gaming trends. demographic shifts who plays computer and video games? 65% of american households...
TRANSCRIPT
GAMINGTRENDS
DEMOGRAPHICSHIFTS
WHO PLAYS COMPUTER AND VIDEO GAMES?
65%OF AMERICAN HOUSEHOLDS
PLAY COMPUTER VIDEO GAMES
Source: ESA "Essential Facts", 2008 3|57
COMING UP NEXT
A societyborn in gaming
Image: PlayStation 2 "Baby" 4|57
SHIFT IN AGES: FROM THE 1970s TO THE MID-1990s
Tweens & Teenagersreigning supreme
Image: PlayStation 3 "God" 5|57
SHIFT IN AGES: THE EMERGENCE OF THE PLAYSTATION
Change of focus:18-35 years old core
male gamers
Image: PSP "Blind" 6|57
SHIFT IN AGES: TODAY
Age of U.S. game playersToday, the average game player age is 32
25%under 18years
49%18-49 years
26%over 50years
Source: ESA, 2008 + IGN’s "Are You Game" from November 2008 7 | 57
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 2008 8 | 57
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
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 2008 8 | 57
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
SHIFT IN BEHAVIORWHAT DOES Wii’S SUCCESS TEACH US?
Create devotees out ofpeople who didn’t considerthemselves as gamers
(and who, often, still don’t)
11 | 57
SHIFT IN BEHAVIORWHAT DOES Wii’S SUCCESS TEACH US?
A strategy of "and"Hard core & Casual
12 | 57
SHIFT IN BEHAVIORMAINSTREAM GAMES EVOLVING TO SEDUCE CASUALS
13 | 57
SHIFT IN BEHAVIORTHE EMERGENCE OF SOCIAL GAMING
59%OF GAMERS PLAY
WITH OTHER GAMERSIN PERSON.
Source: ESA "Essential Facts", 2008 | Visual: PlayStation 2 "Mould" 14 | 57
GAMINGUBIQUITY
GAMES ARE ENJOYED ON ANINCREASINGLY DIVERSE ARRAY OF SCREENS
16 | 57
GAME & WATCH:CONSOLES ORMEDIA HUBS?
GAMING IS PROGRESSIVELY MOVINGFROM THE BEDROOM TO THE LIVING ROOM
18 | 57
FROM GAMING CONSOLES TOSCHIZOPHRENIC ENTERTAINMENT HUBS
Gaming hardwareTechnology toyMusic platformTV/Set-top boxBlu-Ray playerOnline videoPhoto albumWeb browsing
19 | 57
THE CONVERGENCE OF ENTERTAINMENT
Media initiativesXbox Video Marketplace
Netflix partnershipBBC iPlayerPS3 PlayTV
etc.
20 | 57
CONNECTEDGAMING
NEXT GENERATION IS NOT DEFINED BYTECHNOLOGY BUT CONNECTIVITY/COMMUNITY
76%OF USERS AREONLINE GAMERS
70%OF USERS AREONLINE GAMERS
70%OF USERS AREONLINE GAMERS
40%HAVE AN XBOX LIVEGOLD ACCOUNT(VS. 10% ON XBOX 1)
Sources: NPD Study, October 2007 | ESA, 2008 22 | 57
THE NEW GENERATION OF CONSOLES IS NOT DEFINED BYTECHNOLOGY BUT BY CONNECTIVITY/COMMUNITY
49%OF GAMERS PLAY
GAMES ONLINE ATLEAST ONE HOURPER WEEK
Source: NPD Study, October 2007 | ESA, 2008 23 | 57
MOST RECENT GAMES ARE ONLINE-ENABLED
Image: Grand Theft Auto 4 24 | 57