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ソーシャルネットワーキングとオンラインゲーム内の仮想商品市場調査:市場動向、関連企業の概要と収益、地域別データ

Virtual Goods in Social Networking and Online Gaming

 

出版社 出版日電子媒体
(05/22 レート)
ページ数
インスタット社 2010年11月US$ 3,995
\337,215(税込)
ライセンス別価格
57

目次

This report is crucial for anyone interested in investing in or anyone participating in the social networking and online gaming space:

  • The most comprehensive report available that fully covers the entire virtual goods industry by category, region, monthly users and registered accounts, company total revenues, and company virtual goods revenues.
  • An overview of key players including micropayment facilitators, social networking, casual and social gaming, app developers, virtual worlds, MMOs, 2D worlds, and 3D worlds.
  • Geographic breakdowns include Asia/Pacific, Americas, and Europe/Middle East/Africa.
  • Yearly market revenue and user forecasts for social networking sites, 2D worlds, and 3D worlds up to 2014.
  • Virtual goods revenue regional forecasts by category and year up to 2014.
  • 40 company profiles and estimated revenues.

Table of Contents

  • Executive Summary
  • Introduction & Definitions
    • Virtual Goods 101: Definitions & Revenue Models
    • Why Buy Virtual Goods
    • Defining the Industry's Key Categories
    • Sources for Revenues & User Stats
  • The Virtual Goods Worldwide Industry, 2007–2010
    • Understanding "Registered Accounts" and "Monthly Users"
    • But 2010's Not Over Yet?
    • Overall Analysis & Summary
    • The Top Companies by 2010 Virtual Goods Revenue
    • Social Networking Analysis & Summary
    • 2D World Analysis & Summary
    • 3D World Analysis & Summary
  • Regional Analysis & Summary
    • Top Companies by 2010 Virtual Goods Rev. from Asia/Pacific Region Users
    • Top Companies by 2010 Virtual Goods Rev. from Americas Region Users
    • Top Companies by 2010 Virtual Goods Revenue from EMEA Region Users
  • Social Networking Company Profiles & Revenues
    • Ranking of Top 10
    • DeNA – Mobage-Town
    • Cyworld (SK Telecom)
    • Facebook
    • GREE
    • Tencent
  • 2D World Company Profiles & Revenues
    • Ranking of Top 20
    • Bigpoint
    • CrowdStar
    • Digital Chocolate
    • Gaia Interactive – Gaia Online
    • Gameforge – Ikariam, etc
    • i-Jet Media
    • Lolapps
    • Mattel – Barbie Girls
    • Neopets (Viacom)
    • Nexon – MapleStory
    • NHN Corp – Hangame
    • Playdom (Disney)
    • Playfish (Electronic Arts)
    • PopCap
    • RockYou
    • Slide (Google)
    • Stardoll
    • Sulake – Habbo
    • WeeWorld
    • Zynga
  • 3D World Company Profiles & Revenues
    • Ranking of Top 10
    • Aeria Games
    • Changyou
    • Donnerwood Media – Meez
    • Gala Group – gPotato
    • Gameforge – Runes of Magic
    • Giant Interactive
    • IMVU
    • Jagex – Runescape
    • Linden Lab – Second Life
    • Microsoft – Xbox Live
    • Mindark – Entropia Universe
    • NCSoft
    • Nexon – KartRider, Mabinogi
    • Perfect World
    • Shanda Interactive
    • Sony – Playstation Network (PSN)
    • Sony Online Entertainment – Free Realms
  • Forecasts
    • Social Networking User and Revenue Forecast
    • 2D World User and Revenue Forecast
    • 3D World User and Revenue Forecast
    • SNOWs Combined User and Revenue Forecast
    • Virtual Goods Revenue Regional Forecast
  • Trends, Issues, and Ramifications
    • Demystifying Virtual Goods: a Trend?
    • Legal & Tax Issues
    • A New and Untapped Multimillion Dollar Market
  • Methodology
    • The SNOW Database
    • Coming Up With a Consistent Measurement of Users
  • Glossary
  • List of Tables
  • List of Figures
  • Related In-Stat Reports

