발행년도: 2002
발행처:The IGDA Online Games Committee
I. TABLE OF CONTENTS
II. WHITE PAPER INTRODUCTION
A. PRESENTATION OF IGDA ONLINE GAMES WHITE PAPER AT GDC 2002 B. BACKGROUND AND PURPOSE C. AUDIENCE D. SCOPE
III. MARKET
A. INTRODUCTION B. DYNAMICS OF HARD-CORE ONLINE GAMES C. EMERGENCE OF MASS-MARKET ONLINE GAMES D. ONLINE GAME CONSUMERS E. ONLINE GAME PRODUCTS F. ISSUES AND OPPORTUNITIES IN ONLINE GAMES G. CONCLUSION IV. BUSINESS MODELS A. INTRODUCTION B. THE DEVELOPER/PUBLISHER RELATIONSHIP . C. FEE STRUCTURES D. ONLINE GAME DISTRIBUTION MODELS E. REVENUE MODELS FOR ONLINE GAMES F. COST CENTERS FOR ONLINE GAMES G. PATH TO PROFITABILITY V. TECHNOLOGY OVERVIEW A. INTRODUCTION B. NATIVE GAMES: IN-HOUSE CODE C. LARGE-SCALE MASSIVELY MULTIPLAYER CLIENT/SERVER GAMES D. PRODUCTION DIFFERENCES BETWEEN LARGE-SCALE MASSIVELY MULTIPLAYER GAMES AND TRADITIONAL RETAIL GAMES
VI. WEB-BASED GAME TECHNOLOGY PROVIDERS
A. INTRODUCTION B. THE GROOVE ALLIANCE C. REALARCADE D. SHOCKWAVE
VII. ONLINE PUBLISHERS
A. INTRODUCTION B. 3DO C. AOL TIME WARNER D. ACTIVISION E. ACCLAIM ENTERTAINMENT, INC. F. ARUSH ENTERTAINMENT / WEB CORP G. CAPCOM H. CLEVERMEDIA I. EIDOS INTERACTIVE J. ELECTRONIC ARTS K. INFOGRAMES L. INTERPLAY ENTERTAINMENT M. KONAMI CO., LTD N. MICROSOFT CORP. O. MIDWAY P. NAMCO Q. NINTENDO R. SEGA CORPORATION S. SHOCKWAVE.COM T. SIMUTRONICS U. SONY ONLINE ENTERTAINMENT V. SQUARE W. TAKE-TWO INTERACTIVE X. TERRA LYCOS Y. THQ INC Z. UBI SOFT AA. VIVENDI UNIVERSAL PUBLISHING BB. WILDTANGENT CC. YAHOO! GAMES
VIII. CONTRIBUTOR BACKGROUND
A. ONLINE GAMES COMMITTEE B. CONTRIBUTORS
IX. FEEDBACK
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