The document summarizes a report on the adult video gamer market in the US. It finds that over 114 million American adults, or 52% of the adult population, play video games. The typical gamer is now just as likely to be a woman as a man. Younger gamers are driving growth, but the market is diversifying to include 25 million adults over age 55, 13 million retirees, and 28 million grandparents. The report analyzes gamer segments and finds that gamers are active consumers who represent opportunities for retailers and financial services.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
Thinknow Defining Moments Report 2019 - Insights Into Culture and AuthenticityThinkNow
This year-end report highlights trends in consumer sentiment, purchase behavior, and digital media use over the last 12 months, and explores the impact culture has had on these trends. The report also includes marketing predictions for 2020.
In 2017, the Asia-Pacific was the largest regional market for digital gaming but in the present scenario funding in European gaming firms by Chinese acquirers are primarily driving the European market.
The global digital gaming market is projected to expand at a CAGR of 15.7% and is expected to be worth USD 264.9 Bn by 2023. The increased proliferation of smartphones and tablets is providing a considerable push to the gaming market globally. Also, the improvement in technology and the ease of access to internet connectivity have given an impetus to live games of MMO and eSports genres. The gaming companies are increasingly preferring digital distribution channels over physical distribution channels, as digital distribution allows easy purchase and downloading of digital content for different gaming platforms.. Read More: https://bit.ly/2ULckcN
1. Market observation: High end gaming market, eSports revenue market
2. Most popular eSports game titles
3. 2016 Gaming hardware market estimates
4. eSports revenue estimates
5. Most popular game titles
6. Purchase info source
7. Laptop purchase info source
8. Desktop purchase info source
9. Most followed gaming channels
Thinknow Defining Moments Report 2019 - Insights Into Culture and AuthenticityThinkNow
This year-end report highlights trends in consumer sentiment, purchase behavior, and digital media use over the last 12 months, and explores the impact culture has had on these trends. The report also includes marketing predictions for 2020.
Asia Gaming spotlight indonesia-march-2020digitalinasia
Indonesia is a dynamic market for mobile games and esports, especially given its ever-increasing rate of internet and smartphone users.
With an online population size of 171 million, favourable demographics with 60% of the population aged between 15-54, and a government that supports the development of gaming and esports, Indonesia is an emerging gaming powerhouse.
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
Should Insurance Agents become Wealth ManagersSURAJ MISHRA
September 12, 2013. This presentation was delivered to a group of very qualified Insurance Agents at Manila. I wanted them to understand the new changing world, where customers expectation has vastly increased. The digital world is building huge expectations. Suraj
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
Understanding Consumers and Cross-Border E-Commerce in MexicoFiroz Patel
Today, the largest e-commerce market in Latin America is Brazil, but when it comes to long-term potential for cross-border merchants, Mexico is the market to watch. Though cross-border commerce is low compared to Brazil, Mexico’s e-commerce market is growing at a rate of over 21%, nearly double the global average.
China's e-sports market is soon to be the world's second largest. From 2015 to 2017, the total number of esports users in China has almost tripled and is still growing. Considering the government's influence, and the popularity of mobile phone over PCs, China has a unique landscape for e-sports.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
Winning Esports Marketing with Cultural BrandingEsports Group
Esports is a massive growth opportunity to meaningfully connect with gamers across the world, on the road to becoming an iconic brand. To do so, your brand marketing must authentically resonate with the vibrant, digital culture unique to online games.
The same way that global marketing must be sensitive to differences between countries, esports marketing must navigate the nuances of gaming culture. Likewise, a cultural branding strategy empowers campaigns that connect with the growing number of esports and gaming fans.
Established in 2005, Kings Entertainment is the parent company of global lottery brands LottoKings and WinTrillions. As international online service providers for lottery, casino, and sportsbook gambling, these brands leverage their ability to acquire pre-qualified players through renowned lottery offerings, then engage players in a range of casino and sportsbook offerings. LottoKings and WinTrillions have attracted and retained millions of player sign-ups since their inceptions.
