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亚洲在线游戏市场潜力分析报告——Online Gaming in Asia: Strong Potential for Growth
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纸介版价格:美元/篇 字数:万字
电子版价格:3495美元/篇 页数:32页
纸介版+电子版价格:美元 图表数:
完成日期:2008-07-25
关键字: |亚洲|在线游戏市场|Online Gaming| in Asia|
 联系方式: 北京:010-51266615 010-82863480/1/2/5 传真:010-82863486  上海:021-64871266 021-64872612 传真:021-64872324    [在线订购]  

发布日期:2008年5月

摘要

Abstract
Revenue for the online gaming market in the Asia/Pacific region is expected to grow rapidly between 2008 and 2013 as consumer awareness increases and new technologies allow for greater content and variety of games. Total revenue for the Asia/Pacific region stood at US$5.8 billion in 2007 and is expected to reach US$21.1 billion in 2013, a CAGR of 20.6%.
 
 The major factors driving this growth include growing household Internet penetration, increased content development for online-specific games, wider access mediums to accelerate demand, and the unique experience that online gaming offers. Online games are no longer restricted to slow-action strategy games. Faster connections are allowing the popular Massive Multiplayer Online Role-Playing Games (MMORPGs) to be developed and enter the mainstream. In turn, this is rapidly increasing consumer acceptance of the Internet as an entertainment medium.
 
 It is also worth mentioning that China is the fastest-growing market for online gaming and is expected to become the largest market in Asia in 2009. At present, more than 50% of the online games played in China are locally developed, and some are being exported overseas.
 
 This report answers the following questions:
 -What is the likely size of the online gaming market in the future?
 -How are prices adjusting to changing demand?
 -Who are the leading suppliers in the market?
 -How are regional markets being affected?
 -What are the expectations for future growth?

目录及图表

Table of Contents

  • Executive Summary
  • Introduction
  • Methodology and Definitions
    • Methodology
    • Definitions
  • Online Gaming Market Business Model
    • Online Gaming Market Value Chain
      • Content Producers
      • Content/Application Owners
      • Network Owners
      • Service Providers
      • Platform Owners
    • Online Gaming Market Revenue Models
  • Major Developers/Operators and Most Popular Games
    • Blizzard Entertainment
      • World of WarCraft
      • StarCraf
    • NCsoft
    • Neowiz
    • Shanda Interactive Entertainment Limited
    • NHN/Hangame
  • Market Projections
    • China
      • Market Drivers
      • Market Constraints
      • Online Game Operators and Developers in China
      • Popular Games and Players
      • Forecast
    • Japan
      • Market Drivers
      • Market Constraints
      • Popular Games and Players
      • Forecast
    • South Korea
      • Market Drivers
      • Market Constraints
      • Popular Games and Players
      • Forecast
    • Taiwan
      • Market Drivers
      • Market Constraints
      • Major Game Developers and Operators
      • Forecast
    • Others
  • Conclusions and Recommendations
  • Related In-Stat Reports

List of Tables

  • Table 1. Top Five Operators, by Revenue (2007)
  • Table 2. Demographic Information for China’s Online Gamers (2007)
  • Table 3. Top Ten Online Games in Japan

List of Figures

  • Figure 1. Online Gaming Market Revenue in Asia, 2003–2013
  • Figure 2. Online Gaming Market Value Chain
  • Figure 3. Operator Market Share in China, by Percentage of Subscribers (2007)
  • Figure 4. Market Share of Online Games in China, by Type (2007)
  • Figure 5. Top Ten Online Games in China, by Current Users (2007)
  • Figure 6. Online Gaming Subscribers in China, 2003–2013
  • Figure 7. Online Gaming Revenue in China, 2003–2013
  • Figure 8. Household Broadband Penetration in Japan, 2003–2013
  • Figure 9. Online Gaming Subscribers in Japan, 2003–2013
  • Figure 10. Online Gaming Revenue in Japan, 2003–2013
  • Figure 11. Online Gaming Subscribers in South Korea, 2003–2013
  • Figure 12. Online Gaming Revenue in South Korea, 2003–2013
  • Figure 13. Operator Market Share in Taiwan, by Revenue (2007)
  • Figure 14. Online Gaming Subscribers in Taiwan, 2003–2013
  • Figure 15. Online Gaming Revenue in Taiwan, 2003–2013
  • Figure 16. Online Gaming Subscribers in Other Asian Markets, 2003–2013
  • Figure 17. Online Gaming Revenue in Other Asian Markets, 2003–2013

 

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