The Online Game Market 2004 Table of Contents

Size: px
Start display at page:

Download "The Online Game Market 2004 Table of Contents"

Transcription

1 DFC Intelligence DFC Intelligence Phone Carmel Mountain Rd Fax Suite C San Diego, CA The Online Game Market 2004 Table of Contents August 2004

2 Conditions of Purchase Purchase of this multi-client study is on a nonexclusive basis. This study has not been commissioned or contracted for by any one person or organization. The information contained is confidential to the purchaser, and the purchaser agrees not to circulate or loan the study in whole or in part to: their subsidiaries or divisions, industry trade associations (if not the purchaser), the general public, the media, nor other parties not belonging to their company, agency or organization. Unauthorized reproduction and dissemination which is discovered by DFC Intelligence (the publisher) shall constitute grounds for legal prosecution and damages under U. S. copyright law. DFC Intelligence has made every attempt to verify the accuracy and completeness of information in this study from sources we believe to be reliable. It is understood, however, that our estimates, forecasts, opinions and recommendations represent the judgment of our analysts, based on the best information available at the time of publication. It is recommended that purchasers also consult other available business sources and not rely solely on this analysis as the basis for major strategic, financial, or management decisions. DFC Intelligence makes no warranty or representation, either expressed or implied, with respect to the information in this report. In no event will DFC Intelligence be liable for direct, indirect or consequential damages resulting from any defect or inaccuracy in this report, even if advised of the possibility of such damages. Information about specific companies is not intended to be a complete description, nor of their securities, nor is this study an offer to buy or sell such securities. DFC Intelligence s liability, if any, shall not exceed the amount paid for this study DFC Intelligence, a California Corporation. All rights reserved. No part of this report may be sold, reproduced, or transmitted in any form or by any means, including photocopying, recording, or by any information storage and retrieval system, without the written permission of DFC Intelligence. This report is for individual use only. Redistribution requires a site license.

3 About This Report The Online Game Market 2004 is based on a review of historical trends and opinions of leading members of the video game industry, including analysts, consultants, developers, publishers, retailers and consumers. This report has been prepared by utilizing a variety of primary and secondary research techniques including: telephone and personal interviews; analysis of market surveys, trade journals and company literature; extensive database searches; and DFC Intelligence s original compilations and analysis. A DFC Intelligence report is more than a collection of raw statistics. We carefully scrutinize and analyze data from a variety of sources. The result is a comprehensive overview that puts facts and figures in context. Anyone who has attempted to collect figures for the online game industry knows that is difficult to obtain accurate statistics. We have studied market surveys, investment analyst reports and other sources of industry information. Our statistics and forecasts are based on the careful analysis of the available research, a great deal of which is contradictory. In many cases, we made assumptions based on the best available information. We feel our figures accurately reflect past and future market conditions. At the very least, these numbers track the industry trends and accurately estimate the market share of the various players. This report is divided into ten parts. Part I is the Executive Summary. Part II provides an overview of the history of online games and a brief snapshot of the current state of the market. Part III includes forecasts for the online game market through These forecasts are broken down into two different scenarios. Part IV looks at the type of companies that will be involved in the online game industry, from developers to distributors. Part V is a discussion of industry business models. Part VI looks at operating costs and technology considerations. Part VII looks at the hardware for playing games, with a primary focus on console online games. Part VIII is a detailed look at online game genres. Part IX is an overview of the online game consumer and Part X are profiles of some of the leading online game services and companies, as well as profiles of the unique characteristics of some of the leading world markets including South Korea, Taiwan, Chin, Japan and Europe. Author: Company Profiles: Analysis of MMOG Games: Themis Group Research, Writing and Editorial Assistance: David Cole George Chronis, David Cole David Cole, Haley Fritz, Patrick Smith, The Stacey Duncan, Haley Fritz, Paul Gregory, Jessica Mulligan, Tristan Shook, Jonathan Ward, Paul Nguyen, Patrick Smith, The Themis Group

4 Table of Contents I. EXECUTIVE SUMMARY A. OVERVIEW B. MAJOR TRENDS Online Console Games Worldwide Market and Online Games in Asia Casual Gaming Market Online Gaming Consolidation Bundling Becomes Key Impact of Broadband Emergence of Online-Only Games Glut of Product/Need for Capital/Learning by Failure Changing Distribution Channels Trend to Flat-Rate Pricing Online Games as an Extension of Retail Games Emergence of Dedicated Servers and Networks for Enhanced Online Gaming C. CHALLENGES TO ONLINE GAMING INDUSTRY Technology Impediments Game Design Paradigms Consumer Awareness Uncertainty in Profitable Business Model Level of Online Hardware Penetration Reaction from Traditional Retail Channel II. STATE OF ONLINE GAMES A. OVERVIEW B. HISTORY OF ONLINE GAMES History The Market Niches Today III. FORECAST FOR ONLINE GAMES A. OVERVIEW B. GENERAL ONLINE POPULATION C. BROADBAND VS NARROWBAND FORECASTS Broadband vs Narrowband Households by Country Broadband vs Narrowband Households by Region D. VIDEO GAME CONSOLE HARDWARE FORECAST E. FORECAST FOR ONLINE GAMER POPULATION N. America Online Gamer Forecasts Europe Online Gamer Forecasts Asia Online Gamer Forecasts Worldwide Online Gamer Forecasts F. FORECASTS FOR ONLINE GAME HOURS OF USAGE PC Online Games Hours of Usage North America PC Online Games Hours of Usage Europe PC Online Games Hours of Usage Asia PC Online Games Hours of Usage Worldwide PC Online Games Hours of Usage

5 2. Console Online Game Hours of Usage North America Console Online Games Hours of Usage Europe Console Online Games Hours of Usage Asia Console Online Games Hours of Usage Worldwide Console Online Games Hours of Usage Total Online Gamer Hours North America Total Online Games Hours of Usage Europe Total Online Games Hours of Usage Asia Total Online Games Hours of Usage Worldwide Total Online Games Hours of Usage G. FORECASTS FOR ONLINE GAME REVENUE Online Game Consumer Expenditure Revenue Scenario North America Online Game Expenditure: Scenario Europe Online Game Expenditure: Scenario Asia Online Game Expenditure: Scenario Worldwide Online Game Expenditure by Consumer Type: Scenario Worldwide Online Game Expenditure by Region: Scenario Online Game Consumer Expenditure Revenue Scenario North America Online Game Expenditure: Scenario Europe Online Game Expenditure: Scenario Asia Online Game Expenditure: Scenario Worldwide Online Game Expenditure by Consumer Type: Scenario Worldwide Online Game Expenditure by Region: Scenario Online Game Advertising Revenue North America Online Game Advertising Revenue: Europe Online Game Advertising Revenue: Asia Online Game Advertising Revenue: Worldwide Online Game Advertising Revenue: Total Online Game Revenue Forecasts : Scenario North America Total Online Game Revenue : Scenario Europe Total Online Game Revenue : Scenario Asia Total Online Game Revenue : Scenario Worldwide Total Online Game Revenue : Scenario Total Online Game Revenue Forecasts : Scenario North America Total Online Game Revenue : Scenario Europe Total Online Game Revenue : Scenario Asia Total Online Game Revenue : Scenario Worldwide Total Online Game Revenue : Scenario IV. KEY PLAYERS IN THE ONLINE GAME VALUE CHAIN A. OVERVIEW B. VALUE CHAIN Service Providers/ISPs/Telecom/Cable Operators Content Providers Platform/Hardware Providers Online Game Providers/Aggregators Others C. SALES CHANNELS AND ONLINE DISTRIBUTION Overview Online Distribution and Shareware (ESD) The Early Days of Shareware