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
This year, the team at Activate has defined the 11 most important insights for tech and media in 2018. Key points:
*$300 Billion in Internet and Media Growth Dollars
*Consumer Attention: There are 31 Hours in a Day, and Growing
*Smart Cameras: The Next Terrifyingly Smart Device That People Will Use Everywhere
*eCommerce: New Categories, New Brands, and $3 Trillion to Grow
*Sports Betting: Massive Growth Ahead for Tech and Media Companies
*Messaging: The Battle Will Continue for the World’s Dominant Digital Behavior
*Video Gaming: Unleashed and Ubiquitous for Billions of Consumers
*Music: More Services, More Venues — While Consumers Become Creators
*Podcasting: The Fastest Growing Media Behavior in an Exploding Ecosystem
*Video: The Old Winners Will be the New Winners
*Consumer Financial Services: The Long Awaited Tech Revolution is Finally Arriving
Asia Gaming spotlight indonesia-march-2020digitalinasia
Indonesia is a dynamic market for mobile games and esports, especially given its ever-increasing rate of internet and smartphone users.
With an online population size of 171 million, favourable demographics with 60% of the population aged between 15-54, and a government that supports the development of gaming and esports, Indonesia is an emerging gaming powerhouse.
This whitepaper is about the esports industry globally and in Indonesia.
The esports industry is growing rapidly in Indonesia. Esports has attracted a tremendous number of young audiences. It brings huge potential to engage a big audience and get monetize from it.
Should Insurance Agents become Wealth ManagersSURAJ MISHRA
September 12, 2013. This presentation was delivered to a group of very qualified Insurance Agents at Manila. I wanted them to understand the new changing world, where customers expectation has vastly increased. The digital world is building huge expectations. Suraj
Esports Playbook: A Guide for Brands and MarketersEsports Group
This report sheds light on core tenets of the eSports experience – which are fundamental to competitive video games. The goal is to aid formation of clear strategy for branding and marketing in eSports. The motivations for eSports participation – from content consumption patterns to reasons for engaging – hold huge implications for how to connect with its consumers.
See the waves that eSports Hawaii is creating in the Western American region. eSports Hawaii is a team that supports and grows the eSports community here in the state of Hawaii. We wish to help raise the level of competitive play and help those make it to the esports scene.
Understanding Consumers and Cross-Border E-Commerce in MexicoFiroz Patel
Today, the largest e-commerce market in Latin America is Brazil, but when it comes to long-term potential for cross-border merchants, Mexico is the market to watch. Though cross-border commerce is low compared to Brazil, Mexico’s e-commerce market is growing at a rate of over 21%, nearly double the global average.
China's e-sports market is soon to be the world's second largest. From 2015 to 2017, the total number of esports users in China has almost tripled and is still growing. Considering the government's influence, and the popularity of mobile phone over PCs, China has a unique landscape for e-sports.
Brought to you by the organizer of MIPTV & MIPCOM, the leading international entertainment markets, Esports BAR is the world’s first international B2B matchmaking & networking event, uniquely designed to accelerate the potential of the growing esports market. Over 3 days, Esports BAR will connect Brands & Media decision makers with Esports’ rights holder to make sponsoring, broadcasting and licensing deals.
Esports BAR is the most direct, cost effective & easy way to forge successful business partnerships .
We offer you to select who you want to meet among up to 40 Esports Organisations (teams, publishers, leagues)
Then an online matchmaking tool generates pre-scheduled meeting agenda based on preference priority, allowing you to hold 16 X 25 minutes 1-to-1 targeted meetings at Esports BAR.
To ensure the efficiency of the event, we –organizer- are actively, and carefully, curating the decision-makers that will take part in the event.
Winning Esports Marketing with Cultural BrandingEsports Group
Esports is a massive growth opportunity to meaningfully connect with gamers across the world, on the road to becoming an iconic brand. To do so, your brand marketing must authentically resonate with the vibrant, digital culture unique to online games.
The same way that global marketing must be sensitive to differences between countries, esports marketing must navigate the nuances of gaming culture. Likewise, a cultural branding strategy empowers campaigns that connect with the growing number of esports and gaming fans.
Established in 2005, Kings Entertainment is the parent company of global lottery brands LottoKings and WinTrillions. As international online service providers for lottery, casino, and sportsbook gambling, these brands leverage their ability to acquire pre-qualified players through renowned lottery offerings, then engage players in a range of casino and sportsbook offerings. LottoKings and WinTrillions have attracted and retained millions of player sign-ups since their inceptions.
Product Brochure: Global Digital Gaming Market 2019yStats.com
Product Brochure with summarized information of our publication " Global Digital Gaming Market 2019".
