2010-07-19 02:29:07 -
MMOG (Massively Multiplayer Online Games) - A Global Strategic Business Report - a new market research report on companiesandmarkets.com
Tempered by the recent economic recession, the global market for MMOG is projected to reach US$14.4 billion by 2015. Growth in the short to medium term period will be driven by factors such technological advancements, growing popularity of casual MMOGs and the ever increasing broadband connectivity across the globe.
The video games industry has, over the years, revolutionized the concept of entertainment, and has today entwined itself with modern culture, influencing playing habits of not just children but adults as well. The first video game, which was launched in 1966, spawned a global epidemic with incremental improvements in computing, expanding the deployment of video games over the years. Against this backdrop, online gaming has evolved into a favorite pastime for
modern youngsters who lose no opportunity to engage in interactive games with their peers over the Internet. Given the strong market fundamentals, online gaming represents a lucrative market to mine. The online video games market has found a proud winner in the form of Massively Multiplayer Online Games (MMOG), which allows millions of individuals across the globe to concurrently play a common video game over the Internet. Since its introduction, MMOGs have and are still attracting individuals from diverse sections of the society.
The global MMOG (Massively Multiplayer Online Games) market, which witnessed steady unabated growth over the last couple of years, has now hit a speed breaker with the global economic recession taking the wind out of the markets sails. Spending on entertainment, especially games in the United States, posted declines during the years 2008, and 2009. Although no significant cutbacks have been recorded in the time spent by players on playing games, there has been a distinct shift in preferences towards free-to-play MMOGs away from subscription based MMOGs. However, as in the past, unabated technology developments will continue to drive growth even into the upcoming years. Technological breakthroughs and continuous innovation in new generation video games in the form of incremental addition of superior features have played and will continue to play an instrument role in elevating the industrys sales and profits.
The ever-growing popularity of social networking sites like Facebook and MySpace, among others, too open up a window of opportunity for online gaming companies in terms of marketing and distribution, and therefore can serve as a perfect platform for promoting MMOGs among the young urban audience. Also, integrating these MMOGs with social networking sites serves as a differentiator for MMOG promoters in this competitive marketplace. While hardcore MMOGs remain indispensable to the baseload growth of the market, casual MMOGs are increasingly attracting attention, given their potential to turbo charge incremental growth in the marketplace. Another key growth driver for MMOG market is the rapid growth in broadband Internet penetration. Continued rise in the adoption of high-speed broadband connectivity works distinctly in favor of the MMOG market. Internet users are overwhelmingly accepting broadband, encouraged by low pricing product tiers, straight discounting, and product bundling.
As stated by the new market research report on the global MMOG (Massively Multiplayer Online Games) market, the Asia-Pacific region has been the largest regional market for MMOG, accounting for a share of about 44.2% in the total market revenue generated for the year 2009. Majority of revenue in Asia-Pacific market is generated from China, Korea and India, thanks to the immense popularity of free-to-play (FTP) models in these nations. These FTP game models help create revenue by encouraging gamers to make micro-transactions, as a part of gaming experience. Europe projects the fastest CAGR of about 16.32% over the analysis period 2007-2015.
This report analyzes the Global market for MMOG (Massively Multiplayer Online Games) in US$ Million. Annual estimates and forecasts are provided for the period of 2006 through 2015. The report profiles 123 companies including many key and niche players such as Activision Blizzard, Ankama Games, CCP hf, Changyou.com Limited, CipSoft GmbH, CJ Internet Corp., Cryptic Studios, Inc., Jagex Ltd., Joymax Co., Ltd., MindArk PE AB, NCsoft Corporation, NetEase.com, Inc., Nexon Corporation, NHN USA Inc., Perfect World Co., Ltd., Softstar Entertainment Inc., Sony Online Entertainment LLC, Shanda Games Limited, Square-Enix Holdings Co Ltd., Tencent, Inc., The9 Limited, and Turbine, Inc. Market data and analytics are derived from primary and secondary research. Company profiles are mostly extracted from URL research and reported select online sources.
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