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市場調査レポート

世界のカジュアルゲーム市場

Casual Gaming - Games for everyone

発行 IDATE
出版日 2008年10月 商品コード 75167
ページ情報 英文 65 pages
価格
こちらの商品の販売は終了いたしました。

当商品の販売は、2011年11月23日を持ちまして終了しました。

原文目次

Abstract

Casual gaming is triggering a revolution in the traditional video game industry, as well as in the sectors of edugaming, communication and the media.

This study outlines the business and revenue models of companies currently involved in the industry, analyses current trends, and examines the outlook for the market around the world.

Key questions

  • How is casual gaming defined?
  • What is the profile of the casual gamer?
  • From developer to retailer: the organizations involved in the industry.
  • What are the business and revenue models?
  • Global outlook 2008-2012: the videogame market, the casual game market, the videogame market by support.

Table of Contents

1. Casual gaming in terms of use, marketing and content

  • 1.1. Pong, or the first casual game
  • 1.2. What exactly is casual gaming?
    • Casual games vs traditional games
    • Casual gamers vs committed gamers
    • Nintendo as a catalyst
  • 1.3. The casual game range
    • Casual game genres
    • Casual game genres
    • The hits
  • 1.4. The casual gamer's profile and habits

2. Industry breakdown

  • 2.1. Industrial context
  • 2.2. The value chain
    • Developers
    • Publishers
    • Aggregators, distributors and retailers
    • Distributors
    • Retailers
    • Other organizations
  • 2.3. Services that bring success
    • Community services
    • Matchmaking services
    • Ranking and scoring services
    • Reward services
    • Information, entertainment and promotion services
  • 2.4. Revenue models
    • Try before you buy
    • In-site and in-game advertising
    • Micro transactions
    • Tournaments
    • Retail
    • Subscriptions
    • Advergames
    • Mobile phone games

3. Markets: challenges, trends and outlook

  • 3.1. Trends in casual gaming
    • Casual games on all systems
    • Media groups converge on casual games
    • Social games as the future of online casual gaming
    • Casual gaming as more than a growth driver for the audiovisual sector
    • The arrival of 3D
  • 3.2. Challenges along the value chain
    • Development: establishing expert creativity
    • Traditional publishing: integrating the changes brought about by casual gaming
    • Casual publishing: growing fast enough to challenge the competition
    • Online console stores: becoming a retailer and virual world operator
    • Aggregation: catalogue volume and quality
    • Distribution: providing visibility
    • Retailers: maintaining a sought-after position
  • 3.3. The outlook for the videogame market 2008-2012
    • The global videogame and casual game markets
    • The global videogame market by geographic zone: EMEA, Asia Pacific, North America, Latin America
    • The casual game market by support: computer, mobile phone, portable console, home console, online
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