Stats on Casual Gaming 40+
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Stats on Casual Gaming 40+

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Social gaming stats for adult audience 40+

Social gaming stats for adult audience 40+

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Stats on Casual Gaming 40+ Presentation Transcript

  • 1.
  • 2. April 2011
  • 3. is publishing game content designed specifically for people over 40 who feel their generational tastes are being ignored.
    Company
    3
  • 4. Market
    4
    40+ demo represents 60% of all internet users
    Fastest growing audience online/mobile
    Embracing technology
    Spend more time and money online than any other demographic*
    Over 60% consume social media **
    52% of online adults over 40 use Facebook**
    60M on Facebook***
    17M Access the Internet from Mobile/App*
    Sources: *eMarketer ** Forrester *** Internal Facebook Advertising
    4
  • 5. Changes in social network site use, 2008–2010, by generation
    Percent of internet users who use social network sites, over time
    90
    Dec 2008
    80
    90
    May 2010
    Biggest Growth
    70
    90
    60
    62
    61
    50
    50
    40
    43
    36
    30
    35
    34
    20
    20
    16
    10
    4
    11
    9
    0
    Millennials
    (18–33)
    Gen X
    (34–45)
    YoungerBoomers
    (46–55)
    OlderBoomers
    (56–64)
    Silent
    Generation
    (65–73)
    G.I.Generation
    (74+)
    All Online
    Adults
    (18+)
    Market: Social Graph
    5
    Source: Pew Research Center’s Internet & American Life Project, April 29–May 30, 2010 Tracking Survey
    5
    5
  • 6. Market: Age
    6
    >18: 1%
    18–21: 5%
    Over
    >60
    50%
    16%
    22–29
    14%
    50–59
    22%
    30–39
    21%
    age 40+ play social games
    40–49
    20%
    Sources: PopCap Games, Inc. and William Blair & Company L.L.C.
  • 7. Market: Mobile
    7
    All: 39.3% Avid: 38.0%
    35%
    50%+ of all mobile phones users play games
    Average age of a mobile phone gamer is 39.3 years
    40% are between 35 and 54 years old
    16% are 55 or older
    31%
    Mobile Phone Gamers
    30%
    28%
    Avid Mobile Phone Gamers
    25%
    21%
    20%
    19%
    20%
    18%
    17%
    16%
    15%
    12%
    10%
    10%
    4%
    5%
    3%
    0%
    18–24
    25–34
    35–44
    45–54
    55–64
    65+
    Source: PopCap Games Mobile Phone Gaming Research -Confidential -Prepared by Information Solutions Group -2011
    7
    7
  • 8. Re-segmentation Opportunity
    8
    Top 10 Social Gaming Developers
    Amounts in Millions of Monthly Active Users
    350
    296.6
    300
    Designing for the lowest common denominator (time/resource management)
    250
    200
    150
    100
    57.0
    47.6
    43.5
    38.6
    34.5
    33.0
    31.7
    50
    26.0
    25.3
    0
    Zynga
    TakeoffMonkey
    CrowdStar
    AppBank
    Electronic
    Arts
    6Waves
    @Apps
    Playdom
    SocialGraph
    Studios
    DigitalChocolate
    Inc.
    Source: Inside Network and William Blair & Company, L.L.C.
    8
    8
  • 9. Financials
    9
    $29,400
    Global smart phone and tablet apps shipments in US$
    Expected to generate $38B by 2015
    Smart phones
    $22,500
    $14,800
    Source: Forrester Research, Inc.
    $9,400
    $8,100
    $5,700
    $4,500
    $3,800
    $2,300
    Smart tablets
    $1,100
    $1,900
    $300
    2010
    2011
    2012
    2013
    2014
    2015
    (numbers are in millions)
    9
    9
  • 10. Financials
    10
    U.S. Virtual Goods Revenue, 2008–2011E
    ($MM)
    $2,500
    $2,000
    $1,500
    $1,000
    $500
    0
    2008
    2009
    2010
    2011
    Source: Inside Virtual Goods: The US Virtual Goods Market 2010–2011
    10
    10
  • 11. Financials
    11
    Source: Gambit
    11
    11