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Massively multiplayer online games will grow at a compound annual growth rate of 10.4 percent through 2016.
Newzoo cofounder and CFO Thijs Hagoort said that other estimates typically too much emphasis on traditional console and PC gaming and underestimate the new business models and screens. Kou said the government will not release tougher regulations on online game industry although the country recently launched a campaign to eradicate vulgar and pornographic material on the Internet. According to the report, domestic companies took up nearly two thirds of China's online game market last year, with sales revenue grew 60 percent to 11 billion yuan.
The online game industry also stimulated 31.28 billion yuan in telecom revenue last year, an increase of 20 percent over 2007, the report said.
Als ik aan online gaming denk, denk ik altijd aan World of Warcraft en denk ik, natuurlijk is dat een groot succes. Much of that growth comes in Asia Pacific and Latin America, where growth will hit 11 percent.
Mobile games will grow at an average annual rate of 19 percent for smartphones and 48 percent for tablets.
In principle it is not hard to make high-level market projections,” said Newzoo CEO Peter Warman in a statement.

He said China's online game industry will continue to see a robust growth in the next few years. Such information is provided as reportage and dissemination of information but does not necessarily reflect the opinion of or endorsement by CRI.
En aandacht krijgen met een leuk spelletje en liedje combo is een fantastich manier om je bericht te verspreiden, maar hoe moeten andere marketeers hiermee omgaan? Gebaseerd op het antwoord die je hieruit krijgt, kan je kijken naar wat je kunt doen om op een goede manier gebruik te maken van online games.
Dit is een winkeltje in-game waarmee spelers met echt geld dingen in het spel kunnen kopen. Smartphone games will hit $13.9 billion in revenues in 2016, while tablet games will hit 2016.
Next-generation console games are expected to grow revenue at a global growth rate of 3.5 percent, but they will lose market share overall. Een marketeer moet een oplossing vinden voor een probleem van hun doelgroep en dan aandacht trekken naar de oplossing.
Er zijn tegenwoordig zoveel casual games en leuke f2p (free to play) games beschikbaar dat iedereen een gamer kan zijn.
Dit zijn allemaal voorbeelden van hoe online gaming nu gebruikt word, maar wie weet wat er nog meer mogelijk is?

By 2016, smartphones and tablets will be 27.8 percent of the global market, up 10 percentage points compared to 2013.
First of all, projections should be based on primary data sources across all business models and involving all KPIs in the most granular way possible. Als er een populaire spel is die jou doelgroep veel speelt is het misschien ook de moeite waard om hiermee samen te werken. The Pew research group just released a study (PDF) today outlining the growth of internet users in China today. This is very complex and is the reason we spent 12 months developing the model behind our global data report. What most (probably all) Chinese Internet users know is (1) QQ (China’s online instant messenger) (2) playing online games. The second challenge is to slice and present the data in a way that is useful to the industry and investors. This requires specific industry knowledge and hands-on experience working with global game companies on a daily basis”.

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