Casual Gaming
Market & Data Reports - 02/02/2008
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 publishers catalogues will be worth 9.2 billion euros, around one third of the entire industrys sales.
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| M83608 |  | PDF | 50 |
3000 Euros 1500 euros excl. VAT |  |
| M83608 |  | PDF | 50 |
3000 Euros 1500 euros excl. VAT |  |
Additional copy at 300 euros excl. VAT Euros
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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 gamers 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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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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