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The last few years have been tough for some middleware makers as significant changes have hit the market. Game developers formerly reticent to embrace casual and mobile games made huge moves into the market, and the trends towards bigger budget AAA titles meant fewer highly immersive games were made than in the past. What does this mean for the middleware market? How will middleware makers increase revenue with fewer big budget games, and a flood of lower budget casual and mobile games. What will development of intelligent televisions and networks mean for middleware technology and spending?
Middleware for Interactive Entertainment 2011 provides forecasts for spending on game, physics, network, and artificial intelligence engines in the PC and console gaming market. The study provides breakouts for third-party game middleware solutions versus in-house spending by publishers and developers on their own proprietary solutions.
Mobile entertainment middleware spending is also forecast by game, physics, network, and artificial intelligence engines as well as 2D vs. 3D solutions, and in-house vs. third-party. Interactive television forecasts include middleware for cable, satellite, IPTV, connected televisions and connected Blu-ray players. Evolving markets such as film and mobile television are also addressed.
Included in the study are five-year forecasts of device shipments and installed base, information on game development trends including number of games developed and launched each year, development budget forecasts, revenue from mobile games, and more. This edition also incorporates data from Acacia’s Tools and Middleware Titles Database, which tracks game titles and the tools and middleware used to create them.
Companies Mentioned: Acrodea, Amino, Autodesk, Dreampark, Epic Games, GameBase, GameSpy Technologies, Havok, HI Corporation, Intel, Interactive Data Visualization, Microsoft Corp, Minerva Networks, Motorola Mobility, NaturalMotion, NDS, Nintendo, Nokia, Nvidia, OpenTV, Qualcomm, RAD Game Tools, Sony Computer Entertainment, Inc., Sony Ericsson, Trinigy, Unity Technologies, Xaitment.
