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An online game is a game played over some form of computer network. The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data spectrum to also offer on-demand entertainment. With increase in popularity and usage of internet, the Online gaming industry has also boosted up exponentially. A new research study by Global Industry Analysts predicts that the global market for land casino gambling will reach $101.30 billion by 2015, and notes that online casinos are enjoying growing popularity with the gambling public. This also has its own impact on the online gaming market. The total worth of the online gaming market was USD 11.9bn in 2010 and has been projected to grow to USD 18bn in 2012. The online gaming industry hosts a feast of fun for big, small time and casual gamblers. No longer do we have to step out of the comfort of our home to the local casino. The surge in the gaming market from the traditional video gaming to the network enabled online gaming is evident. It doesn’t stop here. The gaming enthusiasts now have online multiplayer games running on the Web 2.0 mechanism which enables them to create avatars, communities, fan-clubs and interact with each other.
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Table of Contents
Sr. No. 1. 2. 3. 4. 5. Introduction
Page No. 5 8 10 11 12
Customer/Participant Profile Web 2.0 Component Competitive Scenario Company Analysis
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c. The Indian Story 17 8.com 14 5. It provides fun and entertainment. the online aspect of solitaire games is incidental rather than essential to the experience. include solitaire games that happen to be provided via the Internet.5. Legal and Regulatory Issues 16 7. in which the players’ machines are connected by a network. 5.b. Games2Win.com Zynga. It is a largely growing industry and this is expected with all of the benefits that arise from it.a. such as Bejeweled. in principle. The online gaming industry serves many a purpose to the people of the world. EA Sports 15 6. in which all the players play on one machine and look at the same screen). Bibliography 22 Introduction: Online games refer to multiplayer distributed games. Future Trends 20 9. While online games can. (This is as opposed to multiplayer local games. is secure and monitored and can reduce the risk of damage to the lively hoods of many a person. Classification of Online Gaming Page | 3 .
a company like Electronic Arts or Sega runs the servers until it becomes inactive. Earlier games. allowing players from all over the globe to play with each other. Dreamcast. Xbox and Nintendo GameCube took advantage of online functionality with its PC game counterpart. most RTS games had native Internet support. This form of open source networking has a small advantage over the new generation of Sony and Microsoft consoles which customize their servers to the consumer. This service was however offered only in Japan. which offered an online service with the Satellaview. such as Age of Empires and Microsoft Ants. The first online game console was the Super Famicom. software was developed that would allow players to tunnel the LAN protocols used by the games over the Internet. Macintosh and GameCube players are able to share one server. Dreamcast. open source networks. PC. An example was the MSN Gaming Zone where online game communities were formed by active players for games. Services were created to allow players to be automatically matched against another player wishing to play or lobbies were formed where people could meet in so called game rooms. people started creating browser games that used a web browser as a client. online game play is expanding. such as the PlayStation 2. By the late 1990s. Once online games started crowding the market. like 4x4 Evolution. in which private servers with their own DNS number can function. Quake III and Need for Speed: Underground also have a similar function with consoles able to interact with PC users using the same server. Usually.Real Time Strategy Games: Early real-time strategy games often allowed multiplayer play over a modem or local network. Cross Platform Online Play: As consoles are becoming more like computers. As the Internet started to grow during the 1990s. Games such as Phantasy Star Online have private servers that function on multiple consoles. Browser Games: As the World Wide Web developed and browsers became more sophisticated. Simple single player games were Page | 4 .
The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video. and hard wired terminals before modems. and a whole new set of user interactivity. There is a great deal of overlap in terminology with "online communities" and "virtual worlds". At the present. but games have always used whatever technology was current: modems before the internet. audio. One example that has garnered widespread media attention is Linden Labs' Second Life. MMORPGs are distinguished from single-player or small multi-player RPGs by the number of players. players assume the role of a fictional character (often in a fantasy world). Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. usually hosted by the game's publisher. making online games a form of social activity beyond single player games. this almost always means the Internet or equivalent technology. It is technically an MMOSG or Casual Multiplayer Online (CMO) by definition.as no number of in-game bonuses will compensate for a player's inability to aim and think tactically. Many online games have associated online communities. and by the game's persistent world. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. worldbuilding and an in-world virtual economy that depends on the sale and purchase of user-created content. This is often referred to being offline or AFK (away from keyboard). When Microsoft Page | 6 . MMOSG or Massively Multiplayer Online Social Games focus on socialization instead of objective-based game play. As in all RPGs. emphasizing socializing. Technology An online game is a game played over some forms of computer network. which continues to exist and evolve while the player is away from the game. and take control over many of that character's actions.
