Gamers research USA – Thanks to the ESA (Dan Hewitt)

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Report Finds More Women, Adults Play Games

June 7, 2011 – Washington, DC – 72 percent of American households play video games and 82 percent of gamers are adults according to new research released today by the Entertainment Software Association (ESA). In a report released at E3, the world’s leading video game event, the data presented a consumer base that is increasingly diverse and receiving interactive game content on myriad platforms.
The report, 2011 Essential Facts About the Computer and Video Game Industry, also found 42 percent of gamers are women and that women age 18 or older represent more than one third of the game-playing population. In addition, purchases of digital full games, digital add-on content, mobile apps, subscriptions and social network gaming accounted for 24 percent of game sales in 2010, generating $5.9 billion in revenue.

“Our industry’s innovative titles are reaching new consumers in broader, deeper and more-engaging ways,” said Michael D. Gallagher, president and CEO of the ESA. “Technological advancements and terrific entertainment experiences in our industry make it possible for people of all ages to enjoy games at home or on the go, and the creativity of our developers and publishers leads to an ever-expanding variety of video games to choose from in both digital and physical formats.”
The survey also found that parents remain highly involved in their children’s game play and see several benefits of entertainment software. Forty-five percent of parents report playing computer and video games with their children at least weekly and nine out of ten parents pay attention to the content of the games their children play. In addition, 68 percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend time together, and 54 percent believe that game play helps their children connect with their friends.

Other findings of the survey include:

  • The average game player is 37 years old, while the average game purchaser is 41 years old;
  • Sixty-five percent of gamers play games with other gamers in person;
  • More than half (55 percent) of gamers play games on their phones or handheld devices;
  • Eighty-six percent of parents are aware of the Entertainment Software Rating Board rating system, and 98 percent of these parents are confident in the accuracy of the ratings;
  • Parents are present when games are purchased or rented 91 percent of the time; and
  • Consumers spent $25.1 billion on game content, hardware and accessories in 2010.

The research for the 2011 Essential Facts About the Computer and Video Game Industry was conducted by Ipsos MediaCT and is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.
The Entertainment Software Association is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, hosting the E3 Expo, conducting business and consumer research, representing the video game industry in federal and state government relations, First Amendment and intellectual property protection efforts.

For more information, please visit www.theESA.com.

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THE DIGITAL STORY OF THE NATIVITY – Jesus Christ!

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Times change, but not our behavior if you look at communication and sharing stuff.

Check out this real funny video about Christmas
Thanks to @Lorence!

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Trends 2011: The young generation – a historical overview!

>My conclusion of this great video is that:

1. Young generations never change in behavior
2. We all want to make a difference
3. We still want to be individuals that belong to groups (which is a paradox 😉
4. Nowadays we have unlimited options to claim 5 seconds of fame and leave a digital footprint
5. We want to share with our friends, relatives and connections what we do, when, where and how


We All Want to Be Young from box1824 on Vimeo.

The movie “We All Want to Be Young” is the outcome of several studies developed by BOX1824 in the past 5 years. BOX1824 is a Brazilian research company specialized in behavioral sciences and consumer trends.

This movie has an open license by Creative Commons.

Written and directed by Lena Maciel, Lucas Liedke and Rony Rodrigues.

Thanks:
Zeppelin Films

box1824.com.br

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Lost Generation

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This is INCREDIBLE and tear jerking… what a great story…

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Universal Mc Cann Wave4 – Social Media study

>Wave 5 has just been released with more insight on digital consumer behavior. For people who missed last years presentation, check the one below. Wave 5 will soon be posted!

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Gfk immovator 10 jaar crossmedia

>A Dutch presentation about the past 10 years of Digital Media usage in the world…

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Most popular games on 'Steam'

> Incredible to see that Football manager is in the top 10 list of most popular games.
An amazing 2 million people play games through Steam every day!

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Managing for results in Gaming Companies – Gaming CEO Briefing – Strategy Boutique Thaesis

>Check out this SlideShare Presentation about gaming, market data, social behavior, mobile 3G usage and more…

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10.000 hours of gameplay equals 10.000 hours of school from 5th to graduation

>Great presentation by Jane McGonigal

Playing games strengthens trust and social structure of communities (collogues and friends)

Herodotus invented playing games to distract people from existing famine and even stopped a war deviding the country in two, playing a dice game for the win and it is ‘proven’ I hope that the Jews and Palestine’s do the same in Jeruzalem and in all the other world-conflicts!

Jane McGonigal: Gaming can make a better world | Video on TED.com

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Social Games in the UK mostly played by women

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Although I find the term ‘social games’ not really appropriate, since all multiplayer games have a social function, I decided to copy the term anyway. Social media is another term I don’t really like, but it’s a quite common expression for social networks and digital community media like Youtube. I would rather speak of community-based games and digital communities as such.

Source: Lightspeed research UK

London, (March 19th 2010) – The rising popularity of games played on social networking sites is well documented, but findings from the Global Web Index www.globalwebindex.net, a collaboration between online market research provider Lightspeed Research and Trendstream, have identified the most addicted players. The stereotype of ‘geeky’ teenage boys obsessed with computer games certainly doesn’t fit social gaming which appeals to people with large families, women and divorcees- all embracing the new ‘geek chic’. By engaging with a more diverse and larger audience, social gaming is revolutionising the gaming market and having a big impact on the types of games produced. This new way of playing games promises to deliver mass market appeal, as well as fresh opportunities for brands to engage with consumers.

Women take the lead

The large majority of UK respondents (54%) claim that playing games is one of the main reasons they use the internet. Online games are competing head-on with PC games: 28% of users play online games and 24% of respondents play short/casual games on a social network.

The survey shows that at 27%, women are more likely to play online games and social games than their male counterparts (22%). Tom Smith, Managing Director of Trendstream who led the research says “Women are particularly attracted to short, casual games involving an active community like Farmville, Cafe Wars or Pet Society. Women also spend more time on social networks in general. Social games are accessible, free and they don’t take up much time. Plus they are distributed through the network, which is a key factor driving their take up.”

Read the full article on Lightspeed research

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