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In the recent past, there is a growth in popularity of computer games and video games. This rise can be as a result of free online games via the internet which is fun and exciting. Even though Myspace, Facebook, Twitter and Youtube being strong contenders in the online popularity game, online gaming still tops as the reigning king in the world of online entertainment. Yahoo Games, EA's Pogo. com and other sites offer their clientele a wide range of online flash games for free that are advertisement supported. The sponsors provide sources of branding, and/or display of banner ads.
Online flash games that use the consoles are expected to rise from the previous amount of $981 million estimated in 2007, to a $10. 5 billion industry, as planned by a leading market researching company, IDC. Revenue from the online console currently statements 2. 5% of the total revenue of the video game industry worldwide, with the introduction of mobile and console of both the hardware and the software. Estimation of the revenue collection from linked consoles will be up to 15. 6% of the market revenue.
Online services are offered for any one who would like become a member of play the online games. Due to the rise in the games' popularity, registration revenue is also anticipated to $2. 4 billion in the year 2011 from $476 million recently. In some niches growth, a sharp decline is expected from 72. 5% currently, to 1. 2% over the next four years.
Downloadable games and other related items, which in 2006 had represented a small perimeter of the market share (13. 5%) of the online revenue with a value of $35 million, is the principal source of income for connected consoles, currently worth $493 million. If this trend continues over the next four years, the expected income will be $7. 2 billion annually, which will contribute to a 68. 6% of the online income.
Advertising is also another source of revenue. Connected consoles which are fitted with sponsored services, product placement and in-game ads will by the end of reach $12 million, a substantial online console advertisement expense. Marketing income is to rise to $858 million by, making up an 8. 2% online revenue market share. The growth of video games in its largest market, Asia Pacific region, will be the highest with a planned 10% annual growth in. It is expected to rise in Europe, Middle East and Photography equipment regions by 10. 2%, 6. 7% in the U. S, 9. 4 in Europe, and 8. 2% in Latin America.
However, some trends have been consistent for most of the regions. This is due to online flash games having been introduced and quickly picking up to be the most preferred to the land based video games. This can be assigned to the increasing broadband access infiltration and the new console and mobile models. Online flash games are the fastest-developing consumer sector with 19. 3% in the U. S. A, and 24. 6% in Europe, Africa and the Middle East. This has been not so for Europe and Asia-Pacific, to arrive second to wireless on-line. Stephanie Kane, a huge contributor in the entertainment industry, says that such growth has helped more visitors to have pleasure in the games, notably increased female numbers.
So many things are changing. Young teenagers in their late 20s have been outclassed by women in their late 30s to their fourties playing on a normal PC as the face of new gaming sites. In the past many years, faster game computers with high graphical features are now outdated by the casual games. These games are easy to an undeniable fact that any person can play, thus the increased number of gamers. New consoles and handhelds that are easy to use and play with have outdone the huge companies like Microsoft.
This revenue flow will by these online consoles determines the future of successful console merchants and many other people.