Networked Gaming: Driving the Future Keywords: report, cable, trends, home, analysis, forecast, outlook, research
Full Report Price:
$3,000.00 Delivery: Immediate Online Access
Publication Date: 28-DEC-05
Format: PDF document 
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Report DescriptionThis report discusses consumer adoption of networked gaming, including profiles of networked gamers and interest in connected and cross-platform gaming. In addition, it covers the technology solutions enabling such services and examines the industry impact and revenue opportunities for game developers, hardware / equipment manufacturers, and broadband service providers. Table of Contents The Bottom Line 1.0 Research Methodology 1.1 Consumer Data 1.2 Companies Profiled 2.0 Classification of Networked Gaming 3.0 LAN Gaming 3.1 LAN Gaming and Derivative Business Opportunities 3.1.1 Home Networking Vendors 3.1.2 Broadband Service Providers 3.1.3 Game Server Providers and VAS Providers 3.2 LAN Gaming on Portable Game Players 4.0 Casual Multiplayer Internet Gaming 5.0 Massively Multi-Player Online Games 5.1 MMOG Value Chain and the Dominant Business Model 5.2 Market Overview: Challenges and Opportunities 5.3 Emerging Business Models 5.3.1 Ad-Supported Model 5.3.2 Content Expansion Model 5.3.3 Pay-to-Play Model 5.3.4 Avatar-based Revenue Model and Micro-payment 5.3.5 Secondary Market 5.3.6 MMOG Aggregators 6.0 Online Console Gaming 6.1 Market Overview 6.2 Online Gaming on Current-Gen Game Consoles 6.3 Online Gaming on Next-Gen Consoles 6.4 The Impact of Online Console Gaming on PC Gaming 7.0 Networked Mobile Gaming 7.1 Mobile Gaming Market Overview 7.2 Multiplayer Mobile Gaming 7.3 Market Outlook 8.0 Cross-Platform Networked Gaming 8.1 The Concept of Pervasive Gaming and Cross-Platform Gaming 8.2 Cross-Platform Networked Gaming Market Outlook 9.0 Other Potential Business Opportunities 9.1 Networked In-Game Advertisement 9.2 Digital Distribution 9.3 The Flickrization of Online Gaming 9.4 VoIP Solutions/Services 10.0 Market Forecasts 11.0 Important Market Implications Resource Book 1.0 Consumer Adoption of Electronic Gaming Gamer Segmentation Gaming Platforms and Gamer Demographics 2.0 Consumer Adoption of Networked Gaming Gaming Alone vs. Gaming with Others Demographics of Networked Gamers Monthly Expenditure on Networked Gaming Preferred Genres for Networked Gaming 3.0 The Impact of Networked Gaming on Technology/ Service Adoption 4.0 Consumer Interest in Cross-Platform Networked Gaming 5.0 International Consumer Perspectives 6.0 Company Profiles Blizzard Electronic Arts Emergent Game Technologies Funcom Gameloft IBM Gamespy/IGN Linden Lab Massive Inc. Microsoft NCsoft Nintendo Qualcomm Sony Square Enix Sun Microsystems Valve Yahoo!
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About Parks Associates |
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Parks Associates is a market research and consulting firm focused on all product and service segments that are "digital" or provide connectivity within the home. We study home networks, digital entertainment, consumer electronics, broadband and Internet services, wireless connectivity, and home systems. |
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