Korea Online Gaming 2008-2012 Forecast and Analysis
| Publication Date | August 2008 |
|---|---|
| Publisher | IDC |
| Product Type | Report |
| Pages | 17 |
| ISBN Number | not applicable |
| Product Code | IDC05665 |
Summary
This IDC study provides a bottom-up sizing and 2008-2012 forecasts of the online gaming subscription market in 2007. Historical and forecast revenue data is shown for the Korea market. This study also contains vendor-specific revenue and market shares by country.
"The Korea online game market becomes more mature in terms of the subscription bases, with revenue increasing in 2007 by approximately 33.3% year-over-year (YoY) to reach US$988.78 million. While the massively multiplayer online role-playing game (MMORPG) genre struggled a little due to its mature position in the online gaming market, the casual games genre was expanding at a rapid rate," says Sae-Soon Quah, market analyst, Peripherals, IDC Malaysia.
Content
- IDC Opinion
- In This Study
- Methodology
- Definition
- Online Games
- Casual Games
- Serious Games
- Subscription
- Online Gamers
- Situation Overview
- Introduction
- Market Overview
- Current Market Size
- Table: South Korea Online Gaming Market by Service Provider and Share, 2006 and 2007 (US$M)
- Market Dynamics
- Drivers
- Inhibitors
- Future Outlook
- Forecast and Assumptions
- Table: South Korea Online Gaming Industry Forecast, 2007-2012
- Table: South Korea Online Gaming Industry Forecast by Business Model, 2007-2012
- Table: Key Forecast Assumptions for the South Korea Online Gaming Market, 2007-2012
- Market Context
- Table: South Korea Online Gaming Subscription Revenue 2005-2012 Forecast, Comparison of 2007 and 2008 Forecasts (US$M)
- Figure: Korea Online Gaming Subscription Revenue 2005-2012 Forecast, Comparison of 2007 and 2008 Forecasts
- Essential Guidance
- New Opportunities
- Learn More
- Related Research
- Synopsis
About this Product
Delivery Details
PDF:Immediate delivery
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