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Entertainment-on-Demand: Online Gaming Services

AN INDUSTRY REPORT FROM PARKS ASSOCIATES
By Yuanzhe (Michael) Cai, Analyst

Publish Date: Jan 04
Purchase Report Online

SYNOPSIS
This report gathers data from three large-scale consumer surveys and compiles and analyzes consumer interests and preferences in gaming-on-demand services.

In addition, the report analyzes the potential opportunities and threats gaming-on-demand services will bring to different players in the gaming industry value chain and provides detailed information of the major companies catering to gaming-on-demand services.

“Although the majority of interest in gaming-on-demand services is concentrated in enthusiast households, strategies focusing on casual and moderate gamers are not necessarily off track,” said Yuanzhe (Michael) Cai, research analyst. “The sheer size of these two groups warrants attention. Service providers might consider tiered services as a means to attract more subscribers from the total potential gaming audience.”

Download PDF of Table of Contents

CONTENTS
1.0 Executive Summary
   1.1 Definition of a Gaming-on-Demand Service
   1.2 The Industry Chain of Games-on-Demand Services
   1.3 Games-on-Demand Enablers
   1.4 Consumer Demand for Games-on-Demand Services
   1.5 Forecast of Broadband Gaming-on-Demand Households

2.0 Definition, Categories, and Business Models
   2.1 Definition of a Gaming-on-Demand Service
   2.2 The Difference between GoD Services and MOD/VOD services
   2.3 Different Games-on-Demand Business Models

3.0 The Industry Impact of Gaming-on-Demand Services
   3.1 Overview of the Game Software Industry
   3.2 Game Developer/Publisher/Distributor
      3.2.1 Brief Overview
      3.2.2 Opportunities and Challenges
   3.3 Retailer
      3.3.1 Brief Overview
      3.3.2 Opportunities and Challenges
   3.4 Broadband Service Providers/Internet Portals
      3.4.1 Brief Overview
      3.4.2 Opportunities and Challenges
      3.4.3 Economic Analysis
      3.4.4 Yahoo! Games on Demand
   3.5 Platform Manufacturers
      3.5.1 Game Consoles
      3.5.2 PC Game Consoles
         Phantom
         Discover Game Console

4.0 Gaming-on-Demand Enablers
   4.1 Exent
   4.2 Trymedia
   4.3 Valve
   4.4 G-cluster
   4.5 Stream Theory
   4.6 RealArcade
   4.7 K2 Network
   4.8 Summary

5.0 Consumers and Gaming-on-Demand Services
   5.1 Demand for Broadband Services
   5.2 Game Console Penetration
   5.3 Consumer Adoption of Online Gaming
   5.4 The Broadband Gaming Households
      5.4.1 Broadband Gaming Households Segmentation
      5.4.2 Popular Sources for Gaming Information
      5.4.3 Purchase of Gaming Software
      5.4.4 Distribution Channel of Gaming Software
      5.4.5 Console vs. PC Games
   5.5 Gaming-on-Demand Services: Current Usage and Consumer Interest
      5.5.1 Current Usage of Gaming-on-Demand Services
      5.5.2 Popular Websites for on-Demand Gaming
      5.5.3 General Interest in a Gaming-on-Demand Service
         Internet Connection and Gaming-on-Demand Services
         Electronic Gaming Experience and Games-on-Demand Services
         Interest in GoD and Gaming Software Expenses
         Consumer Interest in Games-on-Demand and Demographical Characters
   5.6 Consumer Preferences for Gaming-on-Demand Services
      5.6.1 Payment Options
      5.6.2 Service Features
      5.6.3 Gaming Platforms
      5.6.4 Desirable Characteristics
   5.7 The Ultimate Broadband Entertainment Bundle

6.0 Forecast of Broadband Gaming-on-Demand Households
   6.1 Forecast of Total Broadband Gaming-on-Demand Households
   6.2 Forecast of Broadband Gaming-on-Demand Subscribers

 

FIGURES
Figures in Section 1.0
Value Chain of Gaming-on-Demand Services
Opportunities and Challenges for Various Industry Chain Players
Games-on-Demand Enablers
Percentage Breakdown of Different Gamer Households
Types of Gaming Households and Their Usage of Gaming-on-Demand Services
Percentage Breakdown of Gaming-on-Demand Gamer Households
Types of Gaming Households and Their Interest in Gaming-on-Demand Services
Forecast of Broadband Households Using Games-on-Demand Services (2003-2007)
Forecast of Broadband Households Subscribing to Games-on-Demand Services (2003-2007)

