Computer and video games have become extremely common. Particularly the interest in enjoying with fun free online games across the web is growing strongly.
Regardless of the rising popularity of YouTube, MySpace, and Facebook, gambling is still the king of internet amusement, driven mostly by casual gambling activities.
Websites like Games and EA’s Pogo.com provide users access to a wealth of advertisement supported free online games, in which patrons have choices for branding opportunities, and banner and display ad placements.
super gaminator games on the consoles can grow to be a $10.5 billion industry by 2011 from $981 million in 2007, according to market researcher IDC.
In 2007, online console earnings is at 2.5 percent of total worldwide video game market earnings, such as handheld and console hardware and software earnings. By 2011, earnings from consoles will signify 18.6 percent of total market revenue.
Though subscription earnings for superior online services and matches will expand from $476 million in 2007 to over $2.4 billion in 2011, its share of internet console earnings will decrease from 48.5 percent in 2007 ( down from a high of 86.5 percent in 2006) to 23.2 percent by 2011.
Downloadable content (DLC) comprising matches and game-related items, which in $35 million in 2006 represented a 13.5% market share of online console earnings, will become linked consoles’ primary revenue source in 2007, growing from $493 million in 2007 to $7.2 billion in 2011.
Certain trends hold steady across most regions: For instance, driven by increased penetration of broadband access, online gaming is surging. In the U.S. and Europe/Middle East/Africa, online gaming represents the fastest-growing consumer segment (19.3% and 24.6%, respectively); in Asia Pacific and Canada, online growth came in second only to wireless (at 16.1% and 13.9%, respectively). Other trends are more regional. The in-game advertising market is expected to increase 64% in the U.S. And in China it is expected to rise at a compound annual rate of 14.3% to $2 billion in 2011, most all of that growth will come in online games.
Spurred by the new generation of consoles and handhelds, and by increased penetration of broadband and wireless technologies, the video game industry is ripe with opportunity. “Growth in programs permits you to reach new demographics,” says Stefanie Kane, a partner with PwC’s entertainment and media practice, noting that handheld game devices have brought more women into the market, and that the entrance of cable and on-demand TV channels will further widen the base. “There is a good deal of unlocked possible.”
You might think the face of one of the hottest areas in gaming right now is a young male in his 20s who owns the latest supercharged gaming system from Microsoft or Sony – or both.
But you’d be wrong.
Instead, the epitome of the new-era gamer is a woman in her late 30s or early 40s who plays on an average PC.
Yes, the video game industry seems to have been turned on its head.
For years, the dominant themes have been faster game machines, increasingly realistic graphics, more immersive play, as well as the old standbys – blood, guts and blowin’ up stuff.
But that film has started to look increasingly obsolete. While young guys dominate the gaming sector as a whole, casual games are among those fastest-growing areas of the business and bringing a whole new market.