Find more here: https://www.ystats.com/market-reports/global-digital-gaming-market-2019-2/
This year, the team at Activate has defined the 11 most important insights for tech and media in 2018. Key points:
*$300 Billion in Internet and Media Growth Dollars
*Consumer Attention: There are 31 Hours in a Day, and Growing
*Smart Cameras: The Next Terrifyingly Smart Device That People Will Use Everywhere
*eCommerce: New Categories, New Brands, and $3 Trillion to Grow
*Sports Betting: Massive Growth Ahead for Tech and Media Companies
*Messaging: The Battle Will Continue for the World’s Dominant Digital Behavior
*Video Gaming: Unleashed and Ubiquitous for Billions of Consumers
*Music: More Services, More Venues — While Consumers Become Creators
*Podcasting: The Fastest Growing Media Behavior in an Exploding Ecosystem
*Video: The Old Winners Will be the New Winners
*Consumer Financial Services: The Long Awaited Tech Revolution is Finally Arriving
Ericsson ConsumerLab: Games move towards connected futureEricsson
The world of games is being transformed. This Ericsson ConsumerLab report says this transformation is being driven largely by a wave of new devices, more stable internet access and ever-increasing interest.
IS IT TIME TO TAP INTO THE REAL-MONEY MOBILE GAMING BOOM ? Probability_Feb 1...Market Engel SAS
Exploring the opportunities for media owners, app developers, marketing agencies and mobile network operators to generate extra revenue, attract new customers by tapping into the mobile real money gaming boom. Gambling on mobile devices will generate €19bn of revenue worldwide in 2018 (H2 Gambling Capital). Mobile is an unstoppable force in the gambling industry. Almost half of on-line betting in the UK has already switched to mobile, and no major gambling operator can afford not to have a mobile site. Mobile is disrupting gambling in less obvious ways by bringing in a whole new type of customer, and opening up the opportunity to brands and marketeers from outside the traditional industry to promote casual, entertainment focussed, gambling games direct to mobile. Recently we’ve noticed a growing number of non-gambling companies approach us with an interest in entering the sector. They are attracted by the potential to increase revenues, to attract, retain and engage customers. But they’re not gambling businesses, and they don’t want
to be gambling businesses. Our White Label partnership programme is designed to meet that need. These partners often share the same questions and concerns about
gambling - how it works, who plays, why they play, where they play. To help answer these questions we invited a sample of our UK customers to participate in a mobile survey. Nearly 4000 participated. In this White Paper you will get many of the answers and insights you need to map out your path into mobile entertainment gambling.
Our survey reveals which social and other media channels they use, the gender split
of players, the average game play session time, peak times of play, and the top 5 regions in the UK for cash game players. We think you’ll agree with us that, with the right partner and strategy, real money mobile games present a fantastic opportunity
for brands, media owners, marketing agencies and mobile network.
YouGov The power of gaming influencers report 2021Social Samosa
YouGov’s International Gaming Report 2021 on the global gaming influencer landscape, sizes the gaming influencer global fanbase across 17 international markets and reveals where these influencer followers sit within the global influencer sector as a whole.
eSports: Quite Possibly the Next Big Thing in Media/EntertainmentColin Sebastian
We estimate eSports-related revenues will increase from ~$200 million in 2015 to roughly $2 billion by 2020 driven by a combination of tournaments, advertising, sponsorships, broadcast rights, and fantasy/wagering, etc.
Please cite Baird as a source.
Our Global Games Market Report consists of trends, revenues, and projections for all regions and top countries, market segments, and key countries for the period 2016-2020. Trusted by key players both inside and outside the industry, it provides a clear overview of the current state and future outlook of the global games market.
The complete 'Building A Gaming Social Brand' whitepaper. This publication explores content across the three key phases of the consumer decision journey:
1) Initial Consideration – Trigger
2) Active Evaluation – Information Gathering, Shopping and Buying
3) Post Purchase Experience and Advocacy
This year, the team at Activate has defined the 11 most important insights for tech and media in 2017. Key points:
*$300 Billion in Tech and Media Growth Dollars
*There are 31 Hours in a Day
*Super Users: A Lot More Time, a Lot More Money
*Smart Speaker Battles are about the Great Digital Assistant Wars
*Reality Computing: VR/AR Move from Entertainment to the Next Big Computing Platform
*Big Influencers and Media Brands will Rule Web Video
*Premium Video: The Chase for Television Viewers and Television Dollars
*Sports is the Ultimate Moat
*News Brands will Beat Fake News (Spread by Fake Friends)
*eCommerce: More than Two Trillion Dollars To Go
*In an Era of Voice Control, Look to Podcasting to Engage Users
Lottery is banned in various states in the US mainly due to its impacts on the society. The purchase of lottery can be addictive, hence impacting the livelihood of many. However, due to easier ROI, the demand for lottery has increased. Higher jackpot values have raised the demand for tickets with larger jackpot amount in state lotteries of the US. This lures casual players into the game as they buy the lottery tickets only when the prize is highly attractive. A large audience was attracted to the prize money of $100 million in 2013. However, due to the influence of jackpot fatigue, the lottery vendor's revenue flow is restricted as fewer people are buying lottery tickets, which is affecting the growth of the market in the country. With jackpot fatigue creeping in the US lottery market, prize amount as high as $300 million is expected to fetch more players.
