August 2005
Digital Distribution of Games: Growth Opportunities and Forecasts to 2010
24 Tables & Charts /
87 pages
Available formats: Print & PDF & HTML
Electronic: £1990.00,
$4090.00,
€2990.00
Print: £995.00,
$2045.00,
€1495.00
Digital Distribution of Games looks at the Western World addressable market for PC and console games downloads and Games on Demand services with a span of data covering 2002 to 2010. The report also includes detailed demographic profiles of the casual, hard core and MMOG gamer.
Growth in the digital distribution of games is expected to be strong and constant from now until 2010. Industry players are jostling for position and formalising their strategies in what is still an emerging market. Towards the end of the 1990s, when the world was gripped in Internet-based business fever, industry commentators were heralding the potential of digital distribution for games and estimating that within a few years it would have a significant impact on the make up of the industry's supply chain.
Fast forward to 2005 and although these predictions have yet to materialise, over the past 12 months the market has shown signs of getting into its stride and has produced a number of noteworthy success stories in both the download and Games on Demand sectors.
The report contains detailed analysis of business models within the industry as well as profiles of the key players. Some of the key issues covered include:
- Downloading infrastructure and processes
- Business and revenue-sharing models
- Profiles of key players - enablers, developers and e-tailers
- Market trends and demographic profiles of gamers
- Developer and publisher strategies
- Market size and forecasts to 2010
Table of Contents
Executive Summary
Digital download
Games on Demand
Digital Distribution Definitions and Market Segmentation
Digital Download
Games on Demand
Definition of core games
Geographical Coverage of Report
Addressable Markets
Introduction
Internet Access Trends
PC ownership trends
The PC games market
Xbox Live! Subscriber Numbers
PC Gamer Demographics
Introduction
Casual PC Gamers
Female Bias
Core PC Gamers
Massively Multiplayer Online Role
Playing Gamers
More Mass Market
Gender Profile
Younger Profile
Single Males the core Market
Introduction
Blurring the lines between developer, publisher, distributor and retailer
Digital distribution - a shot in the arm for PC gaming?
Publishers formalise strategies for digital distribution
Streaming versus digital download
Core Digital Distribution Market
Drivers & Inhibitors
Increasing Broadband Uptake:
Market Driver
Increased Revenue: Market Driver
Retail Power: Market Inhibitor
Buying Online - Security Concerns
and Customer Service Issues:
Market Inhibitor
Digital Download Market Analysis
Introduction
Download Process and Infrastructure
Digital Rights Management
The User Experience
Consumer Profile
Consumer Issues with Digital
Download
Massively Multiplayer Online Games
Short MMOG Developer Profiles
NCSoft
CCP Games
Valve Software and Steam: What does this mean for the digital download market?
Market Players
Enablers: DRM Vendors, Digital
Distribution Enablers
Short Enabler Profiles
Trymedia
Products and Services
Business Strategies of Note
Revenue Generation
Screen Digest Opinion
Softwrap
Products and Services
Business Strategies of Note
Revenue Generation
Screen Digest Opinion
Digital River
Products and Services
Business Strategies of Note
Revenue Generation
Screen Digest Opinion
Boonty
Products and Services
Business Strategies of Note
Screen Digest Opinion
Macrovision
Products
Business Strategies of Note
Screen Digest Opinion
Short Download E-tailers Profiles
IGN Entertainment: Direct2Drive
The Site
Key Partnerships
DRM
Content
Revenue
Screen Digest Opinion
Stardock: TotalGaming.Net
Business Strategies of Note
Screen Digest Opinion
Digital Download Business Models
Try-Before-You-Buy and
Conversion Ratios
Digital Download Revenue Share
Publishers: Areas of Consideration
Market Trends
General
Technology
Digital Distribution Enablers
Publishers/Developers
Retailers and other Distributors
Consumers
Content Trends
Geographical Trends
Future Trends
Market Forecast Assumptions
Drivers
Inhibitors
Market Size and Forecast
Screen Digest Analysis
Traditional retailers will enter the market
Publishers will seek to standardise on DRM platform
E-tailer success will depend on strong customer relationship management
Next generation consoles will leverage digital distribution of content
Games on Demand Market
Analysis
Introduction
The Streaming Process
Other Technological Approaches to Streaming
The User Experience
User Profile
Streaming Software Provides
Accurate & In-Depth End-User Insight
Market Players
Enablers
Aggregators
Service Providers
Broadband Service Providers
Horizontal Portals
Business and Fee Models
GoD Revenue Splits
How does this compare to digital download?
Publishers: Areas of Consideration
Assessing content for streaming
Developing a strategy for streaming partner marketing
Negotiating contracts
Market Trends
Enablers
Service Providers
Publishers
Content
Other emerging forms of games
streaming
Geographical Trends
Short Profiles
Exent
The Platform
Business Strategies of Note
Revenue Generation
Screen Digest Opinion
Stream Theory
The Platform
Business Strategies of Note
Revenue Generation
Screen Digest Opinion
Metaboli
Portfolio
Revenue Generation
Screen Digest Opinion
G-Cluster
Atari
Market Forecast Assumptions
Drivers
Inhibitors
Market Size and Forecast
Screen Digest Analysis
The problems for BSPs
How enablers will help the market evolve
Marketing Strategies
How will a lack of retail support impact the market?
The future for the Games on Demand market
Glossary
List of Tables and Charts
Digital Distribution Definitions and Market Segmentation
Table 1: Western World addressable market for core PC game downloads and Games on Demand services, 2002 to 2004 and forecast to 2010
Addressable Markets
Table 2: Casual gamer demographic profile
PC Gamer Demographics
Table 3: Core PC gamer demographic profile
Table 4: MMORPGamer demographic profile
Digital Download Market Analysis
Figure 1: Download infrastructure and process
Figure 2: Enabler Portfolio Value Scale
Table 5: Trymedia Key Customers by Type, 2005
Table 6: Trymedia Revenue Share Per Sales Business Model
Table 7: Digital River Key Partners, 2005
Table 8: Common Revenue Share Breakdown & Costs for core PC Game Download and Retail Sales Models Conversion Ratios
Figure 3: End-user platform share of Western World core digital download market, 2004
Figure 4: In-house versus third-party distribution platform share of Western World core PC game digital download market, 2004
Table 9: Western World core game digital download market, 2002 to 2004 and forecast to 2010
Games on Demand Market Analysis
Figure 5: Games on Demand infrastructure and process
Figure 6: Games on Demand Enabler Market Share Breakdown, Western World, 2004
Table 10: Western World Games-on- Demand Services
Table 10: Western World Games on Demand services (continued)
Figure 7: Games on Demand market share breakdown between service provider type, Western World, 2004
Figure 8: Average breakdown of sales revenue between distribution costs under Games on Demand subscription model
Figure 9: Regional Percentage Share of Games on Demand Market, 2004
Figure 10: Regional Percentage Share of Games on Demand Market, 2005
Figure 11: Regional Percentage Share of Games on Demand Market, 2010
Table 11: Western World Games on Demand Market, 2004 and Forecast to 2010
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(PDF) £1990,
$4090,
€2990
(Print) £995,
$2045,
€1495
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