Printer Friendly
The Free Library
14,550,480 articles and books
Member login
User name  
Password 
 
Join us Forgot password?

IDC And IDG Entertainment Unveil Groundbreaking Video Game Research at E for All(TM).


Studies Focus on Non-Traditional Game Purchasing and Gamer Profiles

FRAMINGHAM, Mass. -- Two new studies from research firms IDC and IDG IDG International Data Group
IDG Integrated Drive Generator
IDG Installation Design Guide
IDG Internet Discussion Group
IDG Inset Dielectric Guide
IDG International Dangerous Goods (mail, shipping) 
 Entertainment (IDGE IDGE Isothermal Dendritic Growth Experiment
IDGE Imperfect Delay and Gain Estimation (CDMA) 
) profiling the future of the video game marketplace, as well as the five key segments of gamers, were presented today at the Entertainment for All[TM] Expo (E for All[TM]) (www.EforAllExpo.com) at the Los Angeles Convention Center The Los Angeles Convention Center (abbreviated LACC) is a convention center in downtown Los Angeles. The LACC hosts annual events such as the Greater Los Angeles Auto Show, and was best known to video games fans as host to E3 until its cessation in 2006. . The studies revealed important new data on the increasing acquisition of video games See video game console.  through non-traditional means, as well as in-depth information on those people who are purchasing games.

IDC provided new information on the evolution of the video game marketplace and what retailers should expect this holiday season and beyond. IDC covers the game industry globally but focused on the North American North American

named after North America.


North American blastomycosis
see North American blastomycosis.

North American cattle tick
see boophilusannulatus.
 market at E for All. Billy Pidgeon, IDC's program manager for games research discussed the booming popularity of online capable video game consoles This is a list of video game consoles by the era they appeared in. Eras are named based on the dominant console type of the era (even though not all consoles of those eras are of the same type). Some eras are referred to based on how many bits a major console could process.  (including Microsoft Xbox 360[TM], Sony PlayStation Sony Playstation - Playstation ([R])3 and the Nintendo Wii[TM]) and projected that by 2008 the North American installed base of such consoles will be over 37 million units.

"By the end of 2007, over 31 percent of online capable video game consoles in North America North America, third largest continent (1990 est. pop. 365,000,000), c.9,400,000 sq mi (24,346,000 sq km), the northern of the two continents of the Western Hemisphere.  will be in active online use by 14 million online console gamers," said Pidgeon. "The increase in revenue derived from the online use of game consoles See video game console. , including subscriptions (mostly Xbox LIVE See Xbox. ), downloadable content, and advertising represents the largest growth in the console software sector. In North America alone, online console revenue will triple from $133 million in 2006 to $583 million in 2007. Consumers are increasingly purchasing games by non-traditional means such as downloads or subscriptions."

IDC's Pidgeon noted that the retail marketplace will need to shift in order to adapt to these significant changes in gamers' purchasing behavior. In fact, IDC projects that video game console A specialized desktop computer used to play video games. The three most popular game consoles are Sony's PlayStation 3 (PS3), Nintendo's GameCube and Microsoft's Xbox. Game software is available on CDs or DVDs, although earlier game machines used cartridges containing read only memory  software sales through traditional third party online and retail stores will see a 19.5 percent revenue growth over 2006, whereas downloadable content will see a growth rate of 1,029 percent and subscription sales will increase "only" 158 percent.

"In 2007, game-related downloadable content derived from manufacturers' proprietary online console networks will reach $296 million, while subscription revenue will increase from $107 million in 2006 to $277 million," said Pidgeon. "While software sales are still significant -- increasing from $8 billion in 2006 to $9.5 billion this year -- content sold, accessed, or downloaded online to video game consoles over manufacturers' proprietary networks will remain the industry's most exciting growth opportunity in this hardware cycle."

Moving from the overall game marketplace to consumers themselves, IDGE released new information on the people purchasing games. IDGE's marketing director, Simon Tonner, provided data from their third annual U.S. Gamer Segmentation Study on the five key gamer segments, based on their attitudes toward gaming, as well as their social characteristics, and purchasing habits. The groundbreaking research provides industry professionals with uniquely in-depth information about how to best target gamers of all levels, from the most involved to the very casual.

"In order for game publishers and retailers to truly connect with today's gamers they need to understand the subtle but important differences in the role video gaming video gaming
n.
1. Gambling by means of interactive games of chance played on a video screen.

2. The playing of video games.
 plays in their lives," said Tonner. "As gaming becomes more interactive and mainstream, marketers need to understand what motivates these various gamer segments, how their tastes differ and what are they looking for Looking for

In the context of general equities, this describing a buy interest in which a dealer is asked to offer stock, often involving a capital commitment. Antithesis of in touch with.
 when shopping for their next game or console."

IDGE's five gamer segments are as follows.
Core Gamers:     Core Gamers choose gaming as their main form of
                 entertainment and want to maximize their time gaming.
                 They prefer gaming over going to the movies or out to
                 dinner.

Status Gamers:   Status Gamers are proud of their gaming skills and
                 enjoy being the first to try the newest and hottest
                 titles. They also like to discuss their gaming
                 experiences at school or work.

Social Gamers:   Social Gamers view gaming as a communal experience.
                 They prefer to play games with people they care
                 about, forming a social link, and coordinate social
                 functions around gaming.

Active Gamers:   Active Gamers prefer games where movements are
                 reflected in the game and allow gamers to get out of
                 their chairs. They use gaming as a physical release.

