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Articles and whitepapers
Whitepaper: The Future of Gaming is Networked (1/3/2006)
By Yuanzhe (Michael) Cai, Parks Associates
1.0 Trends and Drivers for a Growing Market
1.1 Current Status
People have been playing multiplayer games
for ages. From the ancient Olympics to Mah-Jong, an addictive four-player
game invented in China 3,000 years ago, and to the parlor games
popular during the Victorian era in England, multiplayer gaming
has been fulfilling a need for entertainment, socialization, and
competition. With the widespread proliferation of the Internet and
the growing adoption of broadband service on a global basis, we
are experiencing a new age of multiplayer gaming. Text-based MUD
(multiplayer Dungeon/Domain) games, which took root on university
mainframes during the late 1970s and early 80s, have become the
popular massively-multiplayer online (MMO) games. World of Warcraft,
the most popular MMO to date, signed up more than five million subscribers
worldwide, with more than two million Chinese gamers, only one year
after its launch. Its publisher, Blizzard Entertainment, is generating
an estimated $30 million a month in revenues.
1.2 Who's the User?
Not every online gamer is a teenage geek
spending ten hours a day fighting monsters and slaughtering dragons
in a virtual dungeon. Although many industry pundits still question
statistics indicating that a large percentage of gamers are women
in their late thirties or even forties, Web sites such as Pogo.com
and Yahoo! games are attracting gamers of all ages and genders.
Club Pogo, EA's subscription service for casual Web games, has signed
up more than one million paying subscribers, each paying $5 a month.
EA says that 75% of the subscribers are women. And while most of
U.S. gamers playing MMOG, Real-Time Strategy, and First-Person Shooter
games are young and male, a larger percentage of female and older
gamers play these games in Asia. Game developers and publishers
in the U.S. are paying close attention to developments in South
Korea and China, hoping to design online games that may appeal to
diverse demographic groups.
1.3 What's Driving the Market Now?
The growing penetration of broadband, the
diversification of online games that appeal to different tastes,
and the emergence of different business models have spurred the
growth of online PC gaming. Subsequently, online gaming has migrated
onto other platforms including game consoles, portable game players,
and even cellular phones. Microsoft has been a leader in the online
console space. Its Xbox Live service provides a unified interface
and experience for its subscribers and has attracted more than two
million paying subscribers. Microsoft is enhancing its online offerings
with the release of Xbox 360. The new service will not only feature
a free tier but also add features such as Xbox Live Marketplace
and MMOGs.
While they have not divulged specifics, Sony
and Nintendo have both hinted that online capability and networking
support will be the focus of their next-generation consoles. Even
the cellular phone platform, traditionally regarded as an inferior
platform for serious gaming, is getting a boost from 3D graphics
and nextgeneration cellular networks. Companies such as Qualcomm,
NVIDIA, and Nokia have plans to promote multiplayer mobile gaming
that features excellent graphics and online support. Parks Associates
estimates that by the end of 2005, there were about two million
online console gamers, 3.5 million MMOG gamers, seven million home
LAN gamers, and 15 million casual multiplayer Internet gamers in
the United States (see Figure 1).

Active Online Console, MMOG, LAN, and Casual Gamers in the U.S.
2.0 Emerging Market Opportunities
2.1 Cross-Platform Gaming
We firmly believe that the future of gaming
is networked. Today's gamers, like their predecessors, participate
in gaming for not only individual entertainment but also for community
belonging. As the processing power and graphics performance of different
platforms converge, cross-platform gaming will become more popular
and individuals will be able to keep connected with other gamers
and access their characters in the virtual world from different
devices.
The benefit of cross-platform networked gaming
is obvious for gamers. Publishers also have strong incentives to
develop cross-platform games, since they do not want to rely solely
on the game console platform, which is tightly controlled by the
three console makers. In addition, cross-platform networked gaming
will provide publishers with a larger audience base and better customer
retention. Furthermore, broadband and mobile service providers can
share revenue by providing distribution channels and billing services.
The benefit of cross-platform networked gaming
to console makers is less straightforward at first glance. Nevertheless,
we believe the "Big Three" will become more flexible in terms of
enabling cross-platform capabilities for next-gen consoles. Game
publishers such as Square Enix, which allows connected PC and console
gamers to play Final Fantasy XI against each other, have provided
precedent for the industry, and other publishers will follow suit.