Most online games like World of Warcraft. Developer and Customer. Many other sites relied on advertising revenues from on-site sponsors. Developer: These are the soft developers of the games. while others. Customer/Participant Profile The gaming industry has 3 core stakeholders. Page | 7 .g. while games such as Guild Wars offer an alternative no monthly fee scheme. Valve.g. Popcap. Nintendo. let people play for free while leaving the players the option of paying. like RuneScape. : Electronic Arts. This revolution paved the way for sites to offer games to web surfers. : Maxix. E. unlocking new content for the members. etc. the Internet began to shift from a data/information spectrum to also offer on-demand entertainment. idSoftware. etc. Activision. Publisher. E. the games made by Artix Entertainment and Mabinogi. Publisher: These have their primary focus on the distribution of the games. Final Fantasy XI and Lineage II charge a monthly fee to subscribe to their services. viz.began packaging Flash as a pre-installed component of IE.
Customers are the general public. The Market Drivers: Broadband Penetration: with greater penetration of broadband services worldwide. World Broadband Households 140 120 100 in millions 80 60 40 20 0 05 20 06 20 07 20 08 20 09 20 10 20 11 20 12 20 N. Plummeting Cost: The sharp fall in the prices of internet services have also triggered the boost in the gaming industry. the gaming industry has become more lucrative for the players. America Europe Asia Increased acceptance of Online Play: The masses have accepted the industry in an overwhelming fashion making it highly profitable. Page | 8 .
Gamespot.will mash-up information Flickr or Google Maps. The Competitive Scenario Games “1.0” In browser gaming Flash and other rich media improving CPC and CPA online advertising driving online play Social network platforms Viral growth Multi player is user generated content for games Digital download Page | 10 Distribution Content Monetization . from other services like Also we have many sites e.com.gamesogre.0” Development Massive development projections Fat clients Marketing Offline advertising driving players to retail Controlled by retail and big game portals Teams of level designers Selling games in Games “2.com which encourage people to join communities or unions and share experiences and socialise.g.
Games2win is from the promoters of mobile2win that was acquired by Walt Disney. Inviziads reaches out to more than 13 million viewers a month and has a footprint across 200 countries and 6500+ Page | 11 .jewel cases Free to play supported by subscription and digital goods Advertising Company Analysis: A.inviziads. they are without doubt one of the largest flash game producers in the world with a tremendous global fan following of over 6 million unique visitors a month and counting (comScore statistics). With their games being translated in 23 distinct languages and visited by consumers from across 200+ countries in the world. they’ve always ensured that each game is created and hosted according to high standards.com) . About Games2Win.com History: Games2Win is one of the top 20 online gaming businesses in the world (as per comScore) and host their own proprietary games in a bouquet of languages. production and programming teams. With their own technologically equipped studio and a highly proficient set of creative art. It is the promoter of Inviziads (www.the world's fastest growing in-game ad network.
and also allows companies to advertise on its website in the form of Peel-offs.com .00 10.00 5. Background Skins.00 50% premium on the price of regular ad units As per Discussion Page | 12 .websites.a Viacom Company. Some of the partners of include addictinggames. etc. The portal hosts a range of Advergames – created exclusively for a particular brand. Revenue Model Inviziads The major source of revenues for Games2Win is advertisements. 300x250(x500 ) 800x600 CPM(USD) 1.50 3. The rate card for various advertisements is shown below: Ad Units Super – North & South Medium Rectangle Medium Rectangle Video Ads Rich Media Expandable Advergame Advertising Options and Rates Sections Dimensions Run of Site (RoS) Home & Category Pages Game Page & InGame Game Page & InGame RoS 728 x 90 300 x 250 300 x 250 300 x 250 728x90(x270) .
Michael Luxton. and Steve Schoettler. Andrew Trader.Ad Units Advertising Options and Rates Sections Duration Home & Category Pages All Banner ads on Home Page All banner ads in site Home page Road Block with background Skin Site Road Block with background Skin Background Skin on Home Page Background skin on entire site 15 days 15 days 3days 10days 2days 14days 7days CPM(USD ) 6. they had 50 million daily active users.50 4. Justin Waldron. United States. California. a large virtual world social network game.00 12 20 20 Rich Media – Page Peel Road Block – Home Page Road Block – RoS Homepage Takeover Site Takeover Background Skin – Home Page Background skin RoS B. About Zynga History: Zynga was founded in June 2007 by Mark Pincus. They develop browserbased casual video games that work both standalone and Page | 13 .00 2. Eric Schiermeyer. Zynga is a video game developer located in San Francisco. According to their website. They received USD $29 million in venture finance from several firms lead by Kleiner Perkins Caufield & Byers in July 2008. they also bought YoVille. as of November 2009. at which time they appointed former Electronic Arts Chief Creative Officer Bing Gordon on to the board. At that time.50 4.
