GAMING TRENDS. DEMOGRAPHIC SHIFTS WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA "Essential Facts",

Slides:



Advertisements
Similar presentations
Generation M 2 Media in the Lives of 8 to 18-Year Olds Victoria J. Rideout Ulla G. Foehr Donald F. Roberts A Kaiser Family Foundation Study January, 2010.
Advertisements

 $18 Billion Entertainment Industry  40% increase from 2006  Demographics  Fastest growing group: 50+ (25%)  Average age: 33  40% of all gamers.
Driving Economic Growth with High-Tech Innovations An Overview of Today’s Video Game Industry Michael Gallagher President and CEO Entertainment Software.
How Children Learn Violence through Modeling Donna Dickman Partnership for Violence Free Families
Technological Convergence for Institutions & Audiences
Lesson 4: TV-Free 3!. Screens Include: Think about your screen time… Why do you use screens?
Pre-Lesson Tracking Screen Time. Screen Time Tracking Form Instructions Write how much time you spend with … DayDay of the Week Date Watching: movies,
Alejandra Garcia Andrew del Mundo Chris Peters Long Vu Katrina Tewksbury.
Teens, Mobile & Games An Overview of Pew Internet Data Amanda Lenhart FTC Brownbag May 28, 2009.
Which should I Buy?. XBOX 360PLAYSTATION 3  Gamers   Gamers  Media Enthusiasts  14 +
Market Overview. SSMIC Game Development Workshop - Brian Robbins June 21,2007 Size of Industry Bigger than Movies! ◦$13.5 Billion in 2006 Traditional.
 The Xbox 360 is the video game system created by Microsoft. It is the successor to the first video game console created by Microsoft, the Xbox.  The.
PS3 Console The best console ever!!!! (my opnion).
December 1, The Beginnings! Video Games started to be developed as early as 1947! First patent was on January 25, The Game was Pong!
Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
Broadband and the Video Game Industry: A Partnership for Future Growth Dallas, Texas April 28, 2009 Broadband Properties Summit Michael D. Gallagher President.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
Current Gen. Consoles By Jonathan Mrema 5/6/2015.
1 the power of an integrated media partner An In-Depth Analysis of the Next Generation Consoles and the Gamers Behind Them.
Japanese Game Sales and Demographics A study of the influence of culture on the video game market.
Online Games and PR MT 8425 January 28, Teens and video games According to the Pew Internet and American Life Project: 77% of teens own a.
 The Positive Impact of Onine Games By: Diego Morales Section:006.
By meg. Video game consoles How have video games consoles changed?
Dickinson Nikolay Martynov, Mark Johnston, Justin McNeill, Hisami Miyara.
A discussion with: Mark Friedler, CEO Game DAILY Kate Thorp, CEO AKQA John Vail, Director Digital Media and Marketing, Pepsi Advertising to Gamers: What.
Nintendo’s Recent Advances in the Video Game Market Ben Tarkany Suguru Minajima Benny Yiu Colton Schulte Stephanie Thomas.
Video Game Industry. History Some Numbers... 65% of US households play 80K employees directly, 250K in US 9 games per second Average player age is 35,
VIDEO GAME ROUNDTABLE DISCUSSION AND DEMO PRESENTED BY: LAURA GIUNTA GARDEN CITY PUBLIC LIBRARY JOSH FIRER BELLMORE MEMORIAL LIBRARY JAMES HUTTER WESTBURY.
Gaming Insights Did you know? March Did you know Gaming online has grown more popular among UK internet users, particularly fuelled by the expansion.
The Intersection of Hollywood Film and the Video Game Industry Randy Nichols Department of English Bentley University Twitter: r_j_nichols.
Super Nintendo Entertainment System ( SNES) By: Stephanie Wallace and Tyrell Lynch.
The Way Business Operates…  Since the mid-70s computer and video games industries have grown from focused markets to mainstream.  Video Games have generated.
2010 Holiday Shopping Research A Silicon Valley Research Insights™ Report December 2010 S R G V TM Silicon Valley Research Group Inc. Creating Markets.
They're doing what online? Assessing college students' use of technology Stacy Ackerlind, Ph.D. University of Utah Kim VanDerLinden, Ph.D. StudentVoice.
Sony PlayStation Company From: “PlayStation” By: Gabrielle Williams From: “PlayStation” By: Gabrielle Williams.
TRENDS IN COMPUTING VIDEO GAME CONSOLES ~ BY DREW CRONIKEN 4096 WILDERN SCHOOL
Trends in Computing play station James Gibson4505 Wildern school
© 2012 The McGraw-Hill Companies, Inc. All rights reserved. Chapter 9 Video Games.
Game Play. The Smiths want to be able to play games The Smiths want to play games with each other and with friends outside the house. What are your own.
Public Library National Strategy Working Group Media use and attitudes Past, present and future? Claire Mack Regulatory Affairs Manager.
Console: Year made: Good Points: Bad Points: Picture:
XBOX 360 ADVERTISEMENT By Leah, Tim, Tom, Aoife, Danny.
Overseal Primary School E Safety Parent’s Meeting
Media: Communication channels through which content is delivered, including television, video games, movies, music, websites, apps, and advertisements.
What is gaming console & platform? A game console is a device which outputs video signal into TV screen to display the video game. A platform is in which.
Choose a category. You will be given the answer. You must give the correct question. Click to begin.
Problem Gaming/Excessive Internet Use
Xbox360 Xbox360 is the second video game console produced by Microsoft and the successor to the xbox. The Xbox360 competes with Sony's PlayStation 3 and.
PS Vita VS. 3DS Sonny Mignacca. Comparison PS Vita  $ or  $ with 3g capabilities  Flash Memory card  Able to play PSP games  Has two.
Today we are teaching the Millennial Generation!!!!
PS3 TVNZ ONDEMAND INTERFACE SPONSORSHIP OPPORTUNITY.
Key data from 2013 Joseph Cox, 61155, Friday, 29 January 2016 Game Consoles Help to get you started.
Survey into Changing Media Use in the Online Age.
EirplayMedia (c) The Games Industry Eirplay Media ©
Xbox was created by Bill gates he also created microsoft.
By: Rosa Ravenstein. The first video game was released in This game was “cathode Ray tube amusement device” developed by Thomas T. Goldsmith, jr.
Evolution of Video Game Systems CS Miguel Haro Danny Gutierrez Albert Grimes Sergio Delgado.
PS3 and Wii By Christian Szeto and Nic Robins. Playstation 3 The PS3 has a Blu-Ray disc Drive for games and a Blu-ray Player for Dvd’s and Cd’s.
Joan Garrod Philip Allan Publishers © 2016 Media use among children and young people.
The Stats.  Why? Shift Happens video  What are your initial reactions to what you saw in the presentation?  What does this mean for our world?  What.
Questionnaire analysis Harry Hart. 1. Are you male or female? In my questionnaire I asked 15 random people for their answers. By doing this I have gained.
Console Games: An Overview Presented By Chris Ulm Chief Design Officer.
Software Comparison By Michael Trim. Xbox 360 Xbox live- is an online system that allows players to play together in a game. Facebook, YouTube, Twitter,
Digital habits V the big blue machine
GAMING INDUSTRY An Evolve Marketing Insights Special Report
Evolution of Video Game Systems
MM 39% MINUTES PAGES 39% 34% Minutes Videos 39% SPENT
Campaign Product: PlayStation 4
History of x-box 360 By:cajan.
TECHNOLOGICAL CONVERGENCE for Institutions & Audiences
Presentation transcript:

