Networked Gaming: Driving the Future II is a networked gaming technologies and business model that can include various forms of gaming from marketing to digital distribution to game advertising. It covers it all. Here’s the release:
Networked Gaming: Driving the Future II covers a variety of networked gaming technologies and business models, including casual online gaming, MMORPG, virtual worlds, game advertising, online console gaming, digital distribution, and micro-transaction games. The report supplements detailed industry analysis with company profiles, consumer data, and market forecasts.
“Millions of U.S. gamers are already paying to play different kinds of online games,” said Stuart Sikes, president, Parks Associates. “As online gaming further diversifies gamer audience and introduces new genres and business models, gaming industry revenue mix will inevitably continue to shift towards online gaming.”
Online gaming companies should embrace social networking and community features as key strategies in continuing the rapid growth of the gaming market, according to international research firm Parks Associates. In its new report Networked Gaming: Driving the Future II, the firm forecasts the market for premium casual games will exceed $1 billion in revenues by 2013.
Parks Associates notes that social and community features can help companies in casual gaming expand beyond their traditional target demographic of women ages 35-54. Offering features such as a persistent identity and integration with social network sites allows companies to maintain their core audience while broadening their appeal.
“Game companies should use social networks and gamer communities as marketing and distribution channels for their new and existing games,” said Stuart Sikes, president, Parks Associates. “Gaming has proven remarkably recession-proof, so as companies try to capture subscriber dollars, these offerings will serve as differentiators in a very competitive market.”
These features can also build gamer interest and loyalty among the growing number of free-to-play MMORPGs, which will include over 20 million gamers by 2013. The report recommends large game publishers should build cross-platform, gamer-centric networks. Online publishers should also leverage open-platform efforts like Facebook Connect and MySpaceID, allowing users to