Domestic Bedroom Furniture Market Report – UK 2016-2020 AnalysisMarketResearch.com
Domestic Bedroom Furniture Market Report 2016-2020, assesses the market for bedroom furniture, which has followed an interesting path in recent years, experiencing a period of volatility, which has included reasonable growth in 2014 followed by more modest performance in 2015. The report examines the various aspects driving change in the industry and assesses the likely future prospects for the sector through to 2020.
Fleet management (FM) is an ambiguous term used in reference to a wide range of solutions for different vehicle-related applications. Berg Insights definition of a fleet management solution is a vehicle-based system that incorporates data logging, satellite positioning and data communication to a backoffice application. The history of fleet management solutions goes back several decades. On-board vehicle computers first emerged in the 1980s and were soon connected to various satellite and terrestrial wireless networks. Today, mobile networks can provide ubiquitous online connectivity in many regions at a reasonable cost and mobile computing technology delivers very high performance, as well as excellent usability. All of these components combined enable the delivery of vehicle management, transport management, driver management and mobile workforce management applications linking vehicles and enterprise IT systems.
Cuba - Telecoms, Mobile, Broadband and Digital Media - Statistics and AnalysesMarketResearch.com
Normalisation of relations with the US lifts restrictions in telecom equipment importsCuba still has the lowest mobile phone and internet penetration rates in the region, and is also among the lowest for fixed-line teledensity. Fixed-line and mobile services remain a monopoly of the government-controlled Empresa de Telecomunicaciones de Cuba (ETESCA Cubacel).
Circulating Tumor Cell, Cell Free DNA, Exosome and Vesicle Cancer Diagnostic ...MarketResearch.com
A revolution in cancer diagnostics is occurring using in vitro blood testing to identify cancer DNA. GRAIL, a new company with impressive backing, has announced a single blood test to detect all cancers. The technology is moving faster than the market. New technology that definitively identifies disease conditions from blood samples is poised to replace expensive invasive surgical biopsy procedures. The market is still in its infancy but has outstanding growth potential. The impact on the health care industry is enormous. The report forecasts the market size out to 2020. In addition, the report looks at potential market sizes by country, by cancer and by the three different opportunities: detection, management and screening.
The Automotive industry is going through a phase of digitalization. Five years down the line, vehicles would be transformed into communication objects. 24*7 connectivity access is the need of the hour, as people wish to stay connected with the outer world even while travelling in their vehicles. This task of transforming a vehicle into a connectivity device is a crucial challenge faced by automobile manufacturers. Use of 3G and 4G internet services for providing connectivity in vehicles would help transform cars into smart portable devices. New hi-tech devices, smart phones, high-speed internet, various applications & open sources such as android systems have transformed the concept of connected vehicles.
In-Flight Wi-Fi is a revolutionary service that enables people to remain connected and updated with the latest activities all across the globe even while travelling above 3,000 meters in the air. The global in-flight Wi-Fi connectivity market is projected to register a substantial compound annual growth rate (CAGR) of 14.50% over the forecast period.The global in-flight Wi-Fi market is likely to be fuelled by increasing number of commercial aircrafts all over the world, which are anticipated to reach to 40,020 by 2032.
IoNT is a network of nanoscale devices, sensors, and machines integrated into everyday physical objects that are connected to the Internet for effective data communication. It improves operational efficiency by increasing the pace of communication over the existing infrastructure and enhances business productivity in any industrial setup. IoNT focuses on improving the process capabilities by expanding the data storage and computing capacity at the basic sensor level. The IoNT is embedded with nanotechnology allowing integration of nanoscale devices with the existing communication infrastructure and the Internet. It creates smart communication environments, such as smart homes, smart shopping, smart transportation, and smart healthcare. The IoNT can efficiently monitor and manage many interconnected nanoscale devices.
