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Home >
Asia/Pacific (Excluding Japan) Online Gaming 2009-2013 Forecast and Analysis
Market Study
Published: January 2010
Pages: For full details, please email keithw@cmsinfo.com
Tables: For full details, please email keithw@cmsinfo.com
From: GBP 3125.00 Buy Now!
Research from: IDC Research
Sector: Mobile Content & Apps
This IDC study sizes the online gaming subscription market in Asia/Pacific (excluding Japan) or APEJ. It includes 2007 historical data and 2009 - 2013 forecasts by number of subscribers and subscription revenue. Historical and forecast revenue data is shown for the Hong Kong, India, Indonesia, Korea, Malaysia, Philippines, People' s Republic of China (PRC), Singapore, Taiwan, Thailand, and Vietnam markets.
This IDC study sizes the online gaming subscription market in Asia/Pacific (excluding Japan) or APEJ. It includes 2007 historical data and 2009 - 2013 forecasts by number of subscribers and subscription revenue. Historical and forecast revenue data is shown for the Hong Kong, India, Indonesia, Korea, Malaysia, Philippines, People' s Republic of China (PRC), Singapore, Taiwan, Thailand, and Vietnam markets.
APEJ' s online gaming market enjoyed a robust growth of 52% in 2008. Higher Internet and broadband penetration rates continued to expand the pool of gamers in the region.“Free-to-play models have become so popular across the region that most service providers have skewed their game portfolios to this type of game at the expense of subscription-based titles. Although gamers now are more inclined to spend on virtual items, the industry still needs to explore new business models such as cost subsidization or online advertising in order to grow revenue,” says Audrey Heng, associate market analyst, Emerging Technology Advisory Services, IDC/Asia/Pacific.
APEJ' s online gaming market enjoyed a robust growth of 52% in 2008. Higher Internet and broadband penetration rates continued to expand the pool of gamers in the region.“Free-to-play models have become so popular across the region that most service providers have skewed their game portfolios to this type of game at the expense of subscription-based titles. Although gamers now are more inclined to spend on virtual items, the industry still needs to explore new business models such as cost subsidization or online advertising in order to grow revenue,” says Audrey Heng, associate market analyst, Emerging Technology Advisory Services, IDC/Asia/Pacific.

