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Casual Gaming

Market & Data Reports - 02/02/2008 Casual Gaming

Games for everyone

Casual gaming is triggering a revolution in the core video game industry, as well as in the sectors of edugaming, communications and the media. It offers new sources of revenue with a much larger gamer base than that of the hardcore gaming sector. IDATE estimates that by the end of 2008, the casual gaming sector – made up of content created by casual game companies and a part of traditional video game publisher’s catalogues – will be worth 9.2 billion euros, around one third of the entire industry’s sales.


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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
• Game formats
• 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
• 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.


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