| Global Online Gaming Report 2009 | | | | Asia-Pacific is the area with the highest growth |
| | | | | within the media and entertainment industry: 5% |
| The global gaming market will continue to boom | | | | annually until a total market volume of USD 413 |
| in the next years. Additionally the share of paying | | | | billion is reached. |
| users will grow. These prospects make the online | | | | In the US, the amount of online play is growing |
| gaming market an attractive opportunity for | | | | 10 times as fast as the overall US Internet |
| several online and media companies as well as for | | | | population, with nearly one of every two users |
| other investors. ( ) | | | | getting in the game. |
| | | | | In the UK games industry, there is a definite and |
| The digitalization of the media and entertainment | | | | rapid shift towards moving more and more of the |
| industry will continue to go on during the next five | | | | games industry online, distribution included. |
| years. In 2010, the market will recover and grow | | | | In France, Online Gaming accounted for nearly |
| at an average annual rate of +7% to USD 1600 | | | | 3% of total time spent online by French Internet |
| billion. The speed depends on the availability of the | | | | users. |
| infrastructure for broadband and mobile | | | | |
| telephones. Until 2013, the industry will grow at a | | | | This report covers the online gaming markets of |
| compound annual growth rate (CAGR) of +3% to | | | | North America, Europe and Asia, which is |
| USD 1.6 billion. | | | | predicted to show the highest growth rates in the |
| | | | | next years. Furthermore, the report includes |
| Online and wireless games are the fastest | | | | quantitative as well as qualitative data such as |
| growing categories. Until 2013, the market for | | | | demographic data of customers, revenues and |
| online games will grow by 11% and the market | | | | revenue forecasts, as well as news of the major |
| for wireless games by 14%. However, the | | | | players in the market. Also the most important |
| market volume for traditional PC games will | | | | basic online gaming concepts are explained and |
| continue to decline. | | | | future trends revealed. |
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