Stats on Casual Gaming 40+

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Social gaming stats for adult audience 40+

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Stats on Casual Gaming 40+

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

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