Customer Experience (CX) in Physician and HCP EngagementMarketResearch.com
Customer Experience Management: What are the essential ingredients for delivering a successful CX programme?
All in it together? There is a tendency for pharma to think in silos - how can this be challenged to deliver coherent company-wide customer communications?
Same goal, different needs: How can pharma meet the differing content and communication preferences of physicians and other healthcare professionals?
Something different: How will high levels of customer satisfaction differentiate your product in a crowded market place and encourage wider use?
Getting it wrong: Why do so many digital initiatives fail to engage physicians and HCPs?
Wider support: How can stakeholders work with pharma to create a mutually beneficial customer experience?
Global Open Loop Prepaid Cards Market Intelligence, Innovation, Strategy, and...MarketResearch.com
In the last few years, open loop prepaid cards have transformed the global payments landscape in more ways than ever imagined. Use of the card category has evolved from a tool promoting financial inclusion among the unbanked and underbanked population to a payment method delivering convenience and security to consumers across various segments. Consumers continue to demand greater functionality in their open loop prepaid cards which is resulting in innovations across the card category globally. This report discusses market drivers and innovations of major open loop prepaid card categories – general purpose reloadable cards, travel cards, payroll cards, government benefit cards, and gift cards.
Connected Sports and Fitness Apparel, Smart Footwear, Fashion Apparel, Baby and Pregnancy Monitors, Heart Rate Monitors, Headbands, Posture Monitors, 3D Trackers, Wrist Devices, Movement Sensors, and Wearable Patches: Market Analysis and Forecasts Smart clothing and body sensors can be considered the ultimate wearables, something that integrates into your life as a garment, footwear, or a sensor device that can track or measure a specific physiological or biometric attribute. Unlike fitness trackers, smart watches, or smart glasses, which have fairly well-defined form factors and use cases, smart clothing and body sensors are seeing a greater degree of experimentation and innovation in use cases. The applications for smart clothing and body sensors span multiple domains including sports, consumer, healthcare, public safety, industrial, and enterprise. The market for smart clothing and body sensors is developing rapidly, although the body sensors market is likely to be larger in the long run due to a wider variety of device types and application markets. Healthcare is expected to be one of the biggest drivers for body sensors, particularly connected wearable patches, but other key application markets will include consumer, sports, enterprise, and industrial. Tractica forecasts that total shipments of smart clothing will grow from 968,000 units in 2015 to 24.8 million units in 2021. Meanwhile, body sensor shipments are expected to increase from 2.7 million in 2015 to 68.0 million units annually by 2021.
Global Telecoms - The Big Picture 2016 and Key Industry StatisticsMarketResearch.com
This report provides a summary of key trends for the global telecoms sector as well as an overview of developments at a regional level. This valuable report also includes recent key statistics for the overall global telecoms industry as well as statistics for the mobile, mobile broadband, Internet, satellite and fixed broadband sectors. It also includes a ranking of the top telcos (2014) as well as global telecoms and mobile CAPEX and revenue.
Companies in this industry design and publish computer software. Major companies include US-based Activision Blizzard, Adobe Systems, IBM, Microsoft, Oracle, Salesforce.com, and Symantec, as well as Dassault Systemes (France), The Sage Group (UK), and SAP (Germany).Global revenue from sales of packaged software is about $430 billion per year, according to International Data Corporation. The US is the worlds top software-producing country in terms of revenue; other major producers include Germany, the UK, and Japan. Many US-based software companies outsource some of their production work to other countries due to the high cost of domestic labor.The US computer software industry involves about 9,000 establishments (single-location companies and units of multi-location companies) with combined annual revenue of about $170 billion.
The market for green household cleaning products in the U.S grew at a blistering pace between 2007 and 2010, cooled off, and actually declined from 2010 to 2014 at a compound annual growth rate (CAGR) of 2%. Packaged Facts estimates total retail sales, including both household cleaners and laundry products, at $600 million in 2014. The green market remains a niche, accounting for about 3% of the total household cleaner and laundry product market.
