![]() ![]() ![]() 20 | 57īY TECHNOLOGY BUT CONNECTIVITY/COMMUNITY 76%ARE OF USERS ONLINE GAMERS 70%ARE 40% LIVE OF USERS HAVE AN XBOX ONLINE GAMERS GOLD ACCOUNT (VS. SPORE CREATIONS NOT UPLOADING PS3Initiatives Xbox Video Marketplace Netflix partnership BBC iPlayer PS3 PlayTV etc. INCREASINGLY DIVERSE ARRAY OF SCREENS 16 | 57ĮNTERTAINMENT HUBS Gaming hardware Technology toy Music platform TV/Set-top box Blu-Ray player Online video Photo album Web browsing 19 | 57 Source: ESA “Essential Facts”, 2008 | Visual: PlayStation 2 “Mould” 14 | 57 OF SOCIAL GAMING 59% OF GAMERS PLAY WITH OTHER GAMERS IN PERSON. Wii’S SUCCESS TEACH US? A strategy of “and” Hard core & Casual 12 | 57 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 People don’t spend hours playing video games anymore. We consume video games today has changed. game players 40% Female 60% Male Source: ESA “Essential Facts”, 2008 | Image: Nintendo DS Lite “Woman” 9 | 57 game players Today, the average game player age is 32 25% under 18 years 49% 18-49 years 26% over 50 years Source: ESA, 2008 + IGN’s “Are You Game” from November 2008 7 | 57 SPORE CREATIONS NOT UPLOADING PSPOF THE PLAYSTATION Change of focus: 18-35 years old core male gamers Image: PSP “Blind” 6 | 57 GAMES? 65% OF AMERICAN HOUSEHOLDS PLAY COMPUTER VIDEO GAMES Source: ESA “Essential Facts”, 2008 3 | 57īorn in gaming Image: PlayStation 2 “Baby” 4 | 57ġ970s TO THE MID-1990s Tweens & Teenagers reigning supreme Image: PlayStation 3 “God” 5 | 57 ![]()
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