GAMING TRENDS

DEMOGRAPHIC SHIFTS

WHO PLAYS COMPUTER AND VIDEO GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA "Essential Facts", | 57

COMING UP NEXT A society born in gaming Image: PlayStation 2 "Baby"4 | 57

SHIFT IN AGES: FROM THE 1970s TO THE MID-1990s Tweens & Teenagers reigning supreme Image: PlayStation 3 "God"5 | 57

SHIFT IN AGES: THE EMERGENCE OF THE PLAYSTATION Change of focus: years old core male gamers Image: PSP "Blind"6 | 57

SHIFT IN AGES: TODAY Age of U.S. game players Today, the average game player age is 32 25% under 18 years 49% years 26% over 50 years Source: ESA, IGN ’ s "Are You Game" from November | 57

SHIFT IN AGES: TODAY Age of U.S. game players 20% years 20% years 27% years 16% years 17% years New gamers (<2 years) 17% years 20% years 22% years 19% years 22% years Established gamers (>2 years) Source: IGN ’ s "Are You Game" from November | 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% years 20% years 27% years 16% years 17% years New gamers (<2 years) 17% years 20% years 22% years 19% years 22% years Established gamers (>2 years) Source: IGN ’ s "Are You Game" from November | 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 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

SHIFT IN BEHAVIOR WHAT DOES Wii ’ S SUCCESS TEACH US? A strategy of "and" Hard core & Casual 12 | 57

SHIFT IN BEHAVIOR MAINSTREAM GAMES EVOLVING TO SEDUCE CASUALS 13 | 57

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

GAMING UBIQUITY

GAMES ARE ENJOYED ON AN INCREASINGLY DIVERSE ARRAY OF SCREENS 16 | 57

GAME & WATCH: CONSOLES OR MEDIA HUBS?

GAMING IS PROGRESSIVELY MOVING FROM THE BEDROOM TO THE LIVING ROOM 18 | 57

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

THE CONVERGENCE OF ENTERTAINMENT Media initiatives Xbox Video Marketplace Netflix partnership BBC iPlayer PS3 PlayTV etc. 20 | 57

CONNECTED GAMING

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, | 57

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, | 57

MOST RECENT GAMES ARE ONLINE-ENABLED Image: Grand Theft Auto 424 | 57