6 Online Distribution Today The Challenges of Online Distribution RealNetworks/RealArcade Trymedia Systems Games On Demand Yahoo! Games On Demand Comcast Games on Demand Atari On Demand Exent Technologies Console Online Games On Demand (1) The Sega Channel (2) Infinium Labs Phantom Gaming Service Electronic Distribution at Retail V. ONLINE GAMING BUSINESS MODELS A. OVERVIEW Bundling is Key What models seem suitable to what types of content B. TRADITIONAL RETAIL SALES Using peer-to-peer and aggregator services Publishers setting up proprietary services C. ADVERTISING Overview Advantages of Online Advertising What Will Allow Online Advertising to Grow Problems with Online Advertising Measurements Types of Online Advertising Banner Advertising Interstitials One-to-One Advertising Coupons and Promotions Sponsorships/Corporate Games/Advergaming In-Game Advertising Rich Media Consolidation Advertising in Online Games: The Reality Product Placement in Games D. FLAT-FEE SUBSCRIPTIONS Basic Monthly Subscription Tiered Subscriptions Buy at Retail/Monthly Flat-Fee Subscription Model Forecasts for Massively Multiplayer Persistent World Games (1) Current MMOG Revenue (2) MMOG Revenue Forecasts: North America, Europe, Japan Glut of MMOG Products = Major Shakeout? Retail Price Goes Down, Online Fees Go Up E. MINI-TRANSACTIONS/VIRTUAL PROPERTY/ PAY-PER-PLAY/PAY-PER-COMPONENT Digital Collectibles/Magic: The Gathering Virtual Property/ There Inc/ Second Life

7 3. Digital Collectibles Market Players F. SKILL-BASED GAMING/ GAMES FOR MONEY/ COMPETITIVE GAMING G. EMERGING BUSINESS MODELS VI. TECHNOLOGY AND OPERATING CONSIDERATIONS A. OPERATING COSTS The cost of doing business Commodity and Hybrids Costs for Massively Multiplayer/Persistent World Games B. TECHNOLOGY CONSIDERATIONS Bandwidth: Broadband vs. Narrowband Overview Pipes: An Overview Narrowband: With us for the Near Future Broadband What Type of Broadband? Bottom Line Latency Just what is Latency? Unpredictability and its Effects Will Latency get Worse? Will Latency Ever Go Away? Some Possible Solutions Minimizing Latency in Game Design Distribution Technology VII. CONSOLE ONLINE GAMES A. OVERVIEW B. CONSOLE AND TV-BASED ONLINE GAMING History Console Gamers vs. PC Gamers Sega Dreamcast/Sega.net/SNAP Sony, Microsoft and Nintendo: A Detailed Look Microsoft Xbox Sony PlayStation 2 (PS2) Nintendo GameCube New Business Models for Console Systems Infinium Labs Phantom C. WIRELESS GAMING VIII. ONLINE GAME GENRES A. OVERVIEW B. THE TRADITIONAL VIDEO GAME AND COMPUTER GAME GENRES C. THREE BROAD CATEGORIES OF ONLINE GAMES: COMMODITY GAMES, RETAIL HYBRIDS AND SUBSCRIPTION GAMES Simple Commodity Games Retail Hybrids Massively Multiplayer/Persistent Worlds Today s Game Types Define Tomorrow s Consumer Type D. ONLINE GAME GENRES: FROM MASS-MARKET TO HARD-CORE Traditional Board/Card and Parlor Games

8 2. Puzzle Games Simple Action Games Post-Modern Parlor Games: Trivia/Game Shows Children s Entertainment Alfy.com Cartoon Network Disney FoxKids.com FunBrain Headbone Kaboose MaMaMedia Nick.com PBSKids Sports Illustrated For Kids Traditional Action/Sports/Racing/Fighting Fantasy Sports Leagues First-Person Shooters Quake Unreal Tournament Aliens Online Half-Life StarSiege Tribes Soldier of Fortune Army Training Simulations: from Medal of Honor to SOCOM and Call of Duty (1) Medal of Honor (2) America s Army (3) Battlefield (4) Call of Duty Strategy Games Role-Playing Games (RPGs) Simulations Persistent Worlds Prize-Oriented Games E. THE ONLINE GAME PARADIGM F. CHAT AND COMMUNITY G. PERSISTENT WORLD MASSIVELY MULTIPLAYER GAMES: A DETAILED LOOK Ultima Online EverQuest Asheron s Call Dark Age of Camelot Other Noteworthy and Upcoming MMOGs/Persistent Worlds Anarchy Online City of Heroes Dragon Empires Dungeons and Dragons Online Earth and Beyond Eve Online: The Second Genesis Final Fantasy XI Guild Wars JumpGate: The Reconstruction Initiative

9 Legacy Online Lineage The Matrix Online Middle-Earth Online Motor City Online Mythica Neocron Project: Entropia PlanetSide Ragnarok Online The Saga of Ryzom Second Life Shadowbane Shattered Galaxy The Sims Online True Fantasy Live Online Ultimate Baseball Online World of WarCraft World War II Online IX. ONLINE GAME CONSUMER A. OVERVIEW B. CONSUMER PROFILES The Big Picture: Hard-Core vs. Mass-Market Sony Online Entertainment Demographics MSN Zone.com Demographics EA.com Demographics Number of Online Gamers Hard-Core Video Game Players Hard-Core PC Gamer Players Moderate Gamers Mass-Market/Casual Game Players Female Game Players Child Game Players X. COMPANY PROFILES AND INDIVIDUAL WORLDWIDE MARKETS A. COMPANY PROFILES: NORTH AMERICAN MARKET Arkadium Blizzard/Battle.Net Electronic Arts/ EA.com/ America Online/Pogo Pogo.com The Flipside Network/ Uproar Funcom Game Universe/eUniverse/Intermix Media Game Universe/SkillJam euniverse/intermix Media IGN Entertainment/GameSpy MSN Games by Zone.com Mythic Entertainment Neopets PopCap Games

10 12. RealNetworks/ RealArcade ShockWave/GameBlast Sony s The Station WildTangent WorldWinner Yahoo! B. WORLDWIDE ONLINE GAME MARKETS The South Korean Game Market Actoz Soft CCR Gravity Corp NCsoft NetMarble/Plenus Neowiz/Pmang NHN/Hangame NetMarble/Plenus Webzen Online Game Market in Taiwan Gamania Digital Entertainment Online Game Market in China NetEase Shanda Interactive Entertainment Sina Sohu Online Game Market in Japan Online Game Markets in the Rest of Asia Online Game Markets in Europe

