INDUSTRY ANALYSIS – GAMING INDUSTRY
2011
Jyotiranjan Mekap, Drupad Parmar, Atul Sharma, Chandan Singh & Minakshi Arora
Praxis Business School 2/14/2011
Table of Content
Page no.
Executive summary …………………………………….………………….………………………….3 Introduction …………………………………………………………………….………………………...4 History & evolution of games…………………………………………….………………………..4 Shifting technology & its impacts…………………………………….………….………………6 Participant Profile……………………………………….………………….………………..…………8 Use of Web 2.0……………………………………………….………………….………………..……..12 Company’s analysis………………………………………………………….……………….……….20 Porter’s five model…………………………………………………………………………………...23 Overview of Intellectual Rights…………………………………….…………………………..25 The Indian Story……………………………………………..…………….…………………………..29 Future of Industry…………………………………………….……………………………..............32 Bibliography……………………………………………………………………………………………...36
2|Page
Praxis Business School
Executive Summary
An online game is a game played over some form of computer network. The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data spectrum to also offer on-demand entertainment. With increase in popularity and usage of internet, the Online gaming industry has also boosted up exponentially. A new research study by Global Industry Analysts predicts that the global market for land casino gambling will reach $101.30 billion by 2015, and notes that online casinos are enjoying growing popularity with the gambling public. This also has its own impact on the online gaming market. The total worth of the online gaming market was USD 11.9bn in 2010 and has been projected to grow to USD 18bn in 2012.
3|Page
Praxis Business School
Introduction
The global gaming industry is estimated at USD 40 billion as per 2009 and is expected to... [continues]
2011
Jyotiranjan Mekap, Drupad Parmar, Atul Sharma, Chandan Singh & Minakshi Arora
Praxis Business School 2/14/2011
Table of Content
Page no.
Executive summary …………………………………….………………….………………………….3 Introduction …………………………………………………………………….………………………...4 History & evolution of games…………………………………………….………………………..4 Shifting technology & its impacts…………………………………….………….………………6 Participant Profile……………………………………….………………….………………..…………8 Use of Web 2.0……………………………………………….………………….………………..……..12 Company’s analysis………………………………………………………….……………….……….20 Porter’s five model…………………………………………………………………………………...23 Overview of Intellectual Rights…………………………………….…………………………..25 The Indian Story……………………………………………..…………….…………………………..29 Future of Industry…………………………………………….……………………………..............32 Bibliography……………………………………………………………………………………………...36
2|Page
Praxis Business School
Executive Summary
An online game is a game played over some form of computer network. The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data spectrum to also offer on-demand entertainment. With increase in popularity and usage of internet, the Online gaming industry has also boosted up exponentially. A new research study by Global Industry Analysts predicts that the global market for land casino gambling will reach $101.30 billion by 2015, and notes that online casinos are enjoying growing popularity with the gambling public. This also has its own impact on the online gaming market. The total worth of the online gaming market was USD 11.9bn in 2010 and has been projected to grow to USD 18bn in 2012.
3|Page
Praxis Business School
Introduction
The global gaming industry is estimated at USD 40 billion as per 2009 and is expected to... [continues]
Cite This Essay
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(2011, 02). Gaming Industry Through Web2.0. StudyMode.com. Retrieved 02, 2011, from http://www.studymode.com/essays/Gaming-Industry-Through-Web2-0-587850.html
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"Gaming Industry Through Web2.0" StudyMode.com. 02 2011. 02 2011 <http://www.studymode.com/essays/Gaming-Industry-Through-Web2-0-587850.html>.
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"Gaming Industry Through Web2.0." StudyMode.com. 02, 2011. Accessed 02, 2011. http://www.studymode.com/essays/Gaming-Industry-Through-Web2-0-587850.html.