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PC-Based
Online Gaming Makes a Comeback: Just
a few years ago, talk within the gaming
industry speculated whether the personal
computer could survive as a viable gaming
system and successfully compete against
console giants and handhelds. Nonetheless,
PC-based gaming recently has evolved into
a platform that provides a unique gaming
experience for vastly different gaming audiences.
Among
casual gamers, for example, online games
offer simple and engaging encounters that
are attracting both existing and new gamer
audiences, especially older women. Plus,
the growth in broadband access has helped
redefine Massively Multiplayer Online Games
(MMOG) that let communities of gamers connect
in ways that consoles and handheld platforms
can't match.
Even
so, handhelds, like online games, have themselves
experienced the most growth year-over-year,
thanks to innovative software and hardware,
plus expanding multimedia options.
Examining
the Forces Driving the Growth of Video Gaming
: This Nielsen Entertainment study examines
the dynamics influencing the growth of the
video game industry. Analysding recent attitudes,
activities and purchasing behavior of more
than 2,000 consumers over the age of 13
who play games at least one hour a week,
the new research identifies several compelling
factors, including changing demographics
within sectors of the Active Gamer population
and the resurgent popularity of PC and handheld
games.
Video
Game System Ownership and Usage: Given
the penetration of personal computers in
US households, it is not surprising that
64 per cent of active gamers play on PC-based
systems. These systems offer users connected
experiences through Massively Multiplayer
Online Games that other platforms cannot
match. Personal computers also are the platform
of choice for players of casual games, especially
among women, 64 per cent of whom play video
games online.
Among
the console universe, Sony's PlayStation
2 dominates overall ownership at 59 per
cent. This is followed by nearly matching
levels of ownership between Microsoft's
Xbox (33 per cent) and Nintendo's GameCube
(30 per cent). With Microsoft's Xbox 360,
the newest console entrée into the
market, having 15 per cent ownership among
Active Gamers. Notably, there is large cross
ownership among Active Gamers and systems.
The majority of Active Gamers also own at
least a console and one other platform,
with the level of cross-ownership between
consoles and handhelds more than doubling
(seven per cent to 16 per cent) between
2005 and 2006 to date. This is due, in large
part, to the Nintendo DS and the Sony PSP
and the unique gaming experiences they provide
to millions of gamers
But
unlike consoles, handheld ownership among
Active Gamers is significantly more gender
balanced. Furthermore, there is surprising
power in portability. Active Gamers generally
average about 14 hours a week on their consoles,
while they often play as much as 17 hours
a week on handhelds. About one quarter (24
per cent) of Active Gamers also play games
on their mobile phones.
Video
games as an entertainment experience: During
the past six months, active gamers purchased,
on average, four games. Of those, 90% were
bought in retail stores, with the remaining
10% purchased online. On average, Active
Gamers spend 47 hours playing each individual
game they've purchased.
But
video games must compete for wallet share
and clock time with other forms of entertainment.
Active Gamers spend an average of $58 a
week on entertainment, $16 of which goes
to video games. They also average about
a quarter of their weekly leisure time (13
out of 55.3 hours) playing video games.
After gaming, music is the second most popular
activity among the majority Active Gamer
groups, though it is tied for first among
females at nine hours.
Methodology:
Surveys for the 2006 Active Gamer Benchmark
Study were conducted online from July 3rd
to July 9th with 2,200 active gamers, who
were 13 years old or over, owned a gaming
device and played games at least one hour
per week.
To
help get a better understanding of the gamer
and their thoughts, emotions and social
groups the report included two additional
methodologies. First is an immersive behavioral
segmentation analysis, where the research
identified and defined 5 distinct groups
of gamers. Second is a qualitative element
where focus groups were conducted that serve
as ancillary support and aid discovery to
the quantitative findings.
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