11 INDEX OF TABLES Table 1 Peak Concurrent Online Game Usage for Casual Game Sites Table 2 Peak Concurrent Online Game Usage for Top Massively Multiplayer Games Table 3 Peak Concurrent Online Game Usage for Match-Making Game Sites Table 4 Total Worldwide Online Households Table 5 Broadband Households by Country Table 6 Broadband Household Penetration by Country Table 7 North America Online Households: Table 8 Europe Online Households: Table 9 Asia Online Households: Table 10 Total Worldwide Online Households: Table 11 Total Worldwide Broadband Households: Table 12 Online Household Key Comparisons: 2003 and Table 13 Worldwide Video Game Console Hardware Unit Sales: Table 14 U.S. Video Game Console Hardware Unit Sales: Table 15 Europe Video Game Console Hardware Unit Sales: Table 16 Japan Video Game Console Hardware Unit Sales: Table 17 Rest Of World Video Game Console Hardware Unit Sales: Table 18 Worldwide Active Installed Base of 128-Bit Game Systems Table 19 Worldwide Active Installed Base of New Game Systems Table 20 N. America PC Online Gamers: Table 21 N. America Console Online Gamers: Table 22 Total N. America Online Gamers: Table 23 Total Europe PC Online Gamers: Table 24 Total Europe Console Online Gamers: Table 25 Total Europe Online Gamers: Table 26 Total Asia PC Online Gamers: Table 27 Total Asia Console Online Gamers: Table 28 Total Asia Online Gamers: Table 29 Total Worldwide PC Online Gamers: Table 30 Total Worldwide Console Online Gamers: Table 31 Total Worldwide Online Gamers: Table 32 N. America PC Online Gamers Hours of Use: Table 33 Europe PC Online Gamers Hours of Use: Table 34 Asia PC Online Gamers Hours of Use: Table 35 Worldwide PC Online Gamers Hours of Use: Table 36 N. America Console Online Gamers Hours of Use: Table 37 Europe Console Online Gamers Hours of Use: Table 38 Asia Console Online Gamers Hours of Use: Table 39 Worldwide Console Online Gamers Hours of Use: Table 40 N. America Total Online Gamers Hours of Use: Table 41 N. America Total Online Gamers Hours of Use: Table 42 Europe Total Online Gamers Hours of Use: Table 43 Europe Total Online Gamers Hours of Use: Table 44 Asia Total Online Gamers Hours of Use: Table 45 Asia Total Online Gamers Hours of Use: Table 46 Total Worldwide Online Gamers Hours of Use: Table 47 Total Worldwide Online Gamers Hours of Use: Table 48 Worldwide PC and Console Online Games Hours of Usage Table 49 Scenario 1 North America PC Online Gamer Pay Revenue:

12 Table 50 Scenario 1 North America Console Online Gamer Pay Revenue: Table 51 Scenario 1 North America Total Online Gamer Pay Revenue: Table 52 Scenario 1 Europe PC Online Gamer Pay Revenue: Table 53 Scenario 1 Europe Console Online Gamer Pay Revenue: Table 54 Scenario 1 Europe Total Online Gamer Pay Revenue: Table 55 Scenario 1 Asia PC Online Gamer Pay Revenue: Table 56 Scenario 1 Asia Console Online Gamer Pay Revenue: Table 57 Scenario 1 Asia Total Online Gamer Pay Revenue: Table 58 Scenario 1 Worldwide PC Online Gamer Pay Revenue by Consumer Type: Table 59 Scenario 1 Worldwide Console Online Gamer Pay Revenue by Consumer Type: Table 60 Scenario 1 Worldwide Total Online Gamer Pay Revenue by Consumer Type: Table 61 Scenario 1 Worldwide PC Online Gamer Pay Revenue by Region: Table 62 Scenario 1 Worldwide Console Online Gamer Pay Revenue by Region: Table 63 Scenario 1 Worldwide Total Online Game Pay Revenue by Region: Table 64 Scenario 2 North America PC Online Gamer Pay Revenue: Table 65 Scenario 2 North America Console Online Gamer Pay Revenue: Table 66 Scenario 2 North America Total Online Gamer Pay Revenue: Table 67 Scenario 2 Europe PC Online Gamer Pay Revenue: Table 68 Scenario 2 Europe Console Online Gamer Pay Revenue: Table 69 Scenario 2 Europe Total Online Gamer Pay Revenue: Table 70 Scenario 2 Asia PC Online Gamer Pay Revenue: Table 71 Scenario 2 Asia Console Online Gamer Pay Revenue: Table 72 Scenario 2 Asia Total Online Gamer Pay Revenue: Table 73 Scenario 2 Worldwide PC Online Gamer Pay Revenue by Consumer Type: Table 74 Scenario 2 Worldwide Console Online Gamer Pay Revenue by Consumer Type: Table 75 Scenario 2 Worldwide Total Online Gamer Pay Revenue by Consumer Type: Table 76 Scenario 2 Worldwide PC Online Gamer Pay Revenue by Region: Table 77 Scenario 2 Worldwide Console Online Gamer Pay Revenue by Region: Table 78 Scenario 2 Worldwide Total Online Game Pay Revenue by Region: Table 79 North America PC Online Gamer Ad Revenue: Table 80 North America Console Online Gamer Ad Revenue: Table 81 North America Total Online Gamer Ad Revenue: Table 82 Europe PC Online Gamer Ad Revenue: Table 83 Europe Console Online Gamer Ad Revenue: Table 84 Europe Total Online Gamer Ad Revenue: Table 85 Asia PC Online Gamer Ad Revenue: Table 86 Asia Console Online Gamer Ad Revenue: Table 87 Asia Total Online Gamer Ad Revenue: Table 88 Worldwide PC Online Gamer Ad Revenue: Table 89 Worldwide Console Online Gamer Ad Revenue: Table 90 Worldwide Total Online Gamer Ad Revenue: Table 91 Worldwide Total Online Gamer Ad Revenue by Platform: Table 92 Worldwide Total Online Gamer Ad Revenue by Region: Table 93 Scenario 1: North America Total Online Game Revenue Table 94 Scenario 1: Europe Total Online Game Revenue: Table 95 Scenario 1: Asia Total Online Game Revenue: Table 96 Scenario 1: Worldwide Total Online Game Revenue by Type:

