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Online Gaming and Social Networking Drives Virtual Goods Revenue Over $7 Billion in 2010, Says In-Stat(November 15, 2010)
SCOTTSDALE, AZ -- (Marketwire) -- 11/16/10 -- The development and pervasiveness of social networking sites, such as Facebook, and the increasing prevalence of smartphones, such as the iPhone, have recently brought online gaming to the mass market. The rise of the virtual goods revenue model, which allows people to play for free and later pay for individual items within the game or world, has also contributed to explosive revenue growth of this market. In-Stat (www.in-stat.com) projects that by year's end, over $7 billion will have been spent on virtual goods.
"Traditionally computer games have been the realm of teenage boys. However, social networking and pervasive smartphones are driving gaming beyond this core base," says Vahid Dejwakh, Industry Analyst. "Before, the gamer had to go and specifically find games he or she wanted to play, but now games are delivered via your social networking profile and your phone."
Additional research findings include:
- The top 10 virtual goods companies earn 73% of current worldwide revenues.
- The emergence of social and casual games on social networking sites and mobile phones has created a 2D virtual goods market that exceeds $2 billion.
- The Americas and EMEA regions now have grown to account for well over a quarter of all virtual goods sales. However, Asia/Pacific still dominates the global market.
- In-Stat forecasts total virtual goods revenues will more than double by 2014.
- Several legal and tax issues could impact the virtual goods market, creating both risk and opportunity.
Recent In-Stat research Virtual Goods in Social Networking and Online Gaming (#IN1004659CM) takes an in-depth look at this growing market, including:
- A look at the entire virtual goods industry by category, region, registered accounts, monthly users, company total revenues, and company virtual goods revenues.
- An overview of the key players including micropayment facilitators, social networking, casual and social gaming, app developers, virtual worlds, MMOs, 2D Worlds, and 3D Worlds.
- Geographic or regional breakdowns including Asia/Pacific, Americas, and Europe/Middle East/Africa (EMEA).
- Yearly market revenue and user forecasts for social networking sites, 2D Worlds, and 3D Worlds up to 2014.
- Virtual goods revenue regional forecasts by category and year up to 2014.
- Profiles and estimated revenues and users of about 40 of the top companies, including: Aeria Games, Bigpoint, Changyou, CrowdStar, DeNA, Digital Chocolate, Disney, Electronic Arts, Facebook, Gameforge, Giant Interactive, Google, GREE, i-Jet Media, IMVU, Linden Lab, Lolapps, Microsoft, NCSoft, Neopets, Nexon, NHN Corp, Perfect World, Playdom, Playfish, RockYou, PopCap, Shanda Interactive, SK Telecom, Slide, Sony, Sulake, Stardoll, Tencent, WeeWorld, Zynga, and more...
In-Stat's market intelligence combines technical, market and end-user research and database models to analyze the Mobile Internet and Digital Entertainment ecosystems. Our insights are derived from a deep understanding of technology impacts and direct relationships with leading players in each of our core markets.
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