Figures in Section 2.0
The Evolution of Fixed Gaming-on-Demand Services
Comparison of Select Gaming-on-Demand Websites

Figures in Section 3.0
Value Chain of Gaming-on-Demand Services
U.S. PC and Console Game Unit Sales (2001-2003)
U.S. PC and Console Game Dollar Sales (2001-2003)
Average Unit Price of PC and Console Games (2001-2003)
Best-Selling Console Game Genres
Best Selling PC Game Genres
Reasons for Subscribing/Upgrading to Broadband Services
Economic Analysis of Broadband GoD Services
Comparison between Yahoo! Games on Demand and GamesMania
Specifications of Phantom
Comparison between ApeXtreme and Major Game Consoles

Figures in Section 4.0
Exent Network Infrastructure
Content Distribution Process Using ActiveMARK
G-cluster’s Client-Server Infrastructure
Gaming-on-Demand Enablers and Business Models

Figures in Section 5.0
Forecast of U.S. Broadband Households (2003-2007)
Game Console Ownership among All U.S. Households
Game Console Ownership among Broadband Households
Game Console Penetration (2001-2003)
Interest in Purchasing a Game Console in the Next Twelve Months
How Often Do Internet Households Play Online Games
How Often Do Broadband Households Play Online Games
Participation of Broadband Households in Multiplayer Online Games
Type of Gaming Households and Participation in MMOG
Impact of Online Gaming on Broadband Services
Percentage Breakdown of Different Gamer Households
Different Segments of Broadband Gaming Households (In Millions)
Sources Most Often Used to Gather Gaming Information
Types of Gaming Households and Sources Most Often Used for Gaming Information
Monthly Expenses on Gaming Software
Types of Gaming Households and Monthly Gaming Expenses
Distribution Channels Most Often Used to Purchase Gaming Software
Types of Gaming Households and Places Most Often Used to Purchase Gaming Software
Amount of Time Spent Playing Console vs. PC Games
Current Use of Gaming-on-Demand (GoD) Services
Types of Gaming Households and Their Usage of Gaming-on-Demand Services
Percentage Breakdown of Gaming-on-Demand Gamer Households
Websites Most Often Used for on-Demand Gaming Services
Types of Households and Websites Most Frequently Used for On-Demand Gaming
Broadband Households Interest in Gaming-on-Demand Services
Type of Internet Connection and Interest in Gaming-on-Demand Services
Types of Internet Households and Preference of Using TV for PC Games
Types of Gaming Households and Their Interest in Gaming-on-Demand Services
Experience with GoD Services and Interest in GoD
Monthly Expenses for Gaming Purchases or Rentals (Households Interested in GoD Services)
Gender of Heads-of-Household and Interest in Gaming-on-Demand Services
Female College Students Prefer PC Games over Console Games
Number of Children Living in the Households and Interest in Gaming-on-Demand Services (Nationally Representative)
Age of Heads-of-Household and Interest in Gaming-on-Demand Services (National Representative)
Payment Preference for a Gaming-on-Demand Service
Feature Preferences for Gaming-on-Demand Services
Preferred Platform for Playing Games-on-Demand
Most Desirable Performance Characteristics of a Gaming-on-Demand Service
Types of Households and Desirable Performance Characteristics of a GoD Service
Types of Households and Their Interest in Paying for Guaranteed Download Bandwidth
Types of Gaming Households and Their Interest in Paying for Guaranteed Symmetrical Bandwidth
Households Interested in a Gaming-on-Demand Service More Likely to Subscribe to an Online Music Service
Networked Households (or Intenders) Interested in Gaming-on-Demand Service More Interested in a Video Downloading Service

Figures in Section 6.0
Important Drivers of Broadband Games-on-Demand Services
Forecast of U.S. Broadband Households (2003-2007)
Percentage of Broadband Households Playing Online Games (2003-2007)
Percentage of Broadband Games-on-Demand Households (2003-2007)
Forecast of Broadband Households Using Games-on-Demand Services (2003-2007)
Forecast Methodology for Broadband Gaming-on-Demand Subscribers
Percentage Breakdown of Different Gamer Households
Forecast of Broadband Households Subscribing to Games-on-Demand Services (2003-2007)
Conversion Rate for Broadband Games-on-Demand Subscribers (2003-2007)

 

ATTRIBUTES
Authored by: Yuanzhe (Michael) Cai
Executive Editor: Tricia Parks
Published by Parks Associates

© January 2004 Parks Associates
Dallas, Texas 75230

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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