13 Table 97 Scenario 1: Worldwide Total Online Game Revenue by Region: Table 98 Scenario 1: Worldwide Total Online Game Revenue by Platform: Table 99 Scenario 2: North America Total Online Game Revenue Table 100 Scenario 2: Europe Total Online Game Revenue: Table 101 Scenario 2: Asia Total Online Game Revenue: Table 102 Scenario 2: Worldwide Total Online Game Revenue by Type: Table 103 Scenario 2: Worldwide Total Online Game Revenue by Region: Table 104 Scenario 2: Worldwide Total Online Game Revenue by Platform: Table 105 Different Types of Online Game Aggregators Table 106 Forecasts for Online Distribution of Game Software: Table 107 Infinium Labs Phantom Gaming Service Basic Revenue Model Table 108 Product/Service vs. Revenue Model Table 109 Pricing for Online Game Services Circa Table 110 U.S. Advertising and Marketing Services 2000E Table 111 Magazine Advertising Revenue Table 112 Game Magazine 1999 Advertising Revenue Table 113 Game Magazine 2000 Advertising Revenue Table 114 Game Magazine 2001 Advertising Revenue Table 115 Game Magazine 2002 Advertising Revenue Table 116 Online Advertising Revenue: Table 117 Share of Ad Impressions by Content Category: Table 118 Share of Ad Impressions by Content Category: Table 119 CPM of Various Media Table 120 Advertising/Usage Share of Various Media Table 121 Online Advertising Formats Table 122 Advertising Formats Table 123 Revenue of Leading Online Advertising Sites: Table 124 Average Banner Rate Cards by Genre Q3/Q Table 125 House Ad Rates by Genre Q Table 126 Top Online Game Sites: July Table 127 Examples of Online Game Subscription Services Table 128 Case s Ladder Tiered Subscription Options Table 129 North America, Europe, Japan Top MMOG Games Subscribers and Revenue Table 130 MMOG Annual Subscription and Revenue Forecast: North America, Europe and Japan Table 131 MMOG Annual Subscription and Revenue Forecast: Asia Pacific Table 132 Mini-Transactions/ Virtual Property Worldwide Revenue Forecast Table 133 Location-Based/Internet Café: Pay-Per-Play Business Model Table 134 Skill-Based Gaming Forecast Table 135 Persistent World Support Costs Table 136 Gross Profit for Subscription Online-Only Game: Moderate Support Costs Table 137 Gross Profit for Subscription Online-Only Game: Low Support Costs Table 138 Broadband Households by Country Table 139 Total Worldwide Broadband Households by Region: Table 140 Packet Demand Table 141 Nielsen s Law vs Moore s Law Table 142 Total Worldwide Online Console Gamers: Table 143 Total Worldwide Console Online Gamers by Type: Table 144 Total North America Console Online Gamers by Type: Table 145 Total Europe Console Online Gamers by Type: Table 146 Total Asia Console Online Gamers by Type:

14 Table 147 Total Worldwide Online Console Game Revenue Table 148 Total Worldwide Online Console Game Revenue by Region Table 149 Worldwide Video Game Console Hardware Unit Sales: Table 150 Worldwide Active Installed Base of 128-Bit Game Systems Table 151 Worldwide Active Installed Base of New Game Systems Table 152 Xbox Live Most Played Games Table 153 PlayStation 2 Online Usage Statistics: Table 154 PlayStation 2 Online Capable System by Region Table 155 U.S. Sales of Console Games by Genre: Table 156 Top U.S. Game Titles of 32/64-Bit Era Table 157 U.S. Best Selling Titles of Table 158 U.S. Best Selling Titles of Table 159 Interactive Entertainment: Baseline Consumer Penetration Statistics Table 160 Male and Female Users for Leading Online Game Sites Table 161 MSN Games at the Zone.com Demographics: Table 162 MSN Games at the Zone.com Demographics: Table 163 Pogo and Club Pogo Demographics: Table 164 EA.com Demographics: Table 165 Total Worldwide PC Online Gamers: Table 166 Total Worldwide Console Online Gamers: Table 167 Appeal of Game Genres to Different Consumer Types Table 168 EA.com Revenue and Income: Table 169 Ultima Online Revenue: Table 170 EA.com Revenue Sources: Table 171 Electronic Arts Online Revenue Sources: Table 172 Uproar Financial Info: Table 173 Uproar.com Costs and Expenses Table 174 euniverse Revenue and Income Table 175 RealNetworks Revenue and Income Table 176 RealNetworks Service Revenue by Category: Table 177 Yahoo! Revenue and Income Table 178 South Korea Online Gamer Forecasts: Table 179 Korean Game Market Revenue Sources: Table 180 Korean Online Game Market Share Table 181 Top Korean Games Average Number of Concurrent Users Table 182 Korean Internet Cafes Table 183 Korean Internet Café Users Table 184 Korean Primary Use of PC January Table 185 Actoz Soft Revenue and Income: Table 186 Actoz Soft Revenue and Income: Table 187 Actoz Soft Revenue by Country Table 188 NCsoft Revenue and Expenses: Table 189 NCsoft Revenue Breakdown: Table 190 NCsoft Revenue and Expenses: Table 191 NCsoft Revenue Breakdown by Country Table 192 Lineage Usage Statistics by Country Table 193 Lineage Korea Pricing Model Table 194 Lineage Overseas Pricing Model Table 195 NetMarble Revenue and Income Table 196 NetMarble Source of Revenue Table 197 NetMarble User Statistics...628

15 Table 198 NeoWiz Revenue and Income Table 199 NeoWiz Source of Revenue Table 200 Mpang User Statistics Table 201 NHN Revenue and Net Income Table 202 NHN Game Revenue Table 203 Hangame User Statistics Table 204 NetMarble Revenue and Income Table 205 NetMarble Source of Revenue Table 206 NetMarble User Statistics Table 207 Webzen Revenue by Source Table 208 Webzen Revenue and Expenses: Table 209 Webzen Revenue Breakdown by Country: Table 210 MU Usage Statistics: Table 211 Taiwan Online Gamer Forecasts: Table 212 Taiwan Game Market: Table 213 Gamania Revenue and Income: Table 214 China Online Gamer Forecasts: Table 215 NetEase Revenue and Income Table 216 NetEase Revenue by Service Table 217 Shanda Revenue and Income Table 218 Shanda Source of Revenue Table 219 Shanda Key Usage Statistics Table 220 Sina Revenue and Income Table 221 Sohu Revenue and Income Table 222 Japan Online Gamer Forecasts: Table 223 Rest of Asia Online Gamer Forecasts:

16

Online Game Market: Table of Contents

Online Game Market: Table of Contents DFC Intelligence DFC Intelligence Phone 858-780-9680 9320 Carmel Mountain Rd Fax 858-780-9671 Suite C www.dfcint.com San Diego, CA 92129 Online Game Market: Table of Contents June 2006 Table of Contents

More information

Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry:

Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry: DFC Intelligence DFC Intelligence Phone 858 780-9680 9320 Carmel Mountain Rd Fax 858-780-9671 Suite C www.dfcint.com San Diego, CA 92129 Worldwide Market Forecasts for the Video Game and Interactive Entertainment

More information

Electronic Gaming in the Digital Home: Game Advertising

Electronic Gaming in the Digital Home: Game Advertising Synopsis Forecast of Spending (2006-2012) Electronic in the Digital Home: paints a complete picture of the fledging game advertising industry. The report includes analysis and forecast for different game

More information

Casual Gaming Market Update

Casual Gaming Market Update Synopsis U.S. Consumers Online Activities (2006 vs. 2007) Casual Gaming Market Update provides indepth analysis of the current dynamics and future directions of the rapidly growing casual gaming industry,

More information

To purchase this report or receive an excerpt, please or call (+1)

To purchase this report or receive an excerpt, please  or call (+1) To purchase this report or receive an excerpt, please email research@pearlresearch.com or call (+1) 415-738-7660 A Pearl Research Exclusive Report China: Games Market/Games Development and Outsourcing

More information

The Business of Video Games Report. About DFC Intelligence s The Business of Video Games Report

The Business of Video Games Report. About DFC Intelligence s The Business of Video Games Report About DFC Intelligence s The Business of Video Games report consists of two pdf documents 1) a 140-slide presentation created in Microsoft PowerPoint and 2) a 180-page report created in Microsoft Word.

