2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
TABLE OF CONTENTS
FORWARD.................................................................................................................................................... 2
CREDITS....................................................................................................................................................... 3
TABLE OF CONTENTS ............................................................................................................................... 5
I.
INTRODUCTION ................................................................................................................................... 7
A.
P
RESENTATION AT
2004 G
AME
D
EVELOPERS
C
ONFERENCE
............................................................... 7
B.
B
ACKGROUND AND
P
URPOSE
............................................................................................................ 7
C.
D
EFINITIONS
..................................................................................................................................... 7
D.
A
UDIENCE AND
S
COPE
...................................................................................................................... 7
E.
D
ISCLAIMER
...................................................................................................................................... 7
II.
MARKET OVERVIEW........................................................................................................................ 9
A.
I
NTRODUCTION
.................................................................................................................................. 9
B.
C
ONSUMER
S
EGMENTS
................................................................................................................... 10
C.
M
ARKET
A
NALYSIS AND
E
STIMATES
................................................................................................. 11
E
UROPEAN
D
EVELOPMENT OF
N
EW
R
EVENUE
S
OURCES FOR
I
NTERNET
G
AMES
................................ 13
D.
P
OPULAR
S
ITES
.............................................................................................................................. 14
E.
T
YPES OF
G
AMES
........................................................................................................................... 15
F.
E
UROPEAN
P
RODUCT
P
ERSPECTIVE
................................................................................................ 17
G.
A
SIAN
P
RODUCT
P
ERSPECTIVE
........................................................................................................ 17
T
HE
M
ARKET FOR
C
ASUAL
I
NTERNET
G
AMES IN
S
OUTH
K
OREA
........................................................ 17
H.
I
SSUES AND
O
PPORTUNITIES
........................................................................................................... 18
I.
E
UROPEAN
I
SSUES
.......................................................................................................................... 21
J.
A
SIAN
I
SSUES
................................................................................................................................. 22
III.
BUSINESS MODELS....................................................................................................................... 23
A.
B
USINESS
O
VERVIEW
...................................................................................................................... 23
S
HOCKWAVE
'
S
G
AME
B
LAST
S
UBSCRIPTION
S
ERVICE
....................................................................... 24
B.
B
REAKING
D
OWN THE
C
HOICES
....................................................................................................... 26
B
UILDING A
S
UCCESSFUL
A
DVERGAMING
S
OLUTION FO