Asia/Pacific (Excluding Japan) Online and Device Gaming Overview
| Publication Date | December 2008 |
|---|---|
| Publisher | IDC |
| Product Type | Report |
| Pages | 47 |
| ISBN Number | not applicable |
| Product Code | IDC06493 |
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Summary
This IDC study provides information and insights in the dynamics, market size, and forecast trends of three gaming markets in Asia/Pacific (excluding Japan) or APEJ. The markets covered are online gaming, mobile online gaming, and console gaming. The online gaming and mobile online gaming highlight various market drivers and inhibitors in 2007, while console gaming offers a look at adoption and ownership rates across the region.
"In 2007, the APEJ gaming market continued to develop due to higher Internet and broadband penetration. Lower PC and handset prices also helped drive the market's expansion. A key trend in 2007 was the rising number of casual players of PC and console games. The growing spread of feature-rich mobile phones also boded well for the mobile online gaming segment," says Poon-Wei Ang, market analyst, Software Research, IDC Asia/Pacific.
Content
- IDC Opinion
- In This Study
- Methodology
- Executive Summary
- Situation Overview
- Asia/Pacific (Excluding Japan) Gaming Market
- Asia/Pacific (Excluding Japan) Online Gaming Market
- Table: Asia/Pacific (Excluding Japan) Online Gaming Market by Geography, 2006-2007 (US$M)
- Figure: Asia/Pacific Online Gaming Subscription Revenue by Geography, 2006
- Figure: Asia/Pacific Online Gaming Subscription Revenue by Geography, 2007
- Market Drivers
- Market Inhibitors
- Emerging Trends
- Asia/Pacific (Excluding Japan) Mobile Online Gaming Market
- Figure: Asia/Pacific (Excluding Japan) Mobile Online Gamers by Selected Country, 2006 and 2007
- Market Drivers
- Market Inhibitors
- Emerging Trends
- Asia/Pacific (Excluding Japan) Videogame Hardware and Software Market
- Videogame Console Overview
- Figure: Asia/Pacific (Excluding Japan) Videogame Console Adoption by Country, 2007
- Figure: Asia/Pacific (Excluding Japan) Videogame Console Ownership by Country, 2007
- Handheld Gaming Overview
- Asia/Pacific (Excluding Japan) Handheld Videogame Adoption and Ownership
- Figure: Asia/Pacific (Excluding Japan) Handheld Videogame Adoption by Country, 2007
- Figure: Asia/Pacific (Excluding Japan) Handheld Videogame Ownership by Country, 2007
- Asia/Pacific (Excluding Japan) Gaming Market
- Future Outlook
- Forecast and Assumptions
- Online Gaming
- Table: Asia/Pacific (Excluding Japan) Online Gaming Market, 2007-2012
- Mobile Online Gaming
- Table: Asia/Pacific (Excluding Japan) Mobile Online Gamers Market by Selected Countries, 2007-2012 (Million)
- Videogame Hardware and Software
- Videogame Hardware Analysis
- Table: Asia/Pacific (Excluding Japan) Videogame Hardware Shipments by Platform, 2007-2012 (000)
- Videogame Software Analysis
- Table: Asia/Pacific (Excluding Japan) Videogame Software Shipments by Platform, 2007-2012 (000)
- Table: Key Forecast Assumptions for the Asia/Pacific excluding Japan Connected Gaming Market, 2008-2012
- Market Context
- Online Gaming
- Mobile Online Gaming
- Console Gaming
- Table: Asia/Pacific (Excluding Japan) Connected Gaming: Comparison of 2007 and 2008 Forecasts
- Forecast and Assumptions
- Essential Guidance
- Online Gaming
- Mobile Online Gaming
- Console/Handheld Gaming
- Learn More
- Related Research
- Definitions
- Online Gaming Definitions
- Online Games
- Casual Games
- Serious Games
- Subscriptions
- Online Gamers
- Mobile Online Gaming Definitions
- Console Gaming Definitions
- Online Gaming Definitions
- Synopsis
Delivery Details
PDF:Immediate delivery
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