2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
an easy level, which players can enter in order to become familiar with the rules and interface before
engaging in a cash competition.
F.
European Product Perspective
The European download market is not as mature as the North American one. Therefore, preferences,
behaviors, and motivations on the consumer side are not yet as rigidly structured. Furthermore, as a
recent Nielsen/NetRatings study
7
shows, while women represent 52% of US Internet surfers, European
Internet usage is primarily male surfers (58%).
G.
Asian Product Perspective
Early casual web based games in Asia tended to be more 2 D in nature, focusing on simple card, board,
or quiz game type formats. This is very similar to current mass market web games popular in the US and
Europe today. In 2003 as Asian developers entered into full 3D game development, casual games went
along with it, becoming full fledged online arcades with free gaming around space invader type shooters,
fighting one and one, race car themes and even first person shooters such as Doom and Quake. Sites
are largely free for players and wins and losses are tabulated for each user account, allowing consumers
to gain additional prestige on a ladder board, or cyber cash for successful wins.
The Market for Casual Internet Games in South Korea
Written by John Lee, Turbine Entertainment
2003 was a landmark year for online gaming in South Korea. Total market size broke the
$1 billion USD barrier for the first time, dominated by online gaming which took a total market
share of 40%. Arcade and PC packaged product market share fell sharply, due to the continued
popularity of PC cafes versus traditional coin op arcades and rampant PC related piracy.
Depending on forecasts by different research firms and the Korean government, the wide
consensus is that online gaming will continue to grow to a lion's share of the Korean gaming
market, mostly at the expense of the PC packaged goods and coin op arcade markets.
The key difference in 2003 for Korean online game players was their success regionally in
exporting their content and the shift to what locals consider the 3
rd
generation of content,
characterized by the following milestones:
First Generation: 1997 to 2000
2D isometric perspective games such as
Lineage
,
Redmoon
, and
Kingdom of the Winds
. Online
gaming had yet to show its mass market promise in Korea and was restricted to hard core
gamers weaned on MUD games during the mid 1990s.
Second Generation: 2001 to 2002
Partial 3D (3/4 view) perspective games such as
MU
,
Lagheim
and the advent of casual online
gaming such as
Fortress, Crazy Arcade
, etc. Mass market uptake domestically began to spike,
but attempts by Korean gaming companies to go global largely failed with the exception of the
Taiwanese market.
Third Generation: 2003 to present
Full 3D perspective games released by over a dozen developers, with an estimated 40+ in
development for release in 2004. Korean games dominate the Chinese online gaming market,
7
http://www.nielsen netratings.com/pr/pr_010628_au.pdf
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