Online Gaming: Worldwide Subscriber Growth Expected for Both Free and Subscription-Based Online Services
 
Report

Online Gaming: Worldwide Subscriber Growth Expected for Both Free and Subscription-Based Online Services In 2007, the video game console market represented one of the most popular segments in the consumer electronics industry. Nintendo launched the Wii to frenzied consumer demand, and Sony completed the launch of its PlayStation 3.

From:
$3495
 
In order to recoup the high costs associated with console manufacturing, Microsoft, Sony, and Nintendo have turned to online gaming either to generate additional revenue streams or to promote brand loyalty. Subscriber growth is expected in both paid and free online services over the forecast period.
In-Stat's latest gaming report contains forecasts for online game subscribers annually through 2011 for online-capable game console and handheld consoles. Forecasts for each console include an annual console installed base, the number of subscribers (free or paid), subscription revenue, paid download revenue, and online advertising revenue. This report does not forecast PC online gaming or casual gaming. Analyses are provided for the online console strategies of Microsoft, Nintendo, and Sony, as well as the online handheld strategies of Nintendo and Sony. New to this year's report are survey results regarding US consumers' attitudes towards both video game console ownership and online gaming.
Report Details:
Publisher:
In-Stat
Type:
Market Study - December 2007
Number of pages:
41
Number of tables:
24
First Publication Date:
1/12/2007
 
 
 
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