BKK2 on 13 May 2008
PRLog (Press Release) – Mar 20, 2008 – In 2007, the global online games revenues — estimated between 3.5 to 4.5 Euro billion — are made 90% by PC games. 50% of revenues are generated in Asia, while North America accounts for about 30% and Europe 20%. This results from InfoCom’s report FTTX — EXPERIENCES AND STRATEGIES — Filling the pipe of the NGN, which contains an entire chapter dedicated to games applications.
South Korea represents indeed a large gaming community with around 17 mn of 48 mn total inhabitants playing regularly online games. Most of the online games are free to play, but require purchases to get to more advanced stages according to a so-called “free-to-play backed-by-item-sale” model. Online gaming providers generate revenues mainly by micro-transactions, i.e. sale of “items” like avatar customisation. The South Korean PC online games market in 2006 was estimated at EUR 800-850 mn, around 25% of the total online gaming revenues worldwide (and over 40% of the revenues generated in Asia), of which over 40% represented by Massive Multi-Player Online games (MMO).
South Korea represents indeed a large gaming community with around 17 mn of 48 mn total inhabitants playing regularly online games. Most of the online games are free to play, but require purchases to get to more advanced stages according to a so-called “free-to-play backed-by-item-sale” model. Online gaming providers generate revenues mainly by micro-transactions, i.e. sale of “items” like avatar customisation. The South Korean PC online games market in 2006 was estimated at EUR 800-850 mn, around 25% of the total online gaming revenues worldwide (and over 40% of the revenues generated in Asia), of which over 40% represented by Massive Multi-Player Online games (MMO).
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