Video Game Business to Double by 2011, Driven by Online and Mobile Gaming
ABI: The video game market will expand from $32.6 billion in 2005 to $65.9 billion in 2011 as a result of its fast-growing online and mobile gaming segments, . The market's largest segments today - console, PC and handheld hardware and software - will remain significant, but overall they will see much lower growth rates than the emerging segments. The online gaming market, comprised of console, PC and handheld Internet gaming, will grow at a 95% annual rate for the forecast period. Online console gaming, PC casual web gaming and Massively Multiplayer Online (MMO) gaming will see strong overall growth as gaming software title distribution, gaming multiplayer and community services and online gaming-related content sales help propel this market. The online console gaming market is set to take off, as the new generation of consoles arrives with advanced networking and online gaming capabilities. The ability to download game demos, buy casual as well as full-fledged console games, and access advanced content, including HD video, will result in ?online' becoming the key technology component of gaming for this and subsequent console generations. Mobile gaming is set to see significant growth through 2011, as the flood of interest from game publishers and mobile operators results in both ported and original game titles for download by mobile subscribers. Recent efforts by mobile gaming giants to develop an open gaming architecture in order to reduce development fragmentation will open the doors to more content for consumers and overall higher revenues for game downloads. Gaming has become a mass-market entertainment industry on a par with TV, movies and music, Segments such as video game advertising, set to become a market worth close to $3 billion by 2011, will result in the further maturing of this industry. The ability to play music and media from powerful consoles and handhelds will drive overall industry growth as consumers begin to view gaming devices as one-stop-shop entertainment platforms. Video Game Hardware, Software and Service Publ 20060216
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