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by RESEARCH ON INTERNATIONAL MARKETS March 2014 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages

More information

The Business of Video Games. Table of Contents

The Business of Video Games. Table of Contents The Business of Video Games Comprehensive Market Overview April 2016 Contents Table of Contents CONDITIONS OF PURCHASE... 2 ABOUT THIS REPORT... 3 TABLE OF CONTENTS... 4 INDEX OF TABLES... 7 I. OVERVIEW...

More information

Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang

Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang Nishant l33t Verma 33 Rachel pwn Nabatian Weiye noob Zhang Company Overview Thesis Blizzard Synergies Solid Pipeline e 09 10 0 Competitive Advantage Risks DCF World s largest third party game publisher

More information

CHINA S PC ONLINE GAMES MARKET REPORT

CHINA S PC ONLINE GAMES MARKET REPORT CHINA S PC ONLINE GAMES MARKET REPORT MARKET SIZE, 5- YEAR FORECAST, & ANALYSIS April 2013 The 2 nd report in Niko s 2013 market research subscription ABOUT NIKO PARTNERS Our Focus Niko Partners specializes

More information

Funcom. June Gaute Godager. OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004

Funcom. June Gaute Godager. OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004 Funcom OECD Working Party of the Information Economy Digital Broadband Content Panel Paris, 3rd June 2004 June 2004 Gaute Godager Agenda 1) Funcom highlights 2) Online market and business models 3) Online

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by April 2015 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages ystats.com provides secondary

More information

Global MMORPG Gaming Market: Size, Trends & Forecasts ( ) November 2017

Global MMORPG Gaming Market: Size, Trends & Forecasts ( ) November 2017 Global MMORPG Gaming Market: Size, Trends & Forecasts (2017-2021) November 2017 Global MMORPG Gaming Market: Coverage Executive Summary and Scope Introduction/Market Overview Global Market Analysis Dynamics

More information

Bellairs Games Workshop. Massively Multiplayer Games

Bellairs Games Workshop. Massively Multiplayer Games Bellairs Games Workshop Massively Multiplayer Games Jörg Kienzle McGill Games Workshop - Bellairs, 2005, Jörg Kienzle Slide 1 Outline Intro on Massively Multiplayer Games Historical Perspective Technical

More information

11 Video. Games. More than just a game. Summary

11 Video. Games. More than just a game. Summary 11 Video Games More than just a game Summary The video games market in the Netherlands rose by 23.2 percent in 2007, an improvement from the 21.6 percent rise in 2006. Except for 2005 when growth moderated

More information

2018 1Q IR PRESENTATION

2018 1Q IR PRESENTATION 2018 1Q IR PRESENTATION Investor Relation March 2018 Disclaimer These materials have been prepared by GRAVITY Co., Ltd. ("Gravity" or the "Company"). The statements contained in this presentation have

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results

Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results Activision Blizzard Announces Better-than-expected First Quarter 2012 Financial Results - Skylanders Spyro's Adventure was #1 Kids Video Game for First Quarter 2012 with 30+ Million Toys Sold Life to Date

More information

Sony IR Day Game & Network Services Segment. November 25, Andrew House

Sony IR Day Game & Network Services Segment. November 25, Andrew House Sony IR Day 2014 November 25, 2014 Andrew House President and Group CEO Sony Computer Entertainment Inc. Group Executive in Charge of Network Entertainment Business Sony Corporation Agenda 1. Business

More information

2016 GLOBAL GAMES MARKET REPORT

2016 GLOBAL GAMES MARKET REPORT FREE 2016 GLOBAL GAMES MARKET REPORT AN OVERVIEW OF TRENDS & INSIGHTS JUNE 2016 TABLE OF CONTENTS 1. Introduction 3 2. Key Global Trends 5 3. The Global Games Market Per 9 Region, Segment & Screen 4. Regional

More information

2008 San Francisco Money Show August 7-10, GRAVITY Co., Ltd. (NASDAQ: GRVY)

2008 San Francisco Money Show August 7-10, GRAVITY Co., Ltd. (NASDAQ: GRVY) 2008 San Francisco Money Show August 7-10, 2008 GRAVITY Co., Ltd. (NASDAQ: GRVY) Disclaimer These materials have been prepared by GRAVITY Co., Ltd. ( Gravity or the Company ), solely for use at the Company

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

Peter Moore, President

Peter Moore, President EA SPORTS Peter Moore, President November 13, 2008 1 Safe Harbor Statement During the course of this meeting EA may make forward-looking statements regarding future events and the future financial performance

More information

Q Results July 27, 2006

Q Results July 27, 2006 Q2 2006 Results July 27, 2006 Agenda 1. Highlights in Q2 2. Market update 3. Financials 4. Game demo 2 Key financial summary Revenue growth from Dreamfall and Anarchy Online Revenues of TUSD 4,611 in Q2/06,

More information

Mobile Content & Advertising Perspective

Mobile Content & Advertising Perspective Mobile Content & Advertising Perspective V O L. 1 I S S U E 8 S E P T E M B E R 2008 Not So Virtual: Enhancing Telcos Role in the MMORPG Value Chain Analyst: Guillaume TOUCHARD Email: gtouchard@pyr.com

More information

Niko Partners Market Intelligence

Niko Partners Market Intelligence Your Trusted Source For Data, Insights and Analysis on the Digital Games Markets Of Asia Niko Partners provides insight, data and analysis on the games industry in China and Southeast Asia. We deliver

More information

Strategic Assessment of Worldwide esports Market Forecast Till 2021

Strategic Assessment of Worldwide esports Market Forecast Till 2021 Report Information More information from: https://www.wiseguyreports.com/reports/402152-strategic-assessment-of-worldwide-esports-marketforecast-till-2021 Strategic Assessment of Worldwide esports Market

More information

Q Results Nov 2, 2006

Q Results Nov 2, 2006 Q3 2006 Results Nov 2, 2006 Agenda 1. Highlights in Q3 2. Market update 3. Financials 2 Key financial summary Revenue development Revenues of TUSD 2,217 in Q3/06, up from TUSD 1,111 in Q3/05 (excluding

More information

LONG TERM VALUE CREATION BLAKE JORGENSEN, CFO

LONG TERM VALUE CREATION BLAKE JORGENSEN, CFO LONG TERM VALUE CREATION BLAKE JORGENSEN, CFO SAFE HARBOR STATEMENT This presentation contains forward-looking statements that are subject to change. Statements including words such as anticipate, "believe,

More information

Q November 12th 2008

Q November 12th 2008 Q3 2008 November 12th 2008 Disclaimer Forward looking statements This presentation contains forward-looking statements that involve risks and uncertainties. All statements other than statements of historical

More information

A (Very) Brief History

A (Very) Brief History GAMES INDUSTRY A (Very) Brief History 1961 SpaceWar: Steve Russell on a PDP-1 at MIT 1971 Computer Space: First coin-op game 1972 Pong: Arcade and home - the first hit 1978-1981: Golden age of the arcade

