaming
4.1 Market Overview
5.0 Online Casual Gaming
5.1 Market Overview
5.1.1 Try and Purchase
5.1.2 Subscription Services
5.1.3 Casual Game Advertising
5.1.4 Flash Games
5.2 Drivers and Inhibitors
5.3 Competitive Analysis: Key Industry Players
6.0 Social Gaming
6.1 Market Overview
6.2 Drivers and Inhibitors
6.3 Competitive Analysis: Key Industry Players
7.0 Online Gaming for Children
7.1 Virtual Worlds, Casual Games and Junior MMOs
7.1.1 Independently Produced Virtual Worlds
7.1.2 Real Toys in Virtual Worlds
7.1.3 Media Companies in Virtual Worlds
7.1.4 Casual Games and MMOs
7.2 Market Drivers, Following the Target
7.3 Business Models in Children’s Gaming
7.3.1 Free-to-play: Freemium and Microtransactions
7.3.2 Retail Tie-Ins: Toy Purchase-based Subscription Models
7.3.3 Ad-supported Children’s Gaming
7.4 COPPA
8.0 Online Gaming Technology Enablers
8.1 CDNs
8.2 In-Game Marketplace Solution Providers
8.3 VOIP Solution Providers
9.0 Gaming 2.0
9.1 Cloud-based gaming
9.2 User-Generated Content
9.3 Gamer Social Networks
9.4 Offline games requiring online connectivity
10.0 Market Forecasts and Strategic Recommendations
10.1 Market Forecasts: MMORPGs
10.2 Market Forecasts: Casual and Social Gaming
10.3 Strategic Recommendations
10.3.1 Game Publishers
10.3.2 Service Providers
10.3.3 Retailers