Abstract
As for the online game, it becomes the huge market size
for people of all ages by overwhelming technological changes such as
devices and the interfaces in these days. In this report, we classify
online games into three groups such as net games, consumer games and
social games, and compare them in the sense of sales amounts,
development costs, the number of the downloading and the
ranking. Additionally we compare Japanese online game market with
other countries and consider the future of the world game industry.