List of Tables

  • Table 1.  Social Networking, 2D World, and 3D World Combined User and Revenue Stats, 2007–2010
  • Table 2.  Top 30 Companies Worldwide by 2010 Virtual Goods Revenue vs. 2007 Revenue
  • Table 3.  Social Networking User and Revenue Stats, 2007–2010
  • Table 4.  2D World User and Revenue Stats, 2007–2010
  • Table 5.  3D World User and Revenue Stats, 2007–2010
  • Table 6.  Virtual Goods Worldwide Revenue by Region and Category, 2007–2010
  • Table 7.  Top 10 Companies by 2010 Virtual Goods Revenue from Asia/Pacific Region Users
  • Table 8.  Top 10 Companies by 2010 Virtual Goods Revenue from Americas Region Users
  • Table 9.  Top 10 Companies by 2010 Virtual Goods Revenue from EMEA Region Users
  • Table 10.  Social Networking Top 10 Companies Worldwide by 2010 Virtual Goods Revenue
  • Table 11.  Cyworld’s User and Revenue Stats, 2007–2010
  • Table 12.  DeNA’s User and Revenue Stats, 2007–2010
  • Table 13.  Facebook’s User and Revenue Stats, 2007–2010
  • Table 14.  GREE’s User and Revenue Stats, 2007–2010
  • Table 15.  Tencent User and Revenue Stats, 2007–2010
  • Table 16.  2D World Top 20 Companies Worldwide by 2010 Virtual Goods Revenue and Type
  • Table 17.  Bigpoint’s User and Revenue Stats, 2007–2010
  • Table 18.  CrowdStar’s User and Revenue Stats, 2007–2010
  • Table 19.  Digital Chocolate’s User and Revenue Stats, 2007–2010
  • Table 20.  Gaia Online’s User and Revenue Stats, 2007–2010
  • Table 21.  Gameforge’s Total User and Revenue Stats, 2007–2010
  • Table 22.  Gameforge’s Ikariam, Etc., User and Revenue Stats 2007–2010
  • Table 23.  i-Jet Media’s User and Revenue Stats, 2007–2010
  • Table 24.  Lolapps’ User and Revenue Stats, 2007–2010
  • Table 25.  Mattel’s Barbie Girls User and Revenue Stats, 2007–2010
  • Table 26.  Neopets’ User and Revenue Stats, 2007–2010
  • Table 27.  Nexon’s Total User and Revenue Stats, 2007–2010
  • Table 28.  Nexon’s MapleStory User and Revenue Stats, 2007–2010
  • Table 29.  NHN Corp’s Hangame User and Revenue Stats, 2007–2010
  • Table 30.  Playdom’s User and Revenue Stats, 2007–2010
  • Table 31.  Playfish’s User and Revenue Stats, 2007–2010
  • Table 32.  PopCap’s User and Revenue Stats, 2007–2010
  • Table 33.  RockYou’s User and Revenue Stats, 2007–2010
  • Table 34.  Slide’s User and Revenue Stats, 2007–2010
  • Table 35.  Stardoll’s User and Revenue Stats, 2007–2010
  • Table 36.  Sulake’s Habbo User and Revenue Stats, 2007–2010
  • Table 37.  WeeWorld’s User and Revenue Stats, 2007–2010
  • Table 38.  Zynga’s User and Revenue Stats, 2007–2010
  • Table 39.  3D World Top 10 Companies Worldwide by 2010 Virtual Goods Revenue and Type
  • Table 40.  Aeria Games’ User and Revenue Stats, 2007–2010
  • Table 41.  Changyou’s User and Revenue Stats, 2007–2010
  • Table 42.  Donnerwood Media’s Meez User and Revenue Stats, 2007–2010
  • Table 43.  Gala Group’s gPotato User and Revenue Stats, 2007–2010
  • Table 44.  Gameforge’s Runes of Magic User and Revenue Stats, 2007–2010
  • Table 45.  Giant Interactive’s User and Revenue Stats, 2007–2010
  • Table 46.  IMVU’s User and Revenue Stats, 2007–2010
  • Table 47.  Jagex’s Runescape Users and Revenue Stats, 2007–2010
  • Table 48.  Linden Lab’s User and Revenue Stats, 2007–2010
  • Table 49.  Microsoft Xbox Live’s User and Revenue Stats, 2007–2010
  • Table 50.  Mindark’s Entropia Universe User and Revenue Stats, 2007–2010
  • Table 51.  NCSoft’s User and Revenue Stats, 2007–2010
  • Table 52.  Nexon’s KartRider & Mabinogi User and Revenue Stats, 2007–2010
  • Table 53.  Perfect World’s User and Revenue Stats, 2007–2010
  • Table 54.  Shanda Interactive’s User and Revenue Stats, 2007–2010
  • Table 55.  Sony Online Entertainment’s Free Realms User and Revenue Stats, 2007–2010
  • Table 56.  Sony’s PSN User and Revenue Stats, 2007–2010
  • Table 57.  Social Networking User and Revenue Forecast, 2011–2014
  • Table 58.  2D World User and Revenue Forecast, 2011–2014
  • Table 59.  3D World User and Revenue Forecast, 2011–2014
  • Table 60.  Social Networking, 2D World and 3D World Combined User and Revenue Forecast, 2011–2014
  • Table 61.  Virtual Goods Revenue Forecast by Category and Region, 2011–2014
  • Table 62.  Virtual Goods Revenue by Category and Region as % of Worldwide, 2007 to Forecasted 2014

List of Figures

  • Figure 1.  SNOW Total and Virtual Goods Revenue Forecast, 2010–2014 (US$ in Billions)
  • Figure 2.  An Avatar and Hair Style Virtual Goods for Sale in the 3D World IMVU
  • Figure 3.  The Virtual Goods Value Proposition Pyramid
  • Figure 4.  The Virtual Goods Industry’s Key Categories
  • Figure 5.  Market Shares of Top 10 Companies by 2010 Virtual Goods Revenue
  • Figure 6.  Virtual Gifts for Sale in Facebook
  • Figure 7.  A User Status Window Within Tencent
  • Figure 8.  A CrowdStar Game within the Facebook Platform
  • Figure 9.  A Disney Movie-Themed Room Within Gaia Online, with Multiple User Avatars
  • Figure 10.  Branded Virtual Goods Items in WeeWorld
  • Figure 11.  Zynga’s Farmville, the Company’s Most Successful Release Yet
  • Figure 12.  Shanda Interactive’s World of Legend
  • Figure 13.  SNOW Total and Virtual Goods Revenue Forecast, 2010–2014 (US$ in Billions)
  • Figure 14.  SNOWs Total and Virtual Goods Revenue, 2007 to Forecasted 2014 (US$ in Billions)

 

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