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Published byAllan Barrett Modified over 9 years ago
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GAMING TRENDS
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DEMOGRAPHIC SHIFTS
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WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA "Essential Facts", 20083 | 57
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COMING UP NEXT A society born in gaming Image: PlayStation 2 "Baby"4 | 57
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SHIFT IN AGES: FROM THE 1970s TO THE MID-1990s Tweens & Teenagers reigning supreme Image: PlayStation 3 "God"5 | 57
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SHIFT IN AGES: THE EMERGENCE OF THE PLAYSTATION Change of focus: 18-35 years old core male gamers Image: PSP "Blind"6 | 57
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SHIFT IN AGES: TODAY Age of U.S. game players Today, the average game player age is 32 25% under 18 years 49% 18-49 years 26% over 50 years Source: ESA, 2008 + IGN ’ s "Are You Game" from November 20087 | 57
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SHIFT IN AGES: TODAY Age of U.S. game players 20% 45-54 years 20% 35-44 years 27% 25-34 years 16% 18-24 years 17% 12-17 years New gamers (<2 years) 17% 45-54 years 20% 35-44 years 22% 25-34 years 19% 18-24 years 22% 12-17 years Established gamers (>2 years) Source: IGN ’ s "Are You Game" from November 20088 | 57
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SHIFT IN GENDER: THE GIRL POWER Gender of U.S. game players 40% Female 60% Male Source: ESA "Essential Facts", 2008 | Image: Nintendo DS Lite "Woman"9 | 57
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SHIFT IN AGES: TODAY Age of U.S. game players 20% 45-54 years 20% 35-44 years 27% 25-34 years 16% 18-24 years 17% 12-17 years New gamers (<2 years) 17% 45-54 years 20% 35-44 years 22% 25-34 years 19% 18-24 years 22% 12-17 years Established gamers (>2 years) Source: IGN ’ s "Are You Game" from November 20088 | 57
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SHIFT IN BEHAVIOR The way we consume video games today has changed. People don ’ t spend hours playing video games anymore. Image: Lego "PlayStation"10 | 57
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SHIFT IN BEHAVIOR WHAT DOES Wii ’ S SUCCESS TEACH US? Create devotees out of people who didn ’ t consider themselves as gamers (and who, often, still don ’ t) 11 | 57
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SHIFT IN BEHAVIOR WHAT DOES Wii ’ S SUCCESS TEACH US? A strategy of "and" Hard core & Casual 12 | 57
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SHIFT IN BEHAVIOR MAINSTREAM GAMES EVOLVING TO SEDUCE CASUALS 13 | 57
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SHIFT IN BEHAVIOR THE EMERGENCE OF SOCIAL GAMING 59% OF GAMERS PLAY WITH OTHER GAMERS IN PERSON. Source: ESA "Essential Facts", 2008 | Visual: PlayStation 2 "Mould"14 | 57
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GAMING UBIQUITY
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GAMES ARE ENJOYED ON AN INCREASINGLY DIVERSE ARRAY OF SCREENS 16 | 57
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GAME & WATCH: CONSOLES OR MEDIA HUBS?
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GAMING IS PROGRESSIVELY MOVING FROM THE BEDROOM TO THE LIVING ROOM 18 | 57
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FROM GAMING CONSOLES TO SCHIZOPHRENIC ENTERTAINMENT HUBS Gaming hardware Technology toy Music platform TV/Set-top box Blu-Ray player Online video Photo album Web browsing 19 | 57
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THE CONVERGENCE OF ENTERTAINMENT Media initiatives Xbox Video Marketplace Netflix partnership BBC iPlayer PS3 PlayTV etc. 20 | 57
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CONNECTED GAMING
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NEXT GENERATION IS NOT DEFINED BY TECHNOLOGY BUT CONNECTIVITY/COMMUNITY 76% OF USERS ARE ONLINE GAMERS 70% OF USERS ARE ONLINE GAMERS 70% OF USERS ARE ONLINE GAMERS 40% HAVE AN XBOX LIVE GOLD ACCOUNT (VS. 10% ON XBOX 1) Sources: NPD Study, October 2007 | ESA, 200822 | 57
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THE NEW GENERATION OF CONSOLES IS NOT DEFINED BY TECHNOLOGY BUT BY CONNECTIVITY/COMMUNITY 49% OF GAMERS PLAY GAMES ONLINE AT LEAST ONE HOUR PER WEEK Source: NPD Study, October 2007 | ESA, 200823 | 57
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MOST RECENT GAMES ARE ONLINE-ENABLED Image: Grand Theft Auto 424 | 57
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