Casual Gamers:   Casual Gamers use gaming as an emotional release and
                 as a way to play different roles. Casual gamers view
                 gaming as a secondary form of entertainment and don't
                 feel the necessity to be the first to try a new game.


"Besides differentiating psychographic In the field of marketing, demographics, opinion research, and social research in general, psychographic variables are any attributes relating to personality, values, attitudes, interests, or lifestyles. They are also called IAO variables (for Interests, Attitudes, and Opinions).  profiles, the key gamer segments we identified also differ in their spending habits. 'Status Gamers' have spent the most on video games and systems over the past 6 months and are expected to spend the most in the next 6 months with 'Core' and 'Active' gamers close behind," said Tonner. "In the past 6 months alone, 'Status Gamers' have spent, on average, $296.20. On the opposite end of the spectrum, 'Casual Gamers' have spent $82.20 over the same time period."

About E for All[TM]

Produced by IDG World Expo, Entertainment for All(TM) Expo (E for All[TM]) (www.EforAllExpo.com) is North America's premiere video game event. A celebration of video games and the people who play them, the event will bring together the entire game community, from consumers and media to publishers, developers and retailers. The Expo will feature exhibits from leading interactive entertainment companies that will allow consumers to try and buy the newest video games and gadgets. Other event highlights include the Major League Gaming's competitive gaming tournament, the acclaimed Video Games Live This article or section is written like an .
Please help [ rewrite this article] from a neutral point of view.
Mark blatant advertising for , using .
[TM] concert, celebrity appearances, the Game Developers Conference (GDC GDC Game Developers Conference
GDC General Dental Council
GDC Gouvernement du Canada
GDC Georgia Department of Corrections
GDC Global Data Center
GDC Guglielmi Detachable Coil
GDC Global Development Center
GDC Institute for Genetic Disease Control in Animals
) Game Careers Seminar, and "Into the Pixel," an exhibition of video game art. For more information, please visit www.EforAllExpo.com. Companies interested in learning more about exhibit opportunities, please contact Richard Kazarian at (508) 424-4828, or email richard_kazarian@idg.com.

About IDG Entertainment

For more than 18 years IDG Entertainment (IDGE) has led the industry by providing a portfolio of highly read multiplatform gaming magazines and websites. Properties include GamePro magazine and the IDG Entertainment Online Network with nearly 10 million unique visitors A count of how many different people access a Web site. For example, if a user leaves and comes back to the site five times during the measurement period, that person is counted as one unique visitor, but would count as five "user sessions.  per month, including GamePro.com, GameProFamily.com, Games.net, GamerHelp.com,GameDownloads.com, GameGirl.com, OMGHalo.com, SucksOrRules.com, BlogFaction.com, Modojo.com, GameRevolution.com and MegaGames.com. The portfolio provides synergy between print and digital properties, reaching more than 13 million consumers monthly.

About IDC

IDC is the premier global provider of market intelligence, advisory services advisory services

advisory services provided to the public, in their capacity as owners and managers of animals, are an important part of veterinary science. They may be provided by government bureaux, by commercial companies who deal in pharmaceuticals or animals or animal
, and events for the information technology, telecommunications, and consumer technology markets. IDC helps IT professionals, business executives, and the investment community make fact-based decisions on technology purchases and business strategy. More than 900 IDC analysts provide global, regional, and local expertise on technology and industry opportunities and trends in over 90 countries worldwide. For more than 43 years, IDC has provided strategic insights to help our clients achieve their key business objectives. IDC is a subsidiary of IDG, the world's leading technology media, research, and events company. You can learn more about IDC by visiting www.idc.com.

About IDG World Expo

IDG World Expo (www.idgworldexpo.com) is a leading producer of tradeshows and events for professionals and consumers seeking world-class education, peer-to-peer networking See peer-to-peer network.  and one-stop comparison shopping. IDG World Expo's portfolio of conferences and events includes Entertainment For All[TM] (E For All[TM]), E3 Media & Business Summit, GreenXchange Xpo[TM], LinuxWorld Conference & Expo[R], Macworld Conference & Expo[R] and Next Generation Data Center[TM] (NGDC NGDC National Geophysical Data Center
NGDC Natural Gas Distribution Company
[TM]). IDG World Expo is a business unit of IDG, the world's leading technology media, research and event company.
COPYRIGHT 2007 Business Wire
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2007, Gale Group. All rights reserved.

 Reader Opinion

Title:

Comment:



 

Article Details
Printer friendly Cite/link Email Feedback
Publication:Business Wire
Date:Oct 19, 2007
Words:1263
Previous Article:Alternative Medicine Gives New Hope to Seven-Year-Old Scottsdale Girl Battling Brain Cancer.
Next Article:Big Screen Entertainment Partners with Stellar Distributor Oberon Games for Rubber Dubber.
Topics:



Related Articles
CAINE IS A MAN OF MYSTERY -- AGAIN.(LA.COM)
AT L.A. FASHION WEEK ... SPRING IS IN THE AIR.(LA.COM)
LA.COMFIDENTIAL > CELEBS.(LA.COM)
Lead-up to a revolution.(CAUSE AND EFFECT/SEQUENCE)
Kick off a new season.(THE NATIONAL FOOTBALL LEAGUE & DAV)
Sony Group Expands High-Performance Semiconductors Manufacturing Alliances with IBM and Toshiba.
Abu Dhabi Doo.(News of the Week)
Drive time.(News of the Week)
Broader overture.(MEDIA & ENTERTAINMENT)
Warner Home Video.(Entertainment)

Terms of use | Copyright © 2009 Farlex, Inc. | Feedback | For webmasters | Submit articles