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Online Gaming: Where the Lost Boys Are

Service: Residential Voice & Data
Report Number: IN0401178IA
Publication Date: May 2004
Number of Pages: 71
Report Price: $3,495 U.S. Dollars
Analyst: Eric Mantion

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Abstract
In the last year, Online Gaming (OLG) has received a lot of attention. In part, this is because it is a wonderfully ambiguous term that actually encompasses a myriad of topics. The two most recognized areas are Massive Multiplayer Online Role Playing Games (MMORPGs) and Online Console Gaming (OCG), despite the fact that even when those two markets are combined, ten times as many people are playing the other forms of OLG, such as Counter Strike and WarCraft III. For OCG, the attention is warranted because dozens of millions of gamers will be paying an average of $25 a year to reach out and frag somebody by 2008. Unfortunately, MMORPGs, in their current form, are not expected to actually peak in US revenues until 2005, and will then decline slowly through 2008. This is because the nominal first year costs for many of these games are over $200. Considering how much time the average gamer spends with OLG, that translates to over $1/hr for MMORPGs, whereas the other forms of OLG cost a tenth of that.
 
 However, when you consider the $50 billion involved in the TV advertising markets, this lends some hope to MMORPGs. It seems likely that as more people, especially men, get involved in OLG, then at least some of those ad revenues will likely come with them, and that will help grow the OLG market to nearly $4 billion by 2008. All aspects of OLG are covered in the report, including detailed forecasts of subscribers, revenues, and Petabits, plus strategic guidance

Table of Contents

  • Executive Summary
  • Methodology
  • Introduction
  • Technical Overview
    • Genre Definitions
      • Massive Multiplayer Online Role Playing Game (MMORPG)
      • Role Playing Games (RPGs)
      • First Person Shooters (FPSs)
      • Real-Time Strategy Games (RTSGs)
      • Turn-Based Strategy Games (TBSGs)
      • Racing and Flying Games (RaFGs)
      • Action/Adventure (A/A)
      • Simulation
      • Sports
    • The Topography of Online Gaming
      • The Gaming Triangle
      • Servers Versus Uplinks
      • The Future of Network Equipment
      • The Future of Periphery and Displays
    • Future Uses of Gaming Technology
      • Entertainment
      • Education
      • Medical
      • Summary of the Future Uses
  • Market Overview
    • The 13 Reasons Why OLG Will Be Huge
      • Gaming is Profitable
      • Gaming is Fun
      • Gaming is Addictive
      • Gaming "Generations" are Short
      • Better Games Will Drive the Need for Better Silicon
      • Better Games Will Drive the Need for Better Software
      • Gaming Technology is the Next Step in Digital Evolution
      • Gaming as a Form of Advertising will be Huge
      • Broadband Changes How People Play Games
      • Broadband Could Change the Way People Get Games
      • Broadband Providers Will Embrace Gamers
      • Broadband Providers Will Need to Fight Churn
      • Broadband Providers Need Digital Content Worth Paying For
    • PC versus Console Gaming
    • Value versus Cost
    • A Brave New World for Advertising
  • Forecast
    • All Online Console Subscriptions
      • Xbox Live
      • PS2 Online
      • GameCube Online
      • Summary
    • MMORPG Forecasts
    • Overall Online Gamers & Revenues
    • Total Online Gaming Revenues
    • Total US Online Gaming Data Consumptions
  • Strategies For Broadband Providers
    • Phase I
    • Phase II
    • Phase III
  • Summary

