Posts Tagged ‘gaming consoles’

Nielsen study finds gaming up, prime time television consumption down

Thursday, April 9th, 2009

As tougher economic times bear down on the global market, and wallets get tighter, consumer spending and consumption habits are bound to change, appropriately reflecting market conditions.  But according to a new Nielsen study, the healthy growth of the video game industry is bucking all the trends and setting out on it’s own path.

The recently published ‘State of the Video Gamer’ report looked at gaming on consoles, PC, and mobile gaming happening in the United States during Q4 of 2008.  The Nielsen study found that gaming, traditionally a realm reserved for younger males, have grown in popularity with females, older players, and diversified groups.  The report also revealed that this new consumers’ play time is cutting into prime time television consumption.

“Gaming, once the domain of kids and a small group of core fans, is now more mainstream than ever.  As the number of platforms continues to expand, we would expect that more people will be drawn to the entertainment video games can offer.  Along with this, the evolution of gaming consoles into multimedia devices has changed consumption habits of traditional media such as TV, movie and Internet content,” said Bradley Raczka, Marketing Manager for Nielsen Games.

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Key findings from the study include:

  • The PlayStation 2, while still leading all other consoles in total minutes of usage, continues to have the highest downward trending rate of usage.  Trending data suggests by the end of 2009, the PlayStation 2 will no longer be the most used console in the United States.
  • Females 25 years and older make up the largest block of PC game players, accounting for 46.2 percent of all players and 54.6 percent of all game play minutes in December 2008.
  • More sophisticated consoles such as the PlayStation 3 and Xbox 360 attract the more engaged console users, who are less likely to be watching television in Prime Time than users of other consoles.

The Nielsen data was mined from a sample of more the 17,000 US television households and 185,000 US tracked PC’s.

While the Nielsen study is certainly not all encompassing, it does deliver a hefty blow to an already ailing television industry.  With the rise of console complexity and interactivity, this study clearly indicates more and more households are tuning off the tube, and turning on the titles.

So what does this all mean?

The Nielsen study only confirms and strengthens a similar study currently being conducted by NeoEdge and Frank Magid Associates – that in-game advertising is more effective than television advertising.  Depending on which sources you look at, spending on in-game advertising is expected to balloon to somewhere between $732 million to $1.8 billion by 2010.  Which then raises the question – why is IGA Worldwide in trouble and looking for more money, or a buyer?  With more and more info hitting the streets regarding the potential of in-game advertising, I’d expect in-game advertising specialists like IGA Worldwide, Massive, and Double Fusion to be working at maximum capacity.

Download the Nielsen ‘State of the Video Gamer’ report here (PDF).

 

NextGenBooks titles relaunch as free-to-play – console gamers flock in record numbers

Tuesday, September 9th, 2008

Since the relaunch of Warrior Quest two weeks ago, publisher NextGenBooks.com has seen a massive influx of console gamers to the already popular RPG.  Not just a random blip on the radar, NextGenBooks reports that the console audience has now outgrown the number of players accessing the title via PS and Mac.  Lead by Playstation 3 gamers, console plays have far surpassed the number of players accessing the game via home gaming consoles in any previous month(s).  Not to be outdone, Wii owners are in a strong 2nd place.  Both platform gamers may access the game via their in console internet browser.

Warrior Quest is a traditional RPG the provides a healthy mixture of card based battles, monster collections, and turn based combat to provide a rich and accessible RG experience.  The game is playable on a variety of platforms including PC, Mac, Wii and PS3 via their respective browsers.  In addition to the traditional RPG gaming experience, Warrior Quest also features online leader boards and scoring that allow players to compete in weekly, monthly, and all time charts, regardless of which platform they choose to play on.  Again, the title is free-to-play, with premium content due out in the coming months.  No official word yet, but we’re banking on premium content, features, and in-game items to come via micro-transactions.

Providing a perhaps needed boost, the sudden upswing in players comes just days after the publisher, NextGenBooks.com announced that it will be changing it’s name and rebranding as mikomi.info.  Mikomi.info is now live, but NextGenBooks.com URL’s will continue to redirect for a some time.

NextGenBooks/Mikomi’s other now free-to-play title, The Half Broken Crown: The Broken Kingdoms has also seen a massive upswing in plays since it’s recent relaunch.  Like it’s sibling, it too has seen a dramatic increase in use via gaming consoles, outnumbering plays on both PC and Mac.

The Half Broken Crown: Broken Kingdoms is a point and click adveture title with cross platform live chat abilities.  This title also has available versions for PSP and Nintendo DS via the browser interface.  Keep your eyes peeled for a special re-release of The Half Broken Crown: The Broken Kingdoms due out later this year.  Another major influx of console gamers?

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Alex St John – PC games run by micro transactions are the new wave of the future

Friday, July 25th, 2008

Alex St John, the former head of DirectX at Microsoft and now CEO of Wild Tangent has recently stated that gaming consoles will be dead by 2020 and that micro transactions are where it’s at.

“I think you’re looking at the last generation of game consoles, and I think it’s easy to defend that position,” he said while speaking at the Wedbush Morgan Securities annual Management Access Conference.

St John has always had an eye on the future, and a finger on what’s the next ‘hot topic’.  He believes that games will eventually shake themselves out into two distinct communities: One that enjoys a certain type and format of a game, with others enjoying another.  Could he possibly be alluding to ‘First Person Shooters’ vs. ‘MMO fantasy’ games?

From this split St John takes it a step further.  “I think the business model in ten years … It’s going to be microtransaction based. Microcurrency-based economies are just the most efficient way to maximize revenue. They work really well.”

In game advertising is a second shakeout from this split.  “It’s a great alternative payment type for kids who don’t have access to online currency and are huge game players. So, if you don’t have any way to take money from kids, then the only way to get kids to play is by advertisers marketing to them.”

St John sites and targets data based on the current upswing in global laptop sales.  “Kids especially need laptops due to the evolving type of homework and in-classroom work being assigned at schools. Gaming devices are usually confiscated at school, but “no one’s going to take [the kid's] laptop away from him because they need that for their homework.”  This lends itself perfectly to a community driven, gaming society specifically targeting micro transaction and advertising models.

“Laptops are fabulous gaming devices with Wii-like graphics, instantly tied to community, 100 per cent online and a vast volume of free play for kids who don’t have credit cards.”

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