Research and Markets: A Five Year Forecast of U.S Retail Sales in Online and Mobile Gaming
Posted on: Monday, 19 June 2006, 09:00 CDT
Research and Markets (http://www.researchandmarkets.com/reports/c38348) has announced the addition of On-line and Mobile Gaming in the United States to their offering.
Reaching nearly $1.9 billion in 2005, the market for online and mobile gaming in the U.S. grew 288% since 2002. This report clearly identifies the principal external factors driving or curtailing growth in online and mobile gaming. Online gaming has become a regular part of the leisure mix for adults, teens, and kids. Casual game categories--puzzles and strategy, card and board, and classic arcade games--are popular in the web-browser/downloadable games and mobile segments of the market. Women, who favor these games, represent a larger portion of online gamers than do women in the traditional video console market.
This exclusive consumer research reveals the attitudes, needs and behavior of online and mobile gaming consumers, with analysis broken down both by demographic characteristics, and by gaming type. Six years of specific sales data provide a factual and impartial presentation of the market as a whole. The report also evaluates the performance of individual sectors in the market and provides information about the major companies and brands.
The SPSS forecasting package is used to create a five-year forecast of U.S. retail sales in online and mobile gaming, revealing potential opportunities for growth and product development. Based on research, overall growth in the market should remain strong, resulting from four factors:
-- increasing penetration rates for broadband Internet and 3G
wireless phone networks
-- a greater proportion of the population has grown up gaming and
will continue to play as they age
-- increased awareness of mobile gaming and online gaming
capabilities as a result of new entries into these markets
from established game companies with licensed titles and
larger marketing budgets
-- in-game advertising is becoming a desirable choice for major
marketers.
For the purposes of this report, online gaming is defined as all revenue streams associated with games that are played on a personal computer either online (e.g. via a web browser) or gaming software downloaded and played on the personal computer. Companies Mentioned Airborne Entertainment The Beijing Digital-Red Mobile Software Co. (Digital-Red) Blizzard Entertainment (Vivendi Universal) CCP Digital Chocolate Disney Electronic Arts Funkitron GameHouse Gameloft Glu Mobile (formerly Sorrent) Gravity Online HipSoft iFone I-Play (formerly Digital Bridges) In-Fusio iWin Jagex JAMDAT Mobile (EA) MFORMA Mythic Entertainment Namco America NCsoft PlayFirst PopCap Games Reflexive Entertainment Sony Online Entertainment Sprout Games Square Enix Superscape Group THQ Wireless Turbine Games Advertising and Promotion Overview Company Activity AOL Games Cingular Wireless GameHouse/RealArcade GameTap Oberon Media PlayFirst PopCap Games Pogo.com Shockwave.com Yahoo! Games distributors AOL Games AtomShockwave/Shockwave.com Big Fish Games Happy Puppy Microsoft Zone Pogo.com (Electronic Arts) RealArcade/GameHouse Yahoo! Games Aggregators to third-party websites Trymedia Oberon Media Mobile Game Distributors Verizon Wireless Cingular Wireless Sprint Nextel T-Mobile USA, Inc. Alltel Third-Party Mobile Game Distributors Nokia MMOG Distributors
For more information visit http://www.researchandmarkets.com/reports/c38348
Source: Business Wire
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