Functional Foods: Key Trends by Product Categories and BenefitsMarketResearch.com
An overview of the Functional Foods: Key Trends by Product Categories and Benefits report. Within the vibrant U.S. functional food and beverage market, weight management and satiety, sports nutrition, and energy are areas showing exceptional activity, in part due to the growth of products and categories targeting breakfast and snacking occasions. As a result, important shifts in brand positioning, benefits and product claims are taking place.
An overview of the Human Capital Management Market by Solution report. Human Capital Management Market by Solution (Core HR, Workforce Management, Compensation Management, Performance Management, Recruiting, Learning Management, Employee Collaboration and Engagement), by Industry Verticals , & by Region - Global Forecast to 2019
Power Packaging Technology Trends and Market ExpectationsMarketResearch.com
An overview of Power Packaging Technology Trends and Market Expectations report. In this report you will find detailed descriptions of standard power module packaging designs. There are special focuses on each part: substrate, thermal interface materials, baseplate, encapsulation, die attach and interconnection. Both technological and marketing points of view are considered. Technological innovations are presented, and market metrics and forecasts are given for each part.
Natural and Organic Foods and Beverages in the U.S., 4th EditionMarketResearch.com
An outline of the Natural and Organic Foods and Beverages in the U.S., 4th Edition report which examines sales and growth potential, identifying key issues and trends that will affect the marketplace through 2019. The report also analyzes and profiles major marketers and retailers, examines marketing and new product trends, and tabulates consumer attitudes and behaviors toward natural/organic foods and beverages and the corresponding retail shopping patterns. Numerous tables, charts, graphs, and illustrations highlight and reinforce key points.
Maximizing Your Streaming Experience with XCIPTV- Tips for 2024.pdfXtreame HDTV
In today’s digital age, streaming services have become an integral part of our entertainment lives. Among the myriad of options available, XCIPTV stands out as a premier choice for those seeking seamless, high-quality streaming. This comprehensive guide will delve into the features, benefits, and user experience of XCIPTV, illustrating why it is a top contender in the IPTV industry.
Meet Crazyjamjam - A TikTok Sensation | Blog EternalBlog Eternal
Crazyjamjam, the TikTok star everyone's talking about! Uncover her secrets to success, viral trends, and more in this exclusive feature on Blog Eternal.
Source: https://blogeternal.com/celebrity/crazyjamjam-leaks/
From Slave to Scourge: The Existential Choice of Django Unchained. The Philos...Rodney Thomas Jr
#SSAPhilosophy #DjangoUnchained #DjangoFreeman #ExistentialPhilosophy #Freedom #Identity #Justice #Courage #Rebellion #Transformation
Welcome to SSA Philosophy, your ultimate destination for diving deep into the profound philosophies of iconic characters from video games, movies, and TV shows. In this episode, we explore the powerful journey and existential philosophy of Django Freeman from Quentin Tarantino’s masterful film, "Django Unchained," in our video titled, "From Slave to Scourge: The Existential Choice of Django Unchained. The Philosophy of Django Freeman!"
From Slave to Scourge: The Existential Choice of Django Unchained – The Philosophy of Django Freeman!
Join me as we delve into the existential philosophy of Django Freeman, uncovering the profound lessons and timeless wisdom his character offers. Through his story, we find inspiration in the power of choice, the quest for justice, and the courage to defy oppression. Django Freeman’s philosophy is a testament to the human spirit’s unyielding drive for freedom and justice.
Don’t forget to like, comment, and subscribe to SSA Philosophy for more in-depth explorations of the philosophies behind your favorite characters. Hit the notification bell to stay updated on our latest videos. Let’s discover the principles that shape these icons and the profound lessons they offer.
Django Freeman’s story is one of the most compelling narratives of transformation and empowerment in cinema. A former slave turned relentless bounty hunter, Django’s journey is not just a physical liberation but an existential quest for identity, justice, and retribution. This video delves into the core philosophical elements that define Django’s character and the profound choices he makes throughout his journey.
Link to video: https://youtu.be/GszqrXk38qk
Scandal! Teasers June 2024 on etv Forum.co.zaIsaac More
Monday, 3 June 2024
Episode 47
A friend is compelled to expose a manipulative scheme to prevent another from making a grave mistake. In a frantic bid to save Jojo, Phakamile agrees to a meeting that unbeknownst to her, will seal her fate.
Tuesday, 4 June 2024
Episode 48
A mother, with her son's best interests at heart, finds him unready to heed her advice. Motshabi finds herself in an unmanageable situation, sinking fast like in quicksand.
