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March 2007

Western World MMOG Market: 2006 Review and Forecasts to 2011



82 Tables & Charts / 76 pages
Available formats: Print & PDF
Electronic: £1990.00, $4090.00, 2990.00 Print: £995.00, $2045.00, 1495.00

Western World MMOG Market: 2006 Review and Forecasts to 2011

Screen Digest has found that the market value for massively multiplayer online games in the West hit $1bn for the first time in 2006. The North American subscription market was worth $576m, while Europe was worth $299m.

    While subscription services continue to dominate in the West, accounting for 87% of the market, virtual item sales and in-game advertising have also made their mark during the year. The growing impact of these new business models is symptomatic of the increasing influence of traditional MMOGs on other online platforms and games sectors, such as social networking sites and casual online games. Both of these sectors are now broadly adopting many MMOG-like strategies and characteristics.

    Author of the report Piers Harding-Rolls says "During the past few years the Western landscape for massively multiplayer online games has become increasingly fragmented following the introduction of new genres of games including social networking, virtual pet rearing and virtual world building titles. These new games and platforms have brought with them many new gamers and also new business models that are generating revenue that is largely incremental to the incumbent subscription business."

    Screen Digest forecasts that by 2011 over 10 million subscription accounts will generate $1.5bn in consumer spending on this growing sector of the online games market. Over the forecast period Europe will enjoy the strongest growth between the two Western regions.

    This highlights a key trend identified through the research – namely that there is stronger potential for subscription growth in Europe than in the more established North American market due to less market saturation and stronger broadband growth.


Key findings:
    • Market value for MMOGs in the West hit $1bn for the first time in 2006. Market growth has been helped by the introduction of more casual MMOG experiences and new business models.
    • The North American subscription market was worth $576m, while Europe was worth $299m.
    • By 2011 the MMOG subscription market will be worth over $1.5bn and Europe will enjoy the stronger growth between the two Western regions
    • Over the five year period, Germany will remain the largest subscription market in Europe, followed by the UK.
    • France will see the most significant value growth of over 16% CAGR over the term, whilst Spain and Italy will both experience subscription value CAGR of more than 15%.
    • World of Warcraft is by far the most popular subscription game, accounting for 54% of the subscription market in 2006, generating revenue of $471m. Its next nearest competitor was Runescape from UK developer/publisher Jagex.

In the report:
    • Western World MMOG market size and forecasts to 2011
    • Subscription market size and forecasts to 2011 for North America and Europe and key country territories
    • 2006 market size for MMOG virtual item purchase and in-game advertising markets
    • Individual subscription title performance
    • Publisher ranking by subscription revenue and market share
    • MMOG addressable markets
    • MMOG gamer demographics
    • MMOG market value chain analysis
    • MMOG content trends analysis
    • MMOG service business model analysis

Table of contents

Tables and charts

Executive summary

Introduction

    Overview of the report contents
    Feedback

Market definitions
    Sector cross-over leads to MMOG market fragmentation
    MMOG types
    MMOG genres
    MMOG settings
    MMOG origination and timeline
    1980s
    1990s
    1997
    1999
    2000s
    2003
    2004
    2005
    2006

Methodology
    Exchange rates used
    Geographical scope of report

Addressable market for PC and console MMOGs

MMOG gamer demographics

    MMORPGamers
    More mass market
    Gender profile
    Social dimension
    Younger profile
    Young males the core market
    MMOGamer demographic expansion
    Younger users

MMOGs: A recent history and market overview
    Before and after: World of Warcraft
    MMOG strategies are a blueprint for the future of the online games industry

MMOG market value chain
    How the value chain is changing
    Virtual worlds and media market convergence
    Developers
    Middleware vendors
    In- and around-game advertising networks
    Distributors
    Publishers
    Platform owners
    Sony announces Home for the
    PlayStation 3
    Operators
    The financial challenges of MMOG operation
    ISPs
    Consumers

Content trends in 2006 and moving forward
    Content intellectual property trends
    Licensed IP trends
    Game IP trends
    Subscription market value by IP profile
    Platform support trends
    Platform support: existing content versus content pipeline
    Language support trends
    Subscriber market share by language support
    Content origin trends
    Content origin: existing content versus content pipeline
    Subscriber market value by content origin
    Content genre trends
    Content genre: existing content versus content pipeline
    Subscriber market value by content genre
    Game type trends
    Content setting trends
    Content setting: existing content versus pipeline
    Subscriber market value by content setting

Service business model analysis
    Subscription
    Strengths
    Weaknesses
    Virtual item purchase
    In- or around- game advertising
    CPM rates
    Corporate Use of Virtual Worlds
    Adverworlds
    Future business models
    User generated content
    Real money trade

Profitability and development cost
    Profitability
    Development perspective
    Middleware and software development tools
    Current performance of subscription
    MMOGs

Western World MMOG market size and forecast
    Other business models
    MMOG subscription forecast
    The broadband influence
    ARPU trends
    Individual title performance
    Publisher subscription market share
    Notes on player populations
    Challenges to business development in
    Europe
    Billing and payments solutions:
    Product localisation:
    Sales tax on computer services:

Country market share and forecasts
    Subscriber share
    Subscription revenue share

Appendix A

Tables and Charts

Executive summary

    Figure 1: Western World MMOG subscription revenue forecast to 2011
    Figure 2: 2006 Western World MMOG revenue share between business models
    Table 1: Top 10 Western World MMOG subscription titles by revenues

Introduction

Market definitions

    Figure 3: MMOG market fragmentation

Methodology

Addressable market for PC and console MMOGs

    Table 2: Addressable market for PC and console MMOGs, forecasts to 2011

MMOG gamer demographics
    Table 3: MMORPGamer demographic profile
    Table 4: Neopets user demographic profile
    Table 5: Gaia Online user demographic profile
    Table 6: Habbo Hotel user demographic profile

MMOGs: A recent history and market overview
    Figure 4: Europe - End of year MMOG subscribers 2004 & 2005
    Figure 5: Europe - MMOG subscription revenue 2004 & 2005
    Figure 6: North America: End of year MMOG subscribers 2004 & 2005
    Figure 7: North America - MMOG subscription revenue 2004 & 2005
    Figure 8: Games sector cross over with MMOGs
    Figure 9: Connected content opportunity scale

MMOG market value chain
    Figure 10: MMOG market value chain

Content trends in 2006 and moving forward
    Figure 11: Commercially available titles: licensed IP versus non-licensed IP
    Figure 12: Titles in development - Licensed IP versus non-licensed IP
    Figure 13: Share of titles based on licensed IP - commercially available versus in development or beta
    Figure 14: Commercially available titles: established game IP versus new game IP
    Figure 15: Titles in development based on established game IP versus new game IP
    Figure 16: Share of titles based on established game IP: commercially available versus in development or beta
    Figure 17: 2006 Subscription market value by licensed IP versus non-licensed IP
    Figure 18: 2006 Subscription market value by established game IP versus new game IP
    Figure 19: Platform support for all commercially available titles
    Figure 20: Platform support for titles in development
    Figure 21: Share of titles with console support: commercially available versus in development or beta
    Figure 22: Commercially available titles: share of titles supporting individual languages
    Figure 23: Top 20 subscription titles: share of titles supporting individual languages
    Figure 24: Share of subscribers by game language availability, 2006
    Figure 25: Share of subscribers by title language support, 2006
    Figure 26: Commercially available titles: Geographical origin
    Figure 27: Titles in development:Geographical origin
    Figure 28: European origin titles share of market: commercially available versus in development or beta
    Figure 29: Top 20 subscription titles: Geographical origin
    Figure 30: Commercially available titles: geographical origin
    Figure 31: Titles in development: Key country market origin
    Figure 32: Subscriber market value by content origin, 2006
    Figure 33: Commercially available titles: game genre share
    Figure 34: Titles in development: game genre share
    Figure 35: Top 20 subscription titles: game genre share
    Figure 36: Subscriber market value split by genre, 2006
    Figure 37: Commercially available titles: share by game type
    Figure 38: Titles in development: share by type
    Figure 39: Commercially available titles: share by game setting
    Figure 40: Titles in development: share by game setting
    Figure 41: Fantasy setting share of titles comparison -commercially available, in development or beta, and top 20 subscription titles
    Figure 42: Sci-Fi setting share of titles comparison: commercially available, in development or beta, and top 20
    subscription titles
    Figure 43: Subscriber market value split between settings, 2006

Service business model analysis
    Figure 44: Commercially available titles: share between business models
    Figure 45: 2006 Western World MMOG revenue share between business models
    Figure 46: Virtual item purchase business model
    Table 7: Key MMOG titles/platforms using virtual item (or currency) purchase business models
    Table 8: Key MMOG titles/platforms using in- or around-game advertising

Profitability and development cost
    Figure 47: Operating profit margin for a selection of MMOG publishers/operators
    Table 9: AAA title revenue generation years 1-5 at 70% retention/$30m development costs
    Table 10: Boutique, independent or casual title revenue generation years 1-5 at $1m development costs
    Table 11: Middleware vendors

Western World MMOG market size and forecast
    Figure 48: Western World 2006 MMOG market
    Table 13: North America and Europe MMOG subscribtion market, forecasts to 2011
    Figure 49: MMOG subscription penetration of online households - North America versus Europe
    Figure 50: North America: Average annual MMOG subscriber growth compared to average broadband household growth, forecast to 2011
    Figure 51: Europe: Average annual MMOG subscriber growth compared to average broadband household growth,
    forecast to 2011
    Figure 52: Average monthly MMOG subscription per user, forecast to 2011
    Figure 53: Western World 2006: Share of subscribers by leading 10 titles
    Figure 54: Western World 2006: Share of subscription revenue by leading 10 titles
    Table 14: Top 10 MMOG titles 2005/2006 subscriber numbers and growth
    Table 15: Top 10 MMOG titles 2005/2006 subscription revenue and growth ($)
    Table 16: World of Warcraft subscriber numbers by region
    Table 17: Top 10 MMOG subscription publishers, 2006
    Figure 55: Top 10 publisher share of MMOG subscription market, 2006

Country market share and forecasts
    Figure 56: North America average annual subscribers by country (000s)
    Figure 57: Europe average annual subscribers by country (000s)
    Table 18: Western World MMOG average annual subscribers by country, forecast to 2011
    Figure 58: North America MMOG subscriber revenue by country ($000s)
    Figure 59: Europe MMOG subscription revenue by country ($000s)
    Table 19: Western World MMOG subscription revenue by country, forecast to 2011
    Figure 60: Europe market share by country, 2006
    Figure 61: Europe forecast market share by country, 2011

Appendix A
    Table 20: Western World MMOG titles in development or beta testing
    Table 21: Commercially released Western World MMOG titles




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