Global News

April 18, 2003
Gaming presents budding, new industry

UNITED STATES -- With hundreds of millions - and eventually billions - of dollars up for grabs, online gaming represents a budding new industry, which is just beginning to spread its wings, reports In-Stat/MDR. It finds that while online gaming won't take over the world, even a moderate number of gamers (such as 10 percent of the game consoles), playing for relatively short periods of time (five hours a week), would consume more than 5 percent of all of the American backbone traffic by the end of 2003.

Online gaming is a real industry, which will make real money, and has some significant consequences for the companies involved. Lot of companies are working very hard to grow this industry quickly. The odds are that they will help to move things along, faster than some expect. Of all the companies out there, In-Stat/MDR reported that broadband service providers are at the most risk for not only missing an opportunity for additional revenues in the long run, but also having their networks being negatively affected by this online gaming trend, in the short run, if they do not act soon.

In-Stat/MDR also found that:

  • Roughly, 9 percent of the traffic sent back and forth over the US backbone was due to online gaming in 2002. As the number of gamers climb, the amount of time they spend online will also grow. As the performance of gaming silicon improves, it will create an environment requiring faster connectivity. Microsoft's Xbox Online service is already a broadband only program, so this will likely be one of the big areas where high throughputs will yield a truly stunning experience.
  • All three of the major console makers have some kind of online gaming strategy. By far, Microsoft's Xbox Live program is the boldest. It is currently the only one that mandates a yearly subscription, but it is also a broadband only program that is likely to pay dividends long term.
  • The combined data throughput for both paid and free online console gamers will top 285 petabits a month by 2007. At the same time, the paid console subscriptions will bring in just under $650 million. However, as it currently stands, none of that money will end up with the broadband providers that are handling these hundreds of petabits of additional data.
  • While free online console players will outnumber the paid through to 2004, in 2005, that trend is expected to be reversed as other console makers adopt the "pay-to-play" model.
  • The online console market will see a 9 percent average penetration rate by the end of 2007. Places with high broadband access, such as the US, Japan and Korea, are likely to have higher than average penetration rates.

Contact:
Instat/MDR

Tel: 1-480-609-4533
Email: rvogelei@reedbusiness.com
Web: www.instat.com


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