Digital Media - Gaming, Gambling & Virtual Worlds

Synopsis

Archived report. This report was archived in 2010 and has not been updated since.The global online gambling industry continues to grow, despite the US regulatory restraints and the economic downturn. Online gambling operations are cheaper to operate than traditional establishments so are better placed to weather an economic downturn. In addition, the number of Internet users around the world continues to grow resulting in an ever expanding customer base. Online games and virtual worlds also remain popular and in-game advertisers are taking note, especially as there is evidence that free online games are becoming more popular in the current economic environment. This report provides a market overview of the gambling, gaming and virtual world sectors with a focus on online and mobile formats.

Table of Contents

  • 1. Synopsis
  • 2. Introduction
  • 3. Online gambling
    • 3.1 Gambling market overview and statistics
    • 3.2 Mobile gambling
    • 3.3 A new push to revoke US gambling ban
    • 3.4 Brief case study: PartyGaming
    • 3.5 Online poker
    • 3.6 Online gambling and fraud
  • 4. Online gaming
    • 4.1 GameHers’ and casual gaming
    • 4.2 Online gaming statistics
  • 5. Mobile gaming
    • 5.1 Mobile gaming statistics
    • 5.2 Analysis
    • 5.3 Key findings of the Mobile Lifestreams report
    • 5.4 Additional conclusions – Mobile Lifestreams report
  • 6. Virtual Worlds
    • 6.1 Virtual worlds for younger users
    • 6.2 Virtual worlds for education
    • 6.3 Virtual malls for shopping
    • 6.4 Risks of business in a virtual world
    • 6.5 Virtual World statistics
    • 6.6 Brief case study: Second Life
  • 7. In-game advertising
  • 8. Related reports
  • Table 1 – Worldwide online gambling revenue – 1997; 2001; 2004; 2006; 2008
  • Table 2 – Worldwide revenue from all forms of gambling – 2005; 2007; 2012
  • Table 3 – Regional revenue from all forms of gambling – 2006 - 2007; 2012
  • Table 4 – Total value of bets placed via mobile gambling worldwide – 2006; 2009; 2010
  • Table 5 – PartyGaming revenue – 2006 - 2008
  • Table 6 – PartyGaming daily users – 2006 - 2007
  • Table 7 – Online poker players worldwide – 2005 - 2006; 2009
  • Table 8 – Worldwide online poker revenue – 2004; 2007
  • Table 9 – Worldwide online gaming revenue and annual change – 2000 - 2008; 2012
  • Table 10 – Online gaming revenue market share – leading regions – 2012
  • Table 11 – US video game revenue for console, PC, online and wireless – 2008
  • Table 12 – Worldwide mobile gaming revenue – 2004 - 2009; 2013
  • Table 13 – Worldwide mobile game users – global monthly averages – 2005; 2010
  • Table 14 – Top 10 mobile game publishers worldwide – market share – May 2006
  • Table 15 – Number of virtual worlds worldwide – 2007; 2009
  • Table 16 – Second Life subscribers – 2006 - 2008
  • Table 17 – Market share of Second Life active users by country – 2007
  • Table 18 – Online game advertising spend worldwide – 2007 - 2008; 2012
  • Exhibit 1 – Key players in gaming industry sectors worldwide
  • Exhibit 2 – Examples of top online games sites in the US – 2008
  • Exhibit 3 – Examples of popular mobile games
  • Exhibit 4 – Characteristics of virtual worlds
  • Exhibit 5 – Definition: online avatar
  • Exhibit 6 – Examples of virtual worlds
  • Exhibit 7 – Examples of virtual worlds for younger users
  • Exhibit 8 – Linden Labs ban on gambling
  • Exhibit 9 – Second Life financials – 2007 - 2008
  • Exhibit 10 – Anarchy Online by Funcom

Focus Report profile

Technologies

Digital Media
Internet
Mobile & Wireless Broadband and Media

Number of pages: 15

Status: Archived

Last update: 23 March 2009
View update history

Author: Kylie Wansink

NOTE: This report has been archived

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