- Access & Entertainment Services
- Advertising
- Connected CE and Platforms
- Connected Home Sys. & Srvcs
- Digital Gaming
- Digital Health
- Digital Home Support Services
- Digital Media
- Home Energy Management
Core Research Areas
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| Gaming ARPU: Games & the Service ProviderDownload Table of Contents (PDF) The Bottom Line 1.0 Report Summary 1.1 Purpose and Scope of Report 1.2 Data Sources 2.0 Market Examination 2.1 Industry Value Chain Overview 2.2 Market Context 2.2.1 Game Consoles 2.2.2 Pay-TV Services 2.2.3 Connected TVs 2.3 Key Players 2.3.1 Technology Providers/Game Aggregators 2.3.2 Connected TV Manufacturers 2.4 TV-Gaming Business Models 2.5 Important Products & Services 2.5.1 Pay-TV-Gaming Services/Solutions 2.5.2 Connected TVs & Services 2.6 Key Announcements & Implications 2.6.1 OnLive 2.6.2 Playcast/HOT TV Gaming Deployment 2.6.3 Microsoft Partnership with BSkyB 2.7 Market Trends & Consumer Interest in Gaming Services 2.7.1 Consumer Research 2.7.2 Real-World Deployments 3.0 Technology 3.1 Streaming vs. Downloading 3.1.1 Download Approach 3.1.2 Streaming Approach 3.1.3 Streaming Console-quality Games 4.0 Forecasts 5.0 Strategic Implications, Conclusions & Recommendations 5.1 Conclusions 5.2 Recommendations
TV Gaming Value Chain Publish Date: 4Q 2009 Pages: 48 Authored By: John Barrett - Director of Consumer Analytics
Authored by John Barrett
© December 2009 Parks Associates All rights reserved. No part of this book may be reproduced, in any form or by any means, without permission in writing from the publisher. Printed in the United States of America.
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