SocioCulturalForces in theCasualGaming Industry<br />Media Management  2304 Spring Term 2011<br />Group 2a: Christine Alff...
Consumer Habits<br />Source: CasualGames Market Report, 2007<br />2<br /><ul><li>An industry centered around PC and online...
Casualgamesappeal to people of all ages, gender-andnationalities
Heaviest play times are right after  dinner from 7pm - 9pm (stress reliever after world, replacing TV) and during lunch fr...
Reasons to play: stress relief, take a break, challenging, out of boredom
Casual games are usually played in a series of short time increments, from five minutes to 20 minutes—it’s common for peop...
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Sse gaming steep_group2a_2011

  1. 1. SocioCulturalForces in theCasualGaming Industry<br />Media Management 2304 Spring Term 2011<br />Group 2a: Christine Alff, Niklas Hägerklo, Martina Ketter, Aline Rauh Müller<br />
  2. 2. Consumer Habits<br />Source: CasualGames Market Report, 2007<br />2<br /><ul><li>An industry centered around PC and online web games growing into casual areas such as Xbox, Wii, Mobiles
  3. 3. Casualgamesappeal to people of all ages, gender-andnationalities
  4. 4. Heaviest play times are right after dinner from 7pm - 9pm (stress reliever after world, replacing TV) and during lunch from 11am - 2pm
  5. 5. Reasons to play: stress relief, take a break, challenging, out of boredom
  6. 6. Casual games are usually played in a series of short time increments, from five minutes to 20 minutes—it’s common for people to play one level after another for many hours
  7. 7. Subscription and community users average 7 - 15 hours of online play a week
  8. 8. Most casual gamers do not identify themselves as gamers
  9. 9. The enthusiast gaming market, comprised mostly of young males, almost universally play casual games—but casual gamers rarely play the violent games favored by the enthusiasts</li></ul>Feb 2nd 2011, Social Cultural Force – Casual Gaming<br />
  10. 10. DemographicFactors<br />3<br />Source: CasualGames Market Report, 2007<br />Feb 2nd 2011, Social Cultural Force – Casual Gaming<br />
  11. 11. Future Trends<br /><ul><li>mediummatures audience will continueto widen, withgreaternumbers and varieties of peoplediscoveringthefun and diversion of electronicgames
  12. 12. Virtualgamesarecheap to produce and cheap to produce (e.g. opensourceprogramming)
  13. 13. Manyuntappedconsumers, businessmodelstructures, and gameplayopportunities still open in theindustry, especially in areas such as socialnetworkinggames and casualMMO’s,
  14. 14. Trend of mobile gamingisexpected to grow
  15. 15. Gamescanbeintegratedanywhere
  16. 16. Advertising potential?</li></ul>Datum des Vortrags und Titel der Präsentation über Menü "Ansicht" – Kopf- und Fußzeile eintragen<br />4<br />Source: Casual Games Market Report, 2007<br />
  17. 17. TheConsumerDevelopment<br />5<br />In thousands<br />Feb 2nd 2011, Social Cultural Force – Casual Gaming<br />
  18. 18. Bibliography<br />Casual Games Market Report, 2007. Casual Games Association. http://www.casualgamesassociation.org/pdf/2007_CasualGamesMarketReport.pdf, Monday, January 31, 2011; 2:40:16 PM<br />Population Division of the Department of Economic and Social Affairs of the United Nations Secretariat, World Population Prospects: The 2008 Revision, http://esa.un.org/unpp, Monday, January 31, 2011; 2:35:17 PM<br />Datum des Vortrags und Titel der Präsentation über Menü "Ansicht" – Kopf- und Fußzeile eintragen<br />6<br />
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