More information

Activision Blizzard Announces Better-Than-Expected Second Quarter 2012 Financial Results

Activision Blizzard Announces Better-Than-Expected Second Quarter 2012 Financial Results Activision Blizzard Announces Better-Than-Expected Second Quarter 2012 Financial Results Company Had The Top Three Best-Selling Games in North America and Europe For First Six Months of 20121 SANTA MONICA,

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) Results of Operations and Strategies First half of fiscal year ending March 31, 2014 0 Forward-looking Statements Strategies, plans, outlooks and

More information

Gaming. not just for kids! Gaming & your Library. 42% of all adults own a console. Almost 2/3 of adults own a console

Gaming. not just for kids! Gaming & your Library. 42% of all adults own a console. Almost 2/3 of adults own a console Gaming & your Library Scott Kehoe, Advisor - Technology Specialist Massachusetts Library System (MLS), Waltham, Mass. 866-627-7228 x308 / scott@masslibsystem.org / www.masslibsystem.org IM me on AIM -

More information

Individual Test Item Specifications

Individual Test Item Specifications Individual Test Item Specifications 8208110 Game and Simulation Foundations 2015 The contents of this document were developed under a grant from the United States Department of Education. However, the

More information

Casual Games in Asia: Challenges & Opportunities. James Gwertzman Vice President, APAC

Casual Games in Asia: Challenges & Opportunities. James Gwertzman Vice President, APAC Casual Games in Asia: Challenges & Opportunities James Gwertzman Vice President, APAC Why Asia? It s HUGE (3.3 billion people, more than half under 30) The number of Internet users is growing FAST (20%

More information

Activision Blizzard Announces Record First Quarter Financial Results

Activision Blizzard Announces Record First Quarter Financial Results Activision Blizzard Announces Record First Quarter Financial Results - Q1 and EPS Ahead of Prior Year and Prior - - Q1 GAAP EPS Increased 40% and Non-GAAP EPS Up 44% Over Prior Year - - Q1 from Digital

More information

Recycling Industry Information

Recycling Industry Information P L A C A R D A - 1 Recycling Industry Information Types of Trash Recycled in the United States According to the U.S. Environmental Protection Agency, trash is made up of the things we commonly use and

More information

2005 First Quarter Presentation

2005 First Quarter Presentation 2005 First Quarter Presentation Safe Harbor This presentation contains statements of a forward-looking nature. These statements are made under the safe harbor provisions of the U.S. Private Securities

More information

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2013

Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, Overview of Strategies and Plans Fiscal Year ending March 31, 2013 Capcom Co., Ltd. Tokyo and Osaka Exchanges, First Section, 9697 Overview of Strategies and Plans Fiscal Year ending March 31, 2013 0 0 < Contents > 1.Our Mid-Term Goal 2.Strategies for Growth 3. Forecasts

More information

Aristocrat Leisure Limited Acquisition of Plarium Global Limited Supporting information. August 2017

Aristocrat Leisure Limited Acquisition of Plarium Global Limited Supporting information. August 2017 Aristocrat Leisure Limited Acquisition of Plarium Global Limited Supporting information August 2017 Disclaimer This document and any oral presentation accompanying it has been prepared in good faith, however,

More information

Investor Conference, 2017

Investor Conference, 2017 Code:4994 X-Legend Entertainment Co., Ltd. Investor Conference, 2017 President: Chou Chun-Nan 2017/11/23 Legal Disclaimer The information contained in this presentation, including all forward-looking information,

More information

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN, JANUARY 2019 INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN 1 Billion USD THE JAPANESE

More information

Introduction to Computer Games

Introduction to Computer Games Introduction to Computer Games Doron Nussbaum Introduction to Computer Gaming 1 History of computer games Hardware evolution Software evolution Overview of Industry Future Directions/Trends Doron Nussbaum

More information

CHINA MOBILE GAME MARKET REPORT 2013

CHINA MOBILE GAME MARKET REPORT 2013 CHINA MOBILE GAME MARKET REPORT 2013 August 2013 4th Report in Niko s 2013 Market Research Subscription on China s Games Industry ABOUT NIKO PARTNERS Our Focus Niko Partners specializes in market research

More information

Gaming. Everyone s a. Gamer!

Gaming. Everyone s a. Gamer! Gaming Everyone s a Gamer! The gaming industry in India is growing at a CAGR of over 70 per cent and is expected to touch the half-a-billion-dollar mark in just two years, says Dipta Joshi. 50 Gaming is

More information

Fourth Quarter 2013 Results. February 6, 2014

Fourth Quarter 2013 Results. February 6, 2014 Fourth Quarter 2013 Results February 6, 2014 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts

More information

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016

Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016 Capcom Co., Ltd. (Tokyo Exchanges, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2016 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical

More information

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS

ACTIVISION BLIZZARD ANNOUNCES BETTER-THAN-EXPECTED SECOND QUARTER 2011 FINANCIAL RESULTS Contacts: Kristin Southey SVP, Investor Relations (310) 255-2635 ksouthey@activision.com Maryanne Lataif SVP, Corporate Communications (310) 255-2704 mlataif@activision.com FOR IMMEDIATE RELEASE ACTIVISION

More information

Sizing & Profiling esports' Popularity Free Data Report Featuring High-level Results of Newzoo s Consumer Research APRIL 2014

Sizing & Profiling esports' Popularity Free Data Report Featuring High-level Results of Newzoo s Consumer Research APRIL 2014 Sizing & Profiling esports' Popularity Free Data Report Featuring High-level Results of Newzoo s Consumer Research APRIL 2014 Image courtesy of Turtle Entertainment /ESL Sizing & Profiling esports Popularity

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Financial Highlights for the Fiscal Year ended March 31, 2016 0 0 Forward-looking Statements Strategies, plans, outlooks and other statements

More information

GAMES AND GAMING MAY 2014

GAMES AND GAMING MAY 2014 GAMES AND GAMING MAY 214 8 of students have a console in their home 2.6 Million students 44 More likely to have a console Xbox36 Nintendo Wii Any Nintendo DS Nintendo DS Sony Playstation 3 Sony Playstation

More information

S

S Ebay xbox and wii The Borg System is 100 % Ebay xbox and wii Find great deals for Nintendo Wii Sports White Console (NTSC). Shop with confidence on ebay! We currently don't have any listings for this item.

