目次
The game console business is extremely costly, and coupled with a dismal economy, Microsoft, Nintendo, and Sony each have turned to online gaming to generate additional revenue. Clearly, in order to take advantage of online gaming, consumers must own a game console. While game console shipments are entering a decline, subscription growth to online game services is expected to occur as a result of the sizable video game console installed base and a growing consumer awareness and comfort with online gaming. From 2005 to 2013, annualized growth of console and handheld subscribers combined will be 20.4%.
In-Stat’s latest gaming report contains forecasts for online game subscribers annually through 2013 for online-capable game console and handheld consoles. Forecasts for each console include an annual console installed base, the number of subscribers (free or paid), subscription revenue, paid download revenue, and online advertising revenue. This report does not forecast PC online gaming or casual gaming. Analyses are provided for the online console strategies of Microsoft, Nintendo, and Sony, as well as the online handheld strategies of Nintendo and Sony.
Table of Contents
- Executive Summary
- Introduction
- Console Online Gaming
- Microsoft Xbox Live
- Live Marketplace
- Video Marketplace
- Live Arcade
- Xbox Originals
- New Xbox Experience
- Conclusions
- Forecast
- Sony Online
- PS2 Online
- PS3 Online
- Conclusions
- Forecast
- Nintendo
- GameCube Online
- Wii Online
- Conclusions
- Forecast
- Handheld Online Gaming
- Nintendo
- DS Background
- Online
- Conclusions
- Forecast
- Sony
- PSP Background
- Online
- Conclusions
- Forecast
- Conclusions
- Methodology
- Related In-Stat Reports
- Table 1. Worldwide Broadband Subscribers, 2004 to 2012 (Subscribers in Millions)
- Table 2. Xbox Live Subscriber and Revenue Forecast, 2005 to 2013
- Table 3. PlayStation Online Subscriber and Revenue Forecast, 2005 to 2013
- Table 4. Nintendo Online Subscriber and Revenue Forecast, 2005 to 2013
- Table 5. Nintendo DS Online Gaming Forecast, 2005 to 2013
- Table 6. Sony PSP Online Gaming and Revenue Forecast, 2005 to 2013
- Figure 1. Console and Handheld Online Gaming Subscribers, 2005 to 2013
ゲーム機の販売数は減少するも、オンラインゲーム加入者数は20%増
アリゾナ州スコッツデール、2009年4月9日
世界的な景気後退の中で、テレビゲーム機の出荷数は減少するが、オンラインゲームのゲーム機の導入数が非常に多いことや消費者の認知の高まりから、オンラインゲームの加入は堅調に増加するだろうと、米国調査会社インスタット社は報告する。据え置き型ゲームと携帯型ゲームの加入者数は、併せて、2005-2013年に20.4%成長するだろう。
「景気の悪化と各ベンダのビデオゲーム機のライフサイクルがピークに達し、ゲーム機の販売数は2010年に減少するだろう。Microsoft、ソニー、任天堂の3社の主要ベンダは、増収とブランドロイヤリティを促進するためのオンライン戦略をとっている」とインスタット社のアナリストStephanie Ethier氏は語る。
インスタット社は、下記についても調査した。
- 3社の主要ベンダは、オンラインサービス加入、ダウンロード収入、そして/またはオンライン広告によって、オンラインゲームからそれぞれ数億ドルの収益を得ることができるだろう
- MicrosoftのXbox Liveサービスは、2013年までは毎年確実に10億ドル以上の収益をあげるだろう
- 世界のブロードバンド契約件数は、2009年に5億6200万に達するだろう。ブロードバンドとの組合せ、ホームネットワークの普及数、ゲームデバイスへWi-Fiの普及によって、オンラインゲーム契約数の増加が促進している
インスタット社の調査レポート「オンラインゲーム機と携帯型ゲーム機の市場調査:Microsoft、Sony、Nintendoの製品と市場、2013年までの予測 - Despite Slowing Console Sales, Online Gaming Subscriber Growth Continues Worldwide」は、オンラインゲームの世界市場を調査した。この調査レポートは、PCオンラインゲームやカジュアルゲームの予測は行っていない。この調査レポートは、2013年までの年毎のオンラインゲーム加入者数予測、それぞれのゲーム機の年毎のゲーム機導入数、無料と有料の加入者数、加入者収益、有料ダウンロード収益、オンライン広告収益などの収益と加入者数、Microsoft、ソニー、任天堂のオンラインゲーム戦略分析、任天堂とソニーのオンライン携帯ゲーム戦略を記載している。
(原文)
Online Gaming Subscribers to Increase 20%, While Game Console Equipment Sales Fall
SCOTTSDALE, Ariz., April 9, 2009 - While video game console shipments decline during the global recession, growth in online gaming subscriptions is expected to be strong due to a sizable console installed base and growing consumer awareness of online gaming, reports In-Stat. Console and handheld subscriber growth combined will grow a projected 20.4% between 2005 and 2013. “Unit sales of game console will decline moving into 2010, as a result of both the weak economy and a peak in each vendor’s video game console lifecycle,” says Stephanie Ethier, In-Stat analyst. “The key vendors, including Microsoft, Sony and Nintendo are staking out their online strategy to generate incremental revenue and promote brand loyalty.”
Recent research by In-Stat found the following:
- Each of the three key vendors is positioned to generate hundreds of millions of dollars in annual online gaming revenue from online service subscriptions, download revenue and/or online advertising.
- Microsoft’s Xbox Live service will clearly lead, with projected revenue of over $1 billion in revenue annually by 2013.
- Worldwide broadband subscriptions will reach 562 million in 2009. The combination of broadband, installed home networks, and pervasive Wi-Fi in gaming devices, is fueling online gaming subscriber growth.
- In 2008, total video game console unit shipments reached 88 million worldwide, up 7% from worldwide unit shipments in 2007.
Recent In-Stat research, Despite Slowing Console Sales, Online Gaming Subscriber Growth Continues Worldwide (#IN0904503ID), covers the worldwide market for online gaming. It does not forecast PC online gaming or casual gaming. It includes: - Forecasts for online game subscribers annually through 2013.
- Revenue and subscriber forecasts for each console include an annual console installed base, the number of subscribers (free or paid), subscription revenue, paid download revenue, and online ad revenue.
- Analyses of the online console strategies of Microsoft, Nintendo, and Sony, as well as the online handheld strategies of Nintendo and Sony.