Console makers have strong interest in at least linking devices
in their own ecosystems. For instance, Sony and Nintendo will want
(and need) to enable cross-platform gaming capabilities between
their portable gaming platforms and game consoles. In addition,
Microsoft wants to leverage the synergy between Xbox and Windows
gaming, and its XNA and Windows Live! initiatives may expand to
include cross-platform gaming support.
2.2 Networked Online Gaming Networked online
gaming is a relatively new phenomenon in the gaming world, and inevitably
it faces both opportunities and abundant challenges. For instance,
casual multiplayer Internet gaming has relied heavily on advertisement
revenues, which can be elusive at times. Also, MMOGs depend heavily
on subscription service business models and the core gamer segment,
and genre concentration in medieval fantasy-world themes has also
lead to cannibalization issues and failures. Gaming companies are
recognizing these challenges and trying to diversify their business
models and genres.
We are seeing tremendous innovation in the
networked gaming space, such as setting up premium subscriptions
for casual multiplayer gaming; integrating networked gaming with
instant messaging programs; and introducing new MMOG models such
as advertisementsupported, avatar-based sales, and secondary market
exchange models. Many industry pundits note that U.S. gaming industry
revenue surpassed Hollywood box office revenue in 2004, without
mentioning that the video industry has many more means to generate
subsequent revenue from its content. Networked gaming, combined
with digital distribution, is helping the gaming industry to evolve
from its current model, which depends heavily on retail sales, to
more diversified business models.
Networked gaming is changing the look of
the gaming industry value chain, which traditionally consisted of
only developers, publishers, distributors, and retailers. The network
aspect introduces to the value chain new players such as broadband
service providers, cellular carriers, Internet portals, online game
publishers, and specialized networking companies. These companies
face unique opportunities to monetize networked gaming market trends.
For instance, broadband service providers may transform from a passive
bandwidth provider to an active player that sets up micropayment
infrastructure, bundles gaming services, helps online gaming companies
manage their networks, and provides value-added features such as
guaranteed quality of service. Another major market trend is console
makers' increased focus on networked gaming, which may also impact
the future industry landscape. PCs will remain the dominant platform
for casual and core networked gaming for the next couple of years,
but game consoles are poised to challenge the status quo and benefit
from networked gaming.
As games become networked, many new innovations
that are already taking place in the Internet space are now trickling
down to the networked gaming world. Ideas such as social networking,
online commodity exchange, user-generated content, and peer-to-peer
networking are all finding their reincarnations in networked gaming.
Networked in-game advertisements, which can offer dynamic advertisements
to gamers in real time, will become a new revenue stream for the
gaming industry and help advertisers find lost audience. Games that
can leverage the social networking phenomenon - including Cyworld
and MySpace - and peer-to-peer technologies such as Peer Impact
(from Wurld Media) will be able to leverage viral effects and motivate
gamers to take more active roles in the value chain, helping networked
gaming to reach a much broader audience.
Participatory gaming will become a new paradigm
in which gamers will not only play games, but also create, market,
and distribute games. Second Life, a MMO game created by Linden
Labs, allows gamers to own the IP of their own creations, and some
gamers have even gone on to sell their in-game creations for real
money. Finally, new mobile technologies such as GPS, camera/video
phones, mobile broadband, and 3D graphics will enable developers
to design games that blend the line between the real world and the
virtual world, creating more immersive gaming experiences.
3.0 Revenue Forecasts
With these new trends providing strong drivers,
the online gaming market in the United States will witness strong
growth in the next five years. Revenues will increase from $1.1
billion in 2005 to more than $3.5 billion in 2009 (see Figure 2).
Networked gaming services, including online console gaming, massively
multiplayer online gaming (MMOG), multiplayer Internet gaming, and
mobile multiplayer gaming, will account for almost 50% of online
gaming revenues in 2009, followed by digital downloads at 23%.

Revenue Forecasts: PC, Mobile, and Console Online Gaming Services
Yuanzhe (Michael) Cai is Director of Broadband
& Gaming research at Parks Associates. Parks Associates is a market
research and consulting firm focused on all product and service
segments that are "digital" or provide connectivity within the home.
www.parksassociates.com
(c) 2006 Parks Associates
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