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Reportlinker Adds Virtual Goods in Social Networking and Online Gaming


News provided by

Reportlinker

Dec 09, 2010, 01:11 ET

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NEW YORK, Dec. 9, 2010 /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

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

Gambling Business News

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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