take surveys or buy services from Zynga's partners in order to obtain game credits.8 million daily active users MindJolt has 300. consume a certain amount of energy. From within the game. Kongregate has 5 million Mafia Wars over 1. After energy is replenished.as application widgets on social as Facebook and MySpace. Several Zynga games require an "Energy" characteristic to play. Zynga games link to offers from a number of partners. Revenue Model: networking websites such Zynga is supported in two manners: via partner businesses and direct credit card payments.000 active users daily on facebook Zynga income is in three parts 33/33/33 ad revenue. Zynga Notes (Social Networking games): 200 million people on facebook. for example. Players may also purchase game credits directly from Zynga via credit card or PayPal. Players can accept credit card offers. This can take minutes or several hours (energy replenishes whether or not players are logged into the game).25 Average Revenue per User (Monthly) Page | 14 . players can purchase the points for a fee: USD$5.000.000 a day Some games making $10k – $30k a day on facebook Pet Society 2. Engaging in "Missions". it slowly replenishes to the character's maximum limit. Their support mechanisms take advantage of this. Microtransactions and form filling out. which allow them to replenish their character's energy or traded for other various virtual goods.00 for 21 game credits. a core feature of many games. After expending energy. players can engage in additional missions. Waiting for energy to replenish is a significant limiting factor in the games. Financials: Total Users 50 mn $0.
British Columbia and EA Tiburon in Maitland. Interactive online-enabled package goods. the studio of Electronic Arts in Burnaby. digital content and online services associated with these games. Revenue Model: The Net Revenue consists of sales generated from Video games sold as package goods and designed for play on hardware consoles Video games for wireless devices such as iPhone. as well as at EA Blackbox. Most games under this brand are developed by EA Canada. calling themselves "EA Sports Network" (EASN) with pictures or endorsements of real commentators such as John Madden. Services in connection with some of their online games Programming third party websites with their game content Allowing other companies to manufacture and sell their products in conjunction with other products. etc. British Columbia. that tried to mimic real-life sports networks. and NASCAR.Total Revenue C. releasing game series such as NBA Live. - $150mn About EA Sports History: EA Sports is a brand name used by Electronic Arts since 1993 to distribute games based on sports.NHL. it soon grew up to become a sub-label on its own. FIFA. Vancouver. Financials Page | 15 . Florida. Madden NFL. Advertisements on their online web pages and in games. Formerly a gimmick inside Electronic Arts sports games.
follwed by Mumbai at 18. Demographics – Location-wise distribution of online gamers New Delhi at 24% of the total Indian online gamer populaion leads. Age-wise Distribution of online gamers Page | 17 . The India Story In India there are around 40 million internet users.50%.With certain tax systems in place in many countries the governments also benefit from the online gaming industry. out of which 25% are into online gaming. they benefit in a big way actually. without the online gaming industry players of all kinds would flock more than ever to underground casinos and illegal gambling holes where no one would gain benefit. Again. The money made from online gaming industry taxes goes towards health care systems and government agencies to make the world a better place to live.
The major players are Games2win.. Zapak. multi player. The Zapak Gameplex brand was created in line with the company’s vision to create the complete value chain for online gaming in India. Zapak Gameplex is the first of its kind large format. Zapak’s endeavour is to reach out to the youth in India to enhance their gaming skills with a fun and exciting platform for them to express themselves. Zapak Gameplex also aims to play a vital role in being a popular hangout for the youth. etc. downloadable and cash games with a strong wrapper of community features making it the most comprehensive gaming portal in the world. Kreeda Games.com. including single player. The site is designed to offer an exciting gaming experience across multiple genres.com.The Indian online gaming industry is expected to exceed $200 million by 2010. Webdunia. organised gaming café chain in the country. The company claims to have the highest quality game catalogue with over 600 games on offer. high speed broadband enabled. Zapak. Page | 18 . It was Zapak that pioneered the online gaming revolution in India by taking gaming to the masses. it is no longer just a game.
