Skip to main content

Evolving Market for Online Gaming Services

Though 2007 was another strong year for video game makers, the gaming console hardware business is very costly, according to the latest market study from In-Stat.

Therefore, the three main vendors have turned to online gaming either to generate additional revenue streams or to promote brand loyalty, the high-tech market research firm says.

"The primary differences among Nintendo's, Sony's, and Microsoft's online efforts are mainly of scope," says Stephanie Ethier, In-Stat analyst.

Microsoft is looking to create a number of revenue streams through its Live service, including its subscription service, paid casual games, and additional paid content.

Sony is following a model similar to that of Microsoft's, except for the subscription service. Nintendo is limiting its revenue to paid downloads for Nintendo and partner games.

In-Stat's market study found the following:

- From 2004 to 2011, annualized growth of console subscribers will be 42.7 percent, and growth of handheld subscribers will be 37.1 percent.

- Of the respondents to an In-Stat gaming survey who currently own and use an Xbox or Xbox 360, 32 percent subscribe to Xbox Live.

- Another potential revenue generator is in-game advertising, particularly dynamic advertising.

Popular posts from this blog

Shared Infrastructure Leads Cloud Expansion

The global cloud computing market is undergoing new significant growth, driven by the rapid adoption of artificial intelligence (AI) and the demand for flexible, scalable infrastructure. The recent market study by International Data Corporation (IDC) provides compelling evidence of this transformation, highlighting the accelerating growth in cloud infrastructure spending and the pivotal role of AI in shaping the industry's future trajectory. Shared Infrastructure Market Development The study reveals a 36.9 percent year-over-year worldwide increase in spending on compute and storage infrastructure products for cloud deployments in the first quarter of 2024, reaching $33 billion. This growth substantially outpaced non-cloud infrastructure spending, which saw a modest 5.7 percent increase to $13.9 billion during the same period. The surge in cloud infrastructure spending was partially fueled by an 11.4 percent growth in unit demand, influenced by higher average selling prices, primari