Research firms size up online gaming
ABI Research says pay-per-download will replace subscription fees, while DFC Intelligence questions Sony's need for an Xbox Live-like service.
A pair of industry research firms have released snippets of their latest reports on the future of online gaming this week, and the two are focusing on very different aspects of the market going forward.
ABI Research is predicting that as the market for online gaming expands, the bulk of its revenue will be provided not by subscription fees, but by game and content downloads. The firm suggests that the console and handheld content-download market, valued at $1 million in 2005, is about to explode, growing to more than $3.8 billion by 2011.
"Sony's new PlayStation Network Platform--which will launch with its PlayStation 3 console--and Nintendo's Wi-Fi Connection service for its Nintendo DS and Revolution are changing the market for online console and handheld services," says ABI analyst Michael Wolf. "With both of the dominant handheld gaming platforms and two of the next-generation consoles doing away with fees for the majority of online gameplay, consumers will come to expect online multiplayer gaming as a core component included with the purchase of the game."
While the report suggests that Microsoft will have to make some adjustments to its subscription-driven service in the long term, it does note that the Xbox Live Marketplace has met with early success in terms of online content distribution.
Another new report this week paints a different picture of the online console market. DFC Intelligence's latest analysis suggests Sony isn't going to be much more involved in online gaming in the next generation than it was in this one, and that the company might not need to be.
"Sony's strength is retail and pushing hardware," DFC Intelligence said in a statement. "Trying to compete head-to-head with Microsoft on a sophisticated network service does not necessarily make sense given current market conditions. It would be different if online connectivity was a key selling point for a game system, but right now it isn't."
DFC brought up the most successful Xbox Live title, Halo 2, as evidence of the currently limited audience for online gaming.
"Even with all its success, Halo 2 sold to only about a third of the Xbox-installed base," DFC pointed out. "And of that third only about another third (at most) were Xbox Live subscribers. So we are still talking about a subset of a subset."
DFC estimates that online gaming will continue to grow but will still represent a limited segment of the market. By 2011, the firm expects that less than a quarter of new consoles will be connected to an online service.
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