Webdunia is not competing with anyone in this market. downloadable online games and MMOGs.com also reaches out to players in North America.It has taken games to large social networking sites like Orkut. besides India and China.Games2win Games2win is in the business of web-based casual games. Eastern Europe. Games2win. Western Europe. Games2win mainly targets the youth and young adults. Kreeda is the only company in India with the sole focus on the MMOG market. chat and take part in quests and missions. The company believes that for any product to succeed in the market. The company is targeting users in the 15-35 age group. Tamil. Kreeda Games has been set up to become the top player in the online games market (non-gambling). currently running on a beta version. Games2win aims to create a destination for Indians to come online for ‘gamertainment’. make friends. Kannada. Players create 3D avatars for themselves and take up professions in the game. it would have to be suitably modified to appeal to the unique likes of Indian culture. which are categorised in generic sections as well as groups like memory. The games site. Gujarati. They mainly focus on mass-multiplayer online games (MMOG). earn in-game money. Telugu. including Poland and Romania. including France and Germany. Toward that objective. Page | 19 . offers instructions in multiple languages such as Hindi. buy and sell goods. neither is it competing with any of the games verticals. Its biggest competitor is UK-based Miniclip. arcade action and funny. Gujarati. Kreeda customizes and transforms international content for the local markets. Punjabi. and Malayalam. Marathi. Webdunia On the other hand. Kreeda Games Kreeda Games has licensed popular game titles from around the world and will publish them in India. The company sees its biggest growth coming from markets outside India. Gamers have the option of choosing from several interesting games. By promoting community building elements on the portal.
1 13. But in the future we will have Web 2.g. E. Webdunia properties have been getting 80 million page views every month. who are not comfortable in any language other than their own.5 $4 $2 $0 3.4 2005 2006 2007 2008 2009 2010 2011 2012 Source: DFC Intelligence The online gaming industry is forecasted to reach 13 USD billions by the year 2012.0 $12 $10 $8 6.7 9.1 7.0 enabled games Currently we can see that we either have social networks integrating games as a part of their offerings or vice versa. The Future Trends WW Online Game Market ($ billions) ` $14 12. click its picture during its evolution and send it to friends or simply make a video and upload it on “YouTube”. Even the user interfaces and user assistance is in Indian languages. and this combination makes them far more relevant to 800 million Indians. Not to forget it also allows the player to go through Page | 20 .9 $6 4.0 enabled games.Webdunia’s USP is traditional Indian games in Indian languages. Products and services: Web 2.3 10. “Spore” launched by “EA” is a games that allows the player to create his creature on the game.
players download high-quality games either for their PCs. The iPhone’s 16 000 game titles outnumber the combined total for Nintendo’s and Sony’s handhelds. South Korea became the model for free-to-play games when “KartRider” became a national sensation. a game developer in New York City. Rather than going to a store for a plastic disc. SuperData Research estimates that digital download sales will hit $10. Digital Downloads With the bandwidth pipe expanding for households. usually from the hardware makers’ own digital download service. users then pay for additional content through microtransactions.. giving the iPhone one-fourth of what New York–based SuperData Research estimates to be a $2 billion global industry for mobile games. creating further opportunities for smaller-scale games and those with episodic content. Software game engineers call this trend free-toplay gaming.creatures created by other players and use them as a base to create a different creature. a technology research firm based in Port Washington. digital delivery is transforming the game experience. from sites such as On-Live. a games-on-demand service or for their consoles. This trend will soon pick up where the avatars of the players will be user-generated and made after mashing up different avatars.Y. N. After downloading the basic game. This will encourage small groups of independent developers to create games and have them commercially successful and take risks. Going Mobile According to the NPD Group. 31 percent of gamers now play on mobile devices. CEO and cofounder of Large Animal Games. Revenues: Free-to-Play According to Wade Tinney. Page | 21 .8 billion by 2012.
com/facts/pdfs/ESA_EF_2008. this means creating a different kind of game experience one built more around the idea of augmenting a core experience than delivering a finished game up front.exchange4media. Joost van Dreunen.satine.pdf Page | 22 .html http://www. As a result.com/layout/set/popup/Press_Events/Press _Releases/2009/10/comScore_Announces_Availability_of_Game Plan http://www.ieee.” he says.org/consumer-electronics/gaming/fivegamechanging-trends-in-online-games/4 http://www.biz/articles/global-games-industrysales-68-3-billion-by-2012-says-report http://www.com/pr/2008-09/g2w_2.games2win. people play at PC cafes and don’t want to buy games on machines they don’t own.org/archives/2006/12/16/introducing-theweb-20-game/ http://www. “In emerging markets.com and even Facebook are free. they just want to play them during their visits to the coffee shops.0. they’re not looking to purchase titles. Bibliography http://spectrum.Enormous number of games on Web sites like Pogo.com/e4m/izone1/izone_fullstory.gamesindustry.comscore. managing director of SuperData Research.as p?section_id=4&news_id=31647&tag=26560 http://www. For engineers.theesa. points out that many gamers in developing nations play games by the hour at Internet cafes.
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