More information

Knowledge Directs Differences

Knowledge Directs Differences Landscape Report 2015 2015 DIREC The Most Significant Information of Digital Games Consumption in Iran Knowledge Directs Differences Digital games Research Center 25 Child under 12 years 77 Smartphone 23

More information

Datakom II Seminar Lecture 2005 Erik Nordström

Datakom II Seminar Lecture 2005 Erik Nordström Online Gaming and Ad hoc Networking Datakom II Seminar Lecture 2005 1 Multiplayer Computer Games (MCG) - Background In the beginning there was MUD (Multi- User Dungeon) First adventure game to support

More information

Activision Blizzard Reports December Quarter and Calendar Year 2009 Financial Results

Activision Blizzard Reports December Quarter and Calendar Year 2009 Financial Results Activision Blizzard Reports December Quarter and Calendar Year 2009 Financial Results - Company Announces $1 Billion Share Repurchase Program - - Annual Cash Dividend of $0.15 per Common Share - - For

More information

Safe Harbor Disclosure

Safe Harbor Disclosure Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts are forward-looking statements. The company generally

More information

Executive Summary. Questions and requests for deeper analysis can be submitted at

Executive Summary. Questions and requests for deeper analysis can be submitted at ARTILLRY INTELLIGENCE BRIEFING VR USAGE & CONSUMER ATTITUDES AUGUST 2017 Executive Summary Who s using virtual reality (VR) today? What are their motivations? What are the VR use cases and content categories

More information

INTRODUCTION MARKET OVERVIEW

INTRODUCTION MARKET OVERVIEW CHINESE ONLINE GAMING 216 Essex Street, Salem, MA 01970 (978) 745-9233 (800) 888-MGMT www.ecabot.com info@ecabot.com Nearly 100 million people in China are playing online games. These users spent about

More information

Developing Games for Xbox Live Arcade. Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft

Developing Games for Xbox Live Arcade. Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft Developing Games for Xbox Live Arcade Katie Stone-Perez Game Program Manager Xbox Live Arcade Microsoft Endless Fun is Just a Download Away! Agenda 1 st Generation Results Xbox Live Arcade on the Xbox

More information

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT

Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2018 0 Forward-looking Statements Strategies, plans, outlooks and other statements that are

More information

GAMEVIL s 4 th Quarter of 2014 Financial Results & Strategic Plans for February 10, 2015

GAMEVIL s 4 th Quarter of 2014 Financial Results & Strategic Plans for February 10, 2015 GAMEVIL s 4 th Quarter of 2014 Financial Results & Strategic Plans for 2015 February 10, 2015 Disclaimer Some content may reflect forward-looking statements and have been prepared based on the expectations

More information

Electronic Arts Inc. January 18th, Michael Gude Portfolio Manager. Chase Westenfelder Quantitative Model Developer

Electronic Arts Inc. January 18th, Michael Gude Portfolio Manager. Chase Westenfelder Quantitative Model Developer Electronic Arts Inc. EA January 18th, 2018 Michael Gude Portfolio Manager Chase Westenfelder Quantitative Model Developer Taylor Crawford Private Equity Analyst Table of Contents Investment Thesis Competitor

More information

First Quarter 2013 Results May 8, 2013

First Quarter 2013 Results May 8, 2013 First Quarter 2013 Results May 8, 2013 Safe Harbor Disclosure Please review our SEC filings on Form 10-K and Form 10-Q The statements contained in this presentation that are not historical facts are forward-looking

More information

TABLE OF CONTENTS TABLE OF CONTENTS

TABLE OF CONTENTS TABLE OF CONTENTS Page 1 Page 1 of 13 TABLE OF CONTENTS TABLE OF CONTENTS 1. Introduction 5 1.1. esports Market Overview 5 1.2. Current esports events 7 1.3. DPLAY Tournaments Market Potential 8 2. esports Tournaments 9

More information

1 SQUARE ENIX HOLDINGS CO., LTD.

1 SQUARE ENIX HOLDINGS CO., LTD. Results Briefing Session Six-Month Period Ended September 30, 2010 November 4, 2010 1 SQUARE ENIX HOLDINGS CO., LTD. Statements made in this document with respect to SQUARE ENIX HOLDINGS CO., LTD. and

More information

World Offshore Wind Market Forecast Prospects, Technologies, World Markets

World Offshore Wind Market Forecast Prospects, Technologies, World Markets 2016 World Offshore Wind Market Forecast 2016-2025 Prospects, Technologies, World Markets Contents Table of Contents 1 Summary and Conclusions...7 Summary... 8 Conclusions... 9 2 Drivers and Indicators...

More information

INVESTOR RELATIONS Com2uS Q Financial Results. August 10 th 2016

INVESTOR RELATIONS Com2uS Q Financial Results. August 10 th 2016 INVESTOR RELATIONS 2016 Com2uS 2016 2Q Financial Results August 10 th 2016 1 Disclaimer All information and data in this document has not been audited by independent third party. Therefore, information

More information

JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT

JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT JUNE 2014 MAIN EXAMINATION MODULE: MARKETING MANAGEMENT PROGRAMME: POST GRADUATE DIPLOMA IN MANAGEMENT DATE: 13 June 2014 TIME: 13h30 16h30 DURATION: 3 hours MARKS: 100 EXAMINER: A Sangham MODERATOR: D

More information

VIDEOGAMES IN EUROPE:

VIDEOGAMES IN EUROPE: VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines

More information

Photo Merchandise- Opportunities Beyond Prints

Photo Merchandise- Opportunities Beyond Prints January 2007 Multi-Client Study Photo Merchandise- Opportunities Beyond Prints Authors Alan Bullock Norman McLeod Ed Lee Jeff Hayes Project Objectives This study is designed to provide companies that are

More information

Should all future kids contents be interactive? What are the best games and TV coproduction models?

Should all future kids contents be interactive? What are the best games and TV coproduction models? Should all future kids contents be interactive? What are the best games and TV coproduction models? Global Kids Media Congress March 10, 2016 Joëlle CAROLINE UBISOFT MOTION PICTURES PARTIE 2 UBISOFT AT

More information

WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES

WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES GAMING TRENDS DEMOGRAPHIC SHIFTS WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA Essential Facts, 2008 3 57 COMING UP NEXT A society born in gaming

More information

First Quarter 2014 Results

First Quarter 2014 Results First Quarter 04 Results May 6, 04 Safe Harbor Disclosure Please review our SEC filings on Form 0-K and Form 0-Q The statements contained in this presentation that are not historical facts are forward-looking

More information

Who plays Second Life? An audience analysis of online game players in a specific genre

Who plays Second Life? An audience analysis of online game players in a specific genre Cynthia Putnam cy@rockingdog.com EDPSYCH 588 Klockars Final Paper Who plays Second Life? An audience analysis of online game players in a specific genre Introduction At a time when profits are decreasing

More information

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019

Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019 Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) 3rd Quarter Report Fiscal year ending March 31, 2019 0 Contents page 1. Forecasts for FY3/19 2 2. Financial Highlights 3 3. Business Segment

More information

Game Industry Presented by: Pam Chow

Game Industry Presented by: Pam Chow Game Industry Presented by: Pam Chow GAME INDUSTRY A (Very) Brief History 1961 SpaceWar: Steve Russell on a PDP-1 at MIT 1971 Computer Space: First coin-op game 1972 Pong: Arcade and home - the first hit

More information

Table of Contents. 1. 4Q13 Earnings Summary - Financial Highlights. 2. Service & Business Strategy. 3. Mobile 4. PC. 5. Appendix

Table of Contents. 1. 4Q13 Earnings Summary - Financial Highlights. 2. Service & Business Strategy. 3. Mobile 4. PC. 5. Appendix 1 Table of Contents 1. 4Q13 Earnings Summary - Financial Highlights 2. Service & Business Strategy 3. Mobile 4. PC - Developing Quality Contents - Growth Strategy - Expanding Development - CGP & Investment

