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Online Gaming Segmentation and Monetization Strategies
This report focuses on the analysis of the worldwide online gaming landscape, excluding China. It provides an exhaustive, comprehensive, and in-depth view of the online gaming landscape including a complete segmentation of this market, its business models, revenues forecast, market trends and key success factors.

This report is designed specifically for entrepreneurs, investors, and analysts interested in the evolving gaming market.
Price: €3,500 (available in pdf by digital download)
Publication date
April 2010
Geographies
Europe, United States, Asia (excluding China)
Number of pages
145
Number of Graphs
13
Number of Ranking tables
11
Number of Online Gaming Company fact Sheets
36
Related Companies
Acclaim Games, Agnitio Capital, Ankama, Armor Games, Astrum, Beemoov, Big Fish, Bigpoint, Blizzard, Boostr, CCP Games, Challenge Games, Chapatiz, CJ Internet, Crowstar, Disney Interactive Media, Double Fusion, EA Mythic, Feerik, Frogster, Funcom, Fog, Gameduell, Gameforge, Gamigo AG, Gala, Goa, Gravity, Hi-media Payments, Icopartners, IGG.com, Index Ventures, Indiagames, Innova Systems, iWin, Jagex, JC Entertainment, K2 Network, King.com, Kongregate, Linden Lab, Miniclip, Misterape, Mochi Media, Motiontwin, MTV Networks, NC Soft, Newgrounds, Nexon, NHN, Niveau99, Oberon, Owlient, Playdom, Playfish PopCap, Realgames, Redmoon Studio, RockYou!, Sandlot games, Sony online Entertainment, Spilgames, Square Enix, Stardoll, Sulake, Travian, Turbine, Wildtangent...
Table of Contents
Methodology
    Chapter 1. Online Gaming Market Segmentation
  • A. Market Segmentation Chart
  • B. Market Segmentation
  • C. Main Players
=> This chapter includes 11 online gaming companies rankings by segment, and by continent (ranked by headcount)

    Chapter 2: Business Models
  • A. Online Gaming Business Models
  • B. Online Gaming Monetization Players
    • 1. Micropayment Providers
    • 2. Offer Walls
    • 3. Advertising Networks
  • C. Business Models by Segment
=> This chapter includes a list of the main players for each payment Providers Category (Micropayment providers, Offer Walls, Advertising Networks).

    Chapter 3: Revenues & Growth Opportunities
  • A. Global Online Gaming Revenues forecast
  • B. Revenues forecast by Sub-Segment (2008-2010)
=> This chapter includes 13 graphs of the estimated revenue by segment from 2008 to 2010.

    Chapter 4: Market Trends
  • A. Trends in an increasingly mature industry
  • B. Trends triggered by specific Innovations

    Chapter 5: Synthesis
Conclusion
Appendices
=> The appendices include 36 online gaming players Fact sheets (Name of the platform, activity, year of creation, headcount, key games, business model and some additional information).
Eglantine Dever
Head of International Research at
Hi-media Group
In 1999, Eglantine joined Hi-media Group, the leading European player in online advertising and electronic payment, as a Marketing Manager. She spent the last 2 years (2007-2009) monetizing the audience of Fotolog.com, a leading Social Network owned by Hi-media Group. From now on, She has more than 11 years experience in online marketing research and analysis.
Jonathan Ferrebeuf
Jonathan set up GamesCrunch and launched the first strategic mapping of the online gaming actors. He has been deeply involved in the online gaming business industry since 2008. Prior to this, he worked in the Production Department of The Weinstein Company in New York and the audiovisual department of Fortis Bank in Paris. Jonathan managed his own movie production company, Winbros, for 5 years, where he produced several films for French TV. He holds an MBA from Essec Business School
Angelique Kamara
Marketing Manager at Allopass,
Hi-media group
Angelique is in charge of promoting the Allopass brand in international markets, including sponsoring events, designing marketing collateral, and building the social media presence. Prior to Hi-media she worked at Exalead, a European leader in Enterprise and Web Search, and helped the company penetrate new online markets including social networking, media, online directories and classifieds. She studied at Bocconi in Milan, Italy and Carlson School, University of Minnesota, US and holds an MBA from HEC Business School.
Co-authors
CII Participations (Jean Etienne Bélicard) Hi-media Group