Computers and video games have become very popular. In particular, interest in playing fun free online games on the Internet is on the rise.

Despite the growing popularity of YouTube, MySpace and Facebook, gaming remains the king of online entertainment, driven in large part by casual gaming activities.

Sites like Yahoo Games and EA’s Pogo.com offer users access to a wide range of free ad-supported online games, where sponsors have options for branding opportunities and ad and banner placement.

According to market researcher IDC, online gaming on consoles could become a $ 10.5 billion business by 2011 from $ 981 million in 2007.

In 2007, online console revenue was 2.5% of the total revenue of the global video game market, including hardware and software revenue for consoles and handhelds. By 2011, connected console revenue will account for 18.6% of total market revenue.

Although subscription revenue for premium online services and games will grow from $ 476 million in 2007 to over $ 2.4 billion in 2011, its share of online console revenue will decline from 48.5% in 2007 (as early as 2007). a maximum of 86.5% in 2006) to 23.2% by 2011.

Downloadable content (DLC) consisting of games and game-related items, which at $ 35 million in 2006 represented a 13.5% market share of online console revenues, will become the leading source of connected console revenue in 2007, rising from $ 493 million in 2007 to $ 7.2 billion in 2011. In 2011, downloadable content focused on games will account for 68.6% of online revenue.

Advertising revenues from sponsored services, in-game ads and product placement on connected consoles will reach $ 12 million in 2007, the first significant online console ad spend. Advertising revenue will grow to $ 858 million in 2011, with an 8.2% market share of online revenue.

Video game growth will be strongest in the Asia-Pacific region, its largest market, with an annual growth rate of 10% through 2011, but will increase in the Europe / Middle East / Africa region (10.2%), in the United States (6.7%), Canada (9.4%) and Latin America (8.2%).

Some trends are constant in most regions: for example, driven by the increased penetration of broadband access, online gaming is on the rise. In the US and Europe / Middle East / Africa, online gaming is the fastest growing consumer segment (19.3% and 24.6%, respectively); in Asia Pacific and Canada, online growth was second only to wireless (16.1% and 13.9% respectively). Other trends are more regional. The in-game advertising market is expected to grow 64% in the US and China is projected to grow at a compound annual rate of 14.3% to $ 2 billion in 2011, most of the growth will be in online games.

Driven by the new generation of consoles and handhelds and the increased penetration of wireless and broadband technologies, the video game industry is full of opportunities. “The growth of platforms allows you to reach new demographics,” says Stefanie Kane, partner of entertainment and media at PwC, noting that portable gaming devices have brought more women to the market and that the entry of channels Cable and on-demand TV will further expand the base. “There is a lot of unlocked potential.”

You might think that the face of one of the hottest areas in gaming right now is a young 20-year-old male who owns the latest supercharged gaming system from Microsoft or Sony, or both.

But you would be wrong.

Instead, the epitome of the new era gamer is a woman between 30 and 40 who plays on an average PC.

Yes, the video game industry seems to have been turned upside down.

For years, the dominant themes have been faster gaming machines, increasingly realistic graphics, more immersive gameplay, as well as the old waiting times: blood, courage, and bursting stuff.

But that picture began to look more and more out of date. While young people dominate the gaming industry as a whole, casual gaming is one of the fastest growing parts of the industry and is attracting a new demographic.

You can find signs of the revolution everywhere. One of the fastest growing parts of the gaming industry is centered around so-called casual and fun free online games, PC-based titles that users can generally start playing in minutes and usually don’t require mastering a combination of more. buttons to enjoy.

The upheaval has spread to the console market since sales nungprakrob

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