Table of Contents
|
Page |
| Executive Summary |
1 |
| Part I: Baseline Statistics for the Online Entertainment
Industry |
7 |
A. Overview
|
9 |
B. Hardware Market
|
10 |
1. Personal Computers
|
11 |
2. Video Game Hardware
|
16 |
C. Software Market
|
18 |
1. Personal Computer Software
|
19 |
2. Console System Software
|
22 |
3. The Interactive Entertainment Software Market: 1993-1996
|
24 |
D. The Internet and Online Services Market
|
26 |
1. Overview
|
26 |
1) LANs:
|
27 |
2) Head-to-Head
|
28 |
3) Playing through a Central Server
|
29 |
2. Trends In Online Services
|
30 |
3. Baseline Statistics for the Internet and Commercial Online Services
|
33 |
4. Overview of the Online Game Industry
|
34 |
1) Revenue Streams
|
35 |
2) Hardware Device
|
36 |
3) User Type
|
37 |
4) Other Classification Schemes
|
37 |
5. Online Games Some Examples
|
38 |
6. Estimates for the Online Game Market: 1996
|
41 |
| Part II: Comparing Other Industries |
45 |
A. Overview
|
46 |
B. Historical Trends in Adopting New Technology
|
48 |
C. Historical Trends in Media
|
54 |
1. An Overview of Traditional Media: Advertising Dominated Industries
|
58 |
1) Newspapers
|
58 |
2) Magazines
|
59 |
3) Radio
|
60 |
4) Television
|
61 |
2. An Overview of Traditional Media: Industries Supported by Consumer
Spending
|
63 |
1) Movies
|
63 |
2) Music
|
66 |
3) Cable Television
|
69 |
D. Advertising
|
74 |
1. Traditional Advertising
|
74 |
2. Online Advertising
|
79 |
| Part III: Forecasts for the Growth of the Enablers |
83 |
A. Overview
|
85 |
B. Hardware Market
|
86 |
1. PC Hardware: 1996-2001
|
86 |
1) Moderate Growth Scenario for PC Hardware
|
87 |
2) Aggressive Growth Scenario for PC Hardware
|
90 |
2. Video Game Console Hardware
|
93 |
C. Software Market
|
95 |
D. Forecasts for the Growth of Online Households
|
97 |
| Part IV: Forecasts for Online Games and Interactive
Entertainment |
100 |
A. Overview
|
102 |
B. Moderate Growth Scenario
|
105 |
C. Aggressive Growth Scenario
|
110 |
D. Worst Case Scenario
|
115 |
E. A Look at 2002 and Beyond
|
120 |