List of Tables

  • Table 1. US Population Versus RTS Population, by Age and Gender
  • Table 2. Top MMORPGs by 2003 Subscribers and Their Yearly Subscription Revenues
  • Table 3. Top MMORPGs by 2003 Subscribers and Their Yearly Subscription Revenues
  • Table 4. Bandwidth Efficiencies for Peer-to-Peer and Client/Server Configurations
  • Table 5. Dial-Up Subscribers Top Reasons for Not Getting Broadband in 2002
  • Table 6. Dial-Up Users Interest in Lower Speed/Lower Cost Broadband Service
  • Table 7. How a HS/AO Connection Could Pay for Itself in Savings from Buying Games
  • Table 8. Forecast of US Households with Broadband Access, 2002-2007 (k subscribers)
  • Table 9. Average Data Usage for Web Surfing per Month per Web Surfer
  • Table 10. Ad-Based versus Subscriber-Based OLG Models
  • Table 11. Paid Online Console Forecast for Subscribers and Revenues, 2003 - 2008
  • Table 12. Free Online Console Forecast for Subscribers and Data Transfers, 2003 - 2008
  • Table 13. Paid Online Console Forecast for Subscribers and Data Transfers, 2003 - 2008
  • Table 14. Peak Online Game Playing for PS2, from 12/25/2002 to 1/1/2003
  • Table 15. Free and Paid Online Console Subscriber Forecast, 2003 - 2008 (in Thousands)
  • Table 16. Example Differentiators Between Paying and Non-Paying MMORPG Players
  • Table 17. US Paid MMORPG Forecast, 2003 - 2008
  • Table 18. US Free MMORPG Forecast, 2003 - 2008
  • Table 19. Total US MMORPG Forecast, 2003 - 2008
  • Table 20. WW Paid MMORPG Forecast, 2003 - 2008
  • Table 21. WW Free MMORPG Forecast, 2003 - 2008
  • Table 22. Total WW MMORPG Forecast, 2003 - 2008
  • Table 23. Worldwide Online Gamer Forecasts 2003 - 2008 (in Thousands)
  • Table 24. Worldwide Online Revenue Forecasts for Console and MMORPG ($M)
  • Table 25. Monthly Online Gaming Bandwidth Consumption for the US (in Petabits)
  • Table 26. Six-Year Deployment Costs and Revenues for a Single BBP-Specific Game
  • Table 27. Potential Revenues for a Broadband Provider Deploying BBP-Specific Games

List of Figures

  • Figure 1. OLG Revenues and Subscribers 2003 - 2008 ($B and Millions of Subscribers)
  • Figure 2. US Population Versus RTS Population, by Age and Gender
  • Figure 3. Average Personal Income of MMORPG Players
  • Figure 4. Survey of Hours Playing MMORPGs per Week
  • Figure 5. Peer-to-Peer Gaming Connections
  • Figure 6. Examples of 4-way, 8-way, 16-way, and 32-way P2P Topographies
  • Figure 7. Client/Server Game Configuration
  • Figure 8. What Happens When All Gaming Technologies are Not in Balance
  • Figure 9. Residential Online Gaming Systems - Today and Tomorrow
  • Figure 10. The AlphaGrip Controller with Full Keyboard Capabilities
  • Figure 11. The 4-year Valuation of Electronic Arts Stock, Compared with the Dow
  • Figure 12. Speeds for High-End CPUs out to 2007, as Predicted by Technology Trends
  • Figure 13. Gaming Technology is the Next Step in the Evolution Of Digital Content
  • Figure 14. Winners and Non-Winners in the PC versus Console Wars
  • Figure 15. Enthusiasm for Video Games as a Percentage of the US Computer Owners
  • Figure 16. Weighted Relative Utility of Gamers in the US Market (in Millions)
  • Figure 17. Free and Paid Cumulative Subscriber Forecast of Online Consoles, 2003 - 2008
  • Figure 18. Revenues and Data Usage Forecast of Online Consoles 2003 - 2008 ($M, Pb)
  • Figure 19. Poll of Most Important Aspects to Playing a MMORPG
  • Figure 20. Monthly Online Gamine Bandwidth Consumption for US Markets (Pb)
  • Figure 21. Comparison of Data Transfers to OLG Revenues in the US (Pb and $B)

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