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The Bottom Line
1.0 Notes on Methodology and Report Focus
1.1 Sources of Industry data
1.2 Sources of Consumer data
1.3 Scope of Report
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
3.4 MMORPG Technology Enablers
3.4.1 In-Game Marketplace Solution Providers
3.4.2 VoIP Solution Providers
4.0 Online Casual Gaming
4.1 Market Overview
4.1.1 Try and Purchase
4.1.2 Subscription Services
4.1.3 Casual Game Advertising
4.1.4 Flash Games: the “New Casual”
4.2 Drivers and Inhibitors
4.3 Competitive Analysis: Key Industry Players
5.0 Gaming 2.0
5.1 Social Gaming
5.2 User-Generated Content
5.3 Gamer Social Networks
6.0 Market Forecasts and Strategic Recommendation
6.1 Market Forecasts: MMORPGs
6.2 Market Forecasts: Casual Gaming
6.3 Strategic Recommendations
6.3.1 Game Publishers
6.3.2 Service Providers
6.3.3 Retailers
6.3.4 Media Companies
Resource Book
1.0 Consumer Analysis
1.1 Gamer Segmentation
1.2 Consumer Adoption of Online Gaming
1.3 Game Genres and Gamer Demographics
1.4 MMORPGs
1.5 Online Gaming Features
1.6 Online Gaming Destinations
1.7 Digital Distribution and Games-on-Demand
1.8 The Impact of Online Gaming on Media Consumption
2.0 Company Profiles
2.1 Acclaim Games
2.2 Big Fish Games
2.3 Double Fusion
2.4 Jagex
2.5 Kongregate
2.6 Miniclip
2.7 Mochi Media
2.8 Nexon America
2.9 Oberon Media/i-Play
2.9.1 Playfish
2.9.2 Raptr
2.9.3 Real Networks
2.9.4 Trion World Network
2.9.5 Vivox
2.9.6 Wild Tangent
2.10 Zynga