Online game market $13B by 2011
DFC Intelligence has release a report stating that the online game market will reach $13B by 2011.
From the press release:
"According to a new report from DFC Intelligence the worldwide online game market is forecasted to grow from $3.4 billion in 2005 to over $13 billion in 2011. This increase is being driven by the increase in broadband households, higher PC penetration and more connected console video game systems.
This is leading to a growing number of consumer subscription services, the emergence of online digital distribution and increasing acceptance of games as an advertising mechanism. During this time period North America is expected to challenge current market leader Asia as the leading region for online games.
The report forecasts that digital distribution will become a very big part of online connectivity. This is more of a retail model with a focus on paying for, not necessarily playing, games online. Furthermore, it can work with the existing retail structure via such mechanisms as consumers buying retail cards that allow for online digital distribution.
“Digital distribution and virtual item sales have started to do very well in certain Asian markets and these distribution models are expected to start having increased success on an international basis,” says DFC analyst Alexis Madrigal."
From the press release:
"According to a new report from DFC Intelligence the worldwide online game market is forecasted to grow from $3.4 billion in 2005 to over $13 billion in 2011. This increase is being driven by the increase in broadband households, higher PC penetration and more connected console video game systems.
This is leading to a growing number of consumer subscription services, the emergence of online digital distribution and increasing acceptance of games as an advertising mechanism. During this time period North America is expected to challenge current market leader Asia as the leading region for online games.
The report forecasts that digital distribution will become a very big part of online connectivity. This is more of a retail model with a focus on paying for, not necessarily playing, games online. Furthermore, it can work with the existing retail structure via such mechanisms as consumers buying retail cards that allow for online digital distribution.
“Digital distribution and virtual item sales have started to do very well in certain Asian markets and these distribution models are expected to start having increased success on an international basis,” says DFC analyst Alexis Madrigal."
Labels: Online Games
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