Reportlinker Adds Virtual Goods in Social Networking and Online Gaming
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)
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
Check our Company Profile, SWOT and Revenue Analysis!
Nicolas Bombourg |
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Reportlinker |
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Intl: +1 805-652-2626 |
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