More information

Asiasoft Corporation PLC. (AS)

Asiasoft Corporation PLC. (AS) Asiasoft Corporation PLC. (AS) Asiasoft Talk 2013 13 th March 2013 Disclaimer Agenda The information contained in this presentation is for information purposes only and does not constitute an offer or

More information

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers. MMORPGs And Women 1 MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games and Female Gamers. Julia Jones May 3 rd, 2013 MMORPGs And Women 2 Abstract:

More information

2016 GLOBAL ESPORTS MARKET REPORT

2016 GLOBAL ESPORTS MARKET REPORT FREE 2016 GLOBAL ESPORTS MARKET REPORT AN OVERVIEW OF THE ESPORTS MARKET & ITS VALUABLE AUDIENCE MARCH 2016 TABLE OF CONTENTS 1. Introduction 3 2. Overview of the Market 7 3. Live Esports Events in 2015

More information

Q Results May 3, 2006

Q Results May 3, 2006 Q1 2006 Results May 3, 2006 Agenda 1. Financial summary 2. Background 3. Operations update 4. Financials 2 Financial summary Increased revenues from Anarchy Online Revenues of TUSD 1,287 in Q1/06 (up from

More information

MARKETING VIRTUAL WORLDS

MARKETING VIRTUAL WORLDS MARKETING VIRTUAL WORLDS the industry of Massively Multiplayer Online Role Playing Games WAYNE STATE UNIVERSITY Gerard Imbert Pauline Leboeuf Adriana Murillo Contact: mail@gerardimbert.com EXECUTIVE SUMMARY...

More information

Artificial Intelligence Paper Presentation

Artificial Intelligence Paper Presentation Artificial Intelligence Paper Presentation Human-Level AI s Killer Application Interactive Computer Games By John E.Lairdand Michael van Lent ( 2001 ) Fion Ching Fung Li ( 2010-81329) Content Introduction

More information

Please see analyst certification and other important disclosures starting on page 165.

Please see analyst certification and other important disclosures starting on page 165. Page 84 Exhibit 120 Third-Party Gross Margin Sensitivity Relative to Hardware Royalties and Manufacturing Costs (US$) Manufacturing Cost Royalty Cost $3.00 $4.00 $5.00 $6.00 $7.00 $8.00 $9.00 $1.00 90%

More information

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals

Content Ⅰ. OVERVIEW. Ⅱ. SNG & Mobile Game. Ⅲ. Online Game. Ⅳ. Appendix. Company Overview Business Overview Strategic Goals INVESTOR RELATIONS 2012 Content Ⅰ. OVERVIEW Company Overview Business Overview Strategic Goals Ⅱ. SNG & Mobile Game R&D Superiority Global Expansion Strategy - Domestic Strategy - Japan Ⅲ. Online Game

More information

Scenario Planning edition 2

Scenario Planning edition 2 1 Scenario Planning Managing for the Future 2 nd edition first published in 2006 Gill Ringland Electronic version (c) Gill Ringland: gill.ringland@samiconsulting.co.uk.: this has kept to the original text

More information

Military Robotics - Emerging Trends and Future Outlook. Reference code: DF4580PR Published: July 2015 Single user price: US$1950

Military Robotics - Emerging Trends and Future Outlook. Reference code: DF4580PR Published: July 2015 Single user price: US$1950 Military Robotics - Emerging Trends and Future Outlook Reference code: DF4580PR Published: July 2015 Single user price: US$1950 1 Summary Military Robotics - Emerging Trends and Future Outlook is a report

More information

Third Quarter CY 2010 Results. November 04, 2010

Third Quarter CY 2010 Results. November 04, 2010 Third Quarter CY 2010 Results November 04, 2010 Safe Harbor Disclosure The statements contained in this presentation that are not historical facts are forward-looking statements. The company generally

More information

INDUSTRY OVERVIEW REDACTED REDACTED Sources of Information REDACTED REDACTED The Newzoo report

INDUSTRY OVERVIEW REDACTED REDACTED Sources of Information REDACTED REDACTED The Newzoo report Certain information, including statistics and estimates, set forth in this section and elsewhere in this document have been derived from two industry reports, namely the Newzoo Report and the Frost & Sullivan

More information

Bringing More to the Table

Bringing More to the Table Bringing More to the Table TM During this presentation and the Q&A session, we may be making forward-looking statements that reflect certain risks and uncertainties associated with Shuffle Master s business.

More information

Global Video Game Software Market: Size, Trends & Forecasts ( ) February 2018

Global Video Game Software Market: Size, Trends & Forecasts ( ) February 2018 Global Video Game Software Market: Size, Trends & Forecasts (2018-2022) February 2018 Global Video Game Software Market: Coverage Executive Summary and Scope Introduction/Market Overview Global Market

More information

Business model developments for the PC-based massively multiplayer online game(mmog) industry

Business model developments for the PC-based massively multiplayer online game(mmog) industry University of Wollongong Research Online University of Wollongong Thesis Collection 1954-2016 University of Wollongong Thesis Collections 2005 Business model developments for the PC-based massively multiplayer

More information

The Chinese Video Game Market: Market Entry for Canadian Firms

The Chinese Video Game Market: Market Entry for Canadian Firms The Chinese Video Game Market: Market Entry for Canadian Firms prepared by Asia Pacific Research and Positioning March 2007 The Department of Canadian Heritage, Trade Routes program, commissioned this

More information

Advertising in Online Games and Cultural Diversity

Advertising in Online Games and Cultural Diversity Thomas Steiner Dr. iur. Advertising in Online Games and Cultural Diversity An EC and International Media Law Enquiry L-G-D-J Stampfli Publishers Ltd Berne 2010 Bruylant Ltd. Brussels -2010 Acknowledgements

More information

Global Technology VIDEO GAMES COULD PROVE TO BE DISRUPTOR IN DIGITAL AGE

Global Technology VIDEO GAMES COULD PROVE TO BE DISRUPTOR IN DIGITAL AGE PRICE POINT July 2017 Timely intelligence and analysis for our clients. Global Technology VIDEO GAMES COULD PROVE TO BE DISRUPTOR IN DIGITAL AGE KEY POINTS Josh Spencer Portfolio Manger, Global Technology

More information

It's Game Time... Plug Yourself In... Enter the Hero... WOW SIMULATION CASE STUDY

It's Game Time... Plug Yourself In... Enter the Hero... WOW SIMULATION CASE STUDY It's Game Time... Plug Yourself In... "VU Games[Vivendi Universal Games, Inc.] strategy of releasing fewer games of higher quality based on bigger, better franchises is clearly reflected in our E3 [the

More information

Second Quarter 2013 Results August 1, 2013

Second Quarter 2013 Results August 1, 2013 Second Quarter 203 Results August, 203 2 Safe Harbor Disclosure Please review our SEC filings on Form 0-K and Form 0-Q The statements contained in this presentation that are not historical facts are forward-looking

More information

Earn $ Every. Day With CPA Offers

Earn $ Every. Day With CPA Offers Earn $100.00 Every Day With CPA Offers Disclaimer The information presented in this ebook represents the views of the author as of the date of publication. The author reserves the rights to alter and update

More information