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      Virtual Goods in Social Networking and Online Gaming


      News provided by

      Reportlinker

      Jun 06, 2011, 08:57 ET

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      NEW YORK, June 6, 2011 /PRNewswire/ -- Reportlinker.com announces that a new market research report is available in its catalogue:

      Virtual Goods in Social Networking and Online Gaming

      http://www.reportlinker.com/p0337914/Virtual-Goods-in-Social-Networking-and-Online-Gaming.html?utm_source=prnewswire&utm_medium=pr&utm_campaign=Gambling

      The growth of casual gaming on social networking sites and smartphones has transformed online gaming into a 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 the growth of this market. The revenue specifically generated from the sale of virtual goods has increased 245% from $2.1 billion in 2007 to $7.3 billion in 2010. In-Stat forecasts total virtual goods revenues will more than double by 2014.

      This report is crucial for anyone interested in investing in or anyone participating in the social networking and online gaming space:

      • The most comprehensive report available that fully covers the entire virtual goods industry by category, region, monthly users and registered accounts, company total revenues, and company virtual goods revenues.
      • An overview of key players including micropayment facilitators, social networking, casual and social gaming, app developers, virtual worlds, MMOs, 2D worlds, and 3D worlds.
      • Geographic breakdowns include Asia/Pacific, Americas, and Europe/Middle East/Africa.
      • 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.
      • 40 company profiles and estimated revenues.

      Executive Summary

      Introduction & Definitions

      Virtual Goods 101: Definitions & Revenue Models

      Why Buy Virtual Goods

      Defining the Industry's Key Categories

      Sources for Revenues & User Stats

      The Virtual Goods Worldwide Industry, 2007-2010

      Understanding "Registered Accounts" and "Monthly Users"

      But 2010's Not Over Yet?

      Overall Analysis & Summary

      The Top Companies by 2010 Virtual Goods Revenue

      Social Networking Analysis & Summary

      2D World Analysis & Summary

      3D World Analysis & Summary

      Regional Analysis & Summary

      Top Companies by 2010 Virtual Goods Rev. from Asia/Pacific Region Users

      Top Companies by 2010 Virtual Goods Rev. from Americas Region Users

      Top Companies by 2010 Virtual Goods Revenue from EMEA Region Users

      Social Networking Company Profiles & Revenues

      Ranking of Top 10

      DeNA - Mobage-Town

      Cyworld (SK Telecom)

      Facebook

      GREE

      Tencent

      2D World Company Profiles & Revenues

      Ranking of Top 20

      Bigpoint

      CrowdStar

      Digital Chocolate

      Gaia Interactive - Gaia Online

      Gameforge - Ikariam, etc

      i-Jet Media

      Lolapps

      Mattel - Barbie Girls

      Neopets (Viacom)

      Nexon - MapleStory

      NHN Corp - Hangame

      Playdom (Disney)

      Playfish (Electronic Arts)

      PopCap

      RockYou

      Slide (Google)

      Stardoll

      Sulake - Habbo

      WeeWorld

      Zynga

      3D World Company Profiles & Revenues

      Ranking of Top 10

      Aeria Games

      Changyou

      Donnerwood Media - Meez

      Gala Group - gPotato

      Gameforge - Runes of Magic

      Giant Interactive

      IMVU

      Jagex - Runescape

      Linden Lab - Second Life

      Microsoft - Xbox Live

      Mindark - Entropia Universe

      NCSoft

      Nexon - KartRider, Mabinogi

      Perfect World

      Shanda Interactive

      Sony - Playstation Network (PSN)

      Sony Online Entertainment - Free Realms

      Forecasts

      Social Networking User and Revenue Forecast

      2D World User and Revenue Forecast

      3D World User and Revenue Forecast

      SNOWs Combined User and Revenue Forecast

      Virtual Goods Revenue Regional Forecast

      Trends, Issues, and Ramifications

      Demystifying Virtual Goods: a Trend?

      Legal & Tax Issues

      A New and Untapped Multimillion Dollar Market

      Methodology

      The SNOW Database

      Coming Up With a Consistent Measurement of Users

      Glossary

      List of Tables

      List of Figures

      Related In-Stat Reports

      List of Tables

      Table 1. Social Networking, 2D World, and 3D World Combined User and Revenue Stats, 2007-2010

      Table 2. Top 30 Companies Worldwide by 2010 Virtual Goods Revenue vs. 2007 Revenue

      Table 3. Social Networking User and Revenue Stats, 2007-2010

      Table 4. 2D World User and Revenue Stats, 2007-2010

      Table 5. 3D World User and Revenue Stats, 2007-2010

      Table 6. Virtual Goods Worldwide Revenue by Region and Category, 2007-2010

      Table 7. Top 10 Companies by 2010 Virtual Goods Revenue from Asia/Pacific Region Users

      Table 8. Top 10 Companies by 2010 Virtual Goods Revenue from Americas Region Users

      Table 9. Top 10 Companies by 2010 Virtual Goods Revenue from EMEA Region Users

      Table 10. Social Networking Top 10 Companies Worldwide by 2010 Virtual Goods Revenue

      Table 11. Cyworld's User and Revenue Stats, 2007-2010

      Table 12. DeNA's User and Revenue Stats, 2007-2010

      Table 13. Facebook's User and Revenue Stats, 2007-2010

      Table 14. GREE's User and Revenue Stats, 2007-2010

      Table 15. Tencent User and Revenue Stats, 2007-2010

      Table 16. 2D World Top 20 Companies Worldwide by 2010 Virtual Goods Revenue and Type