Wednesday, 5 June 2024
Episode 49
A woman fabricates a diabolical lie to cover up an indiscretion. Overwhelmed by guilt, she makes a spontaneous confession that could be devastating to another heart.
Thursday, 6 June 2024
Episode 50
Linda unwittingly discloses damning information. Nhlamulo and Vuvu try to guide their friend towards the right decision.
Friday, 7 June 2024
Episode 51
Jojo's life continues to spiral out of control. Dintle weaves a web of lies to conceal that she is not as successful as everyone believes.
Monday, 10 June 2024
Episode 52
A heated confrontation between lovers leads to a devastating admission of guilt. Dintle's desperation takes a new turn, leaving her with dwindling options.
Tuesday, 11 June 2024
Episode 53
Unable to resort to violence, Taps issues a verbal threat, leaving Mdala unsettled. A sister must explain her life choices to regain her brother's trust.
Wednesday, 12 June 2024
Episode 54
Winnie makes a very troubling discovery. Taps follows through on his threat, leaving a woman reeling. Layla, oblivious to the truth, offers an incentive.
Thursday, 13 June 2024
Episode 55
A nosy relative arrives just in time to thwart a man's fatal decision. Dintle manipulates Khanyi to tug at Mo's heartstrings and get what she wants.
Friday, 14 June 2024
Episode 56
Tlhogi is shocked by Mdala's reaction following the revelation of their indiscretion. Jojo is in disbelief when the punishment for his crime is revealed.
Monday, 17 June 2024
Episode 57
A woman reprimands another to stay in her lane, leading to a damning revelation. A man decides to leave his broken life behind.
Tuesday, 18 June 2024
Episode 58
Nhlamulo learns that due to his actions, his worst fears have come true. Caiphus' extravagant promises to suppliers get him into trouble with Ndu.
Wednesday, 19 June 2024
Episode 59
A woman manages to kill two birds with one stone. Business doom looms over Chillax. A sobering incident makes a woman realize how far she's fallen.
Thursday, 20 June 2024
Episode 60
Taps' offer to help Nhlamulo comes with hidden motives. Caiphus' new ideas for Chillax have MaHilda excited. A blast from the past recognizes Dintle, not for her newfound fame.
Friday, 21 June 2024
Episode 61
Taps is hungry for revenge and finds a rope to hang Mdala with. Chillax's new job opportunity elicits mixed reactions from the public. Roommates' initial meeting starts off on the wrong foot.
Monday, 24 June 2024
Episode 62
Taps seizes new information and recruits someone on the inside. Mary's new job
In the vast landscape of cinema, stories have been told, retold, and reimagined in countless ways. At the heart of this narrative evolution lies the concept of a "remake". A successful remake allows us to revisit cherished tales through a fresh lens, often reflecting a different era's perspective or harnessing the power of advanced technology. Yet, the question remains, what makes a remake successful? Today, we will delve deeper into this subject, identifying the key ingredients that contribute to the success of a remake.
Hollywood Actress - The 250 hottest galleryZsolt Nemeth
Hollywood Actress amazon album eminent worldwide media, female-singer, actresses, alhletina-woman, 250 collection.
Highest and photoreal-print exclusive testament PC collage.
Focused television virtuality crime, novel.
The sheer afterlife of the work is activism-like hollywood-actresses point com.
173 Illustrate, 250 gallery, 154 blog, 120 TV serie logo, 17 TV president logo, 183 active hyperlink.
HD AI face enhancement 384 page plus Bowker ISBN, Congress LLCL or US Copyright.
Panchayat Season 3 - Official Trailer.pdfSuleman Rana
The dearest series "Panchayat" is set to make a victorious return with its third season, and the fervor is discernible. The authority trailer, delivered on May 28, guarantees one more enamoring venture through the country heartland of India.
Jitendra Kumar keeps on sparkling as Abhishek Tripathi, the city-reared engineer who ends up functioning as the secretary of the Panchayat office in the curious town of Phulera. His nuanced depiction of a young fellow exploring the difficulties of country life while endeavoring to adjust to his new environmental factors has earned far and wide recognition.
Neena Gupta and Raghubir Yadav return as Manju Devi and Brij Bhushan Dubey, separately. Their dynamic science and immaculate acting rejuvenate the hardships of town administration. Gupta's depiction of the town Pradhan with an ever-evolving outlook, matched with Yadav's carefully prepared exhibition, adds profundity and credibility to the story.
New Difficulties and Experiