Computer and video games are getting to be popular. Particularly the interest in playing fun free online games over the internet is growing strongly.
Despite the growing popularity of YouTube, MySpace, and Facebook, gaming remains the king of online entertainment, driven mainly by informal gaming activities.
Sites as Yahoo Games and EA’s Pogo.com offer customers access to a wealth of ad supported free online games, where sponsors have options for advertising opportunities, and display and banner advertising placements.
Online video games on the consoles might become a $10.5 billion business by 2011 from $981 million in 2007, based on market researcher IDC.
In 2007, internet system revenue is at 2.5 % of total global video game industry revenue, including console and handheld hardware and software revenue. By 2011, 18.6 % of total market revenue will be represented by revenue from connected consoles.
Although subscription revenue for premium online services and games will grow from $476 million in 2007 to over $2.4 billion in 2011, its share of online console revenue will drop from 48.5 % in 2007 (already down from a high of 86.5 % in 2006) to 23.2 % by 2011.
Downloadable content (DLC) consisting of video games and game related items, which at $35 million in 2006 represented a 13.5 % market share of internet console revenue, will become connected consoles’ prime revenue source in 2007, developing from $493 million in 2007 to $7.2 billion in 2011. In 2011, game centric DLC is going to make up 68.6 % of web based revenue.
Advertising revenue from sponsored services, in-game ads, and product placement in connected consoles will reach twelve dolars million in 2007, posting the very first significant online console ad invest. Advertising revenue will grow to $858 million in 2011, with an 8.2 % market share of online earnings.
Although will increase in the Europe/Middle East/Africa region (10.2 %), the U.S. (6.7 %), Canada (9.4 %), and Latin America (8.2 %) as well, video game growth will be best in the Asia Pacific region, its biggest market, with a ten % annual growth rate through 2011.
Certain trends hold steady across the majority of regions: For instance, driven by increased penetration of broadband access, internet gaming is surging. In the U.S. and also Europe/Middle East/Africa, internet gaming represents the fastest growing consumer segment (19.3 % along with 24.6 %, respectively); in Asia Pacific as well as Canada, internet development came in 2nd only to wireless (at 16.1 % along with 13.9 %, respectively). Some other trends are more local. The in game advertising market is likely to increase 64 % in the U.S. And in China it’s expected to rise at a compound annual rate of 14.3 % to $2 billion in 2011, most all of that development is going to come in games that are online.
Spurred by the new generation of consoles and handhelds, and by enhanced penetration of broadband and wireless technologies, the video game market is ripe with opportunity. “Growth in platforms enables you to get to new demographics,” says Stefanie Kane, a partner with PwC’s entertainment & media practice, noting that handheld game products have brought more women into the sector, which the foyer of on-demand TV channels and cable will further widen the base. “There is a good deal of unlocked potential.”
You may possibly assume the face of among the hottest areas in gaming these days is a new man in his 20s who has the latest supercharged gaming system from Microsoft or Sony – or perhaps both.
But you’d be wrong.
Instead, the epitome of the new era gamer is a woman in her late 30s or perhaps early 40s who plays on an average PC.
Sure, the video game business seems to have been switched on its head.
For a long time, the dominating themes have been faster game machines, increasingly realistic graphics, much more immersive play, in addition to the old standbys – blood, guts and blowin’ material up.
But that picture has started to appear increasingly outdated. While young males dominate the gaming industry as an entire, casual video games are one of the fastest-growing areas of the market and drawing in another demographic.
You are able to obtain indications of the revolution all over. On the list of fastest-growing parts of the game market is centred on so called casual fun free online games, PC-based titles which customers could typically get started playing in minutes and usually don’t call for the mastery of some collaboration of several buttons to enjoy.
The upheaval has spread on the console market, as sales of Nintendo’s Wii control unit and DS hand held, both of which stress fun-to-play games over powerful processors or realistic graphics, are far outstripping their supercharged competitors from Sony and Microsoft.
Revenue streams enabled by active online consoles in this particular cycle show the strongest development in the field and will not only figure out the future success of the console vendors but also be essential to the achievements of many third-party publishers.
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