Network Gaming

Gaming is the start of the younger generation’s relationship with technology. The gaming industry has already outgrown the movie industry. Significant growth opportunity remains in the gaming segment of entertainment content where Next Generation Network Gaming drives revenues through time-on-the-network. This would include:

  • Complex single player games, which are either extremely content-rich or require the continuous-updating of external information for relevance or involvement. This would include arcade-style games through to popular casual games such as slots or blackjack.
  • Multiplayer games, in peer-to-peer or client-server architectures, offering simulated reality such as role play, arcade or social games such as poker, in entertaining, real time environments.
  • Location based games, which can merge elements of the real and virtual worlds and where the gaming application is interactively aware of the physical locations of the player.
  • Augmented reality games, which can enhance the player’s surrounding with computer-generated content in real time through a head-mounted display connected to a mobile device.

Next Generation Services

  • The electronic games market shows the highest growth (42%) in the entertainment industry in the last 5 years.
  • Broadband penetration stimulates the consumption of electronic games and vice versa and there is a continuous growth trend.
  • The multivalent levels of communication and networking of electronic games proves a unique growth opportunity.
  • The role of networks in entertainment and gaming has increased significantly over recent years.
  • Games will be increasingly played over networks irrespective of the channel – whether web, mobile, via PC or console.
  • Revenue from electronic games surpassed revenue from offline electronic games in 2005 and will overtake the music-market in revenue.
  • The gaming market has not yet explored the full potential of social networks and untapped market segments.
  • A worldwide market increase from $32bn to $50bn is forecast for the electronic gaming sector.
  • Mobile Web 2.0 is the fusion of Web 2.0 applications with the services of mobile network operators.
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