      Table 17. Bigpoint's User and Revenue Stats, 2007-2010

      Table 18. CrowdStar's User and Revenue Stats, 2007-2010

      Table 19. Digital Chocolate's User and Revenue Stats, 2007-2010

      Table 20. Gaia Online's User and Revenue Stats, 2007-2010

      Table 21. Gameforge's Total User and Revenue Stats, 2007-2010

      Table 22. Gameforge's Ikariam, Etc., User and Revenue Stats 2007-2010

      Table 23. i-Jet Media's User and Revenue Stats, 2007-2010

      Table 24. Lolapps' User and Revenue Stats, 2007-2010

      Table 25. Mattel's Barbie Girls User and Revenue Stats, 2007-2010

      Table 26. Neopets' User and Revenue Stats, 2007-2010

      Table 27. Nexon's Total User and Revenue Stats, 2007-2010

      Table 28. Nexon's MapleStory User and Revenue Stats, 2007-2010

      Table 29. NHN Corp's Hangame User and Revenue Stats, 2007-2010

      Table 30. Playdom's User and Revenue Stats, 2007-2010

      Table 31. Playfish's User and Revenue Stats, 2007-2010

      Table 32. PopCap's User and Revenue Stats, 2007-2010

      Table 33. RockYou's User and Revenue Stats, 2007-2010

      Table 34. Slide's User and Revenue Stats, 2007-2010

      Table 35. Stardoll's User and Revenue Stats, 2007-2010

      Table 36. Sulake's Habbo User and Revenue Stats, 2007-2010

      Table 37. WeeWorld's User and Revenue Stats, 2007-2010

      Table 38. Zynga's User and Revenue Stats, 2007-2010

      Table 39. 3D World Top 10 Companies Worldwide by 2010 Virtual Goods Revenue and Type

      Table 40. Aeria Games' User and Revenue Stats, 2007-2010

      Table 41. Changyou's User and Revenue Stats, 2007-2010

      Table 42. Donnerwood Media's Meez User and Revenue Stats, 2007-2010

      Table 43. Gala Group's gPotato User and Revenue Stats, 2007-2010

      Table 44. Gameforge's Runes of Magic User and Revenue Stats, 2007-2010

      Table 45. Giant Interactive's User and Revenue Stats, 2007-2010

      Table 46. IMVU's User and Revenue Stats, 2007-2010

      Table 47. Jagex's Runescape Users and Revenue Stats, 2007-2010

      Table 48. Linden Lab's User and Revenue Stats, 2007-2010

      Table 49. Microsoft Xbox Live's User and Revenue Stats, 2007-2010

      Table 50. Mindark's Entropia Universe User and Revenue Stats, 2007-2010

      Table 51. NCSoft's User and Revenue Stats, 2007-2010

      Table 52. Nexon's KartRider & Mabinogi User and Revenue Stats, 2007-2010

      Table 53. Perfect World's User and Revenue Stats, 2007-2010

      Table 54. Shanda Interactive's User and Revenue Stats, 2007-2010

      Table 55. Sony Online Entertainment's Free Realms User and Revenue Stats, 2007-2010

      Table 56. Sony's PSN User and Revenue Stats, 2007-2010

      Table 57. Social Networking User and Revenue Forecast, 2011-2014

      Table 58. 2D World User and Revenue Forecast, 2011-2014

      Table 59. 3D World User and Revenue Forecast, 2011-2014

      Table 60. Social Networking, 2D World and 3D World Combined User and Revenue Forecast, 2011-2014

      Table 61. Virtual Goods Revenue Forecast by Category and Region, 2011-2014

      Table 62. Virtual Goods Revenue by Category and Region as % of Worldwide, 2007 to Forecasted 2014

      List of Figures

      Figure 1. SNOW Total and Virtual Goods Revenue Forecast, 2010-2014 (US$ in Billions)

      Figure 2. An Avatar and Hair Style Virtual Goods for Sale in the 3D World IMVU

      Figure 3. The Virtual Goods Value Proposition Pyramid

      Figure 4. The Virtual Goods Industry's Key Categories

      Figure 5. Market Shares of Top 10 Companies by 2010 Virtual Goods Revenue

      Figure 6. Virtual Gifts for Sale in Facebook

      Figure 7. A User Status Window Within Tencent

      Figure 8. A CrowdStar Game within the Facebook Platform

      Figure 9. A Disney Movie-Themed Room Within Gaia Online, with Multiple User Avatars

      Figure 10. Branded Virtual Goods Items in WeeWorld

      Figure 11. Zynga's Farmville, the Company's Most Successful Release Yet

      Figure 12. Shanda Interactive's World of Legend

      Figure 13. SNOW Total and Virtual Goods Revenue Forecast, 2010-2014 (US$ in Billions)

      Figure 14. SNOWs Total and Virtual Goods Revenue, 2007 to Forecasted 2014 (US$ in Billions)

      To order this report:

      Gambling Industry: Virtual Goods in Social Networking and Online Gaming

      More  Market Research Report

      Check our  Company Profile, SWOT and Revenue Analysis!

      Nicolas Bombourg
      Reportlinker
      Email: [email protected]
      US: (805)652-2626
      Intl: +1 805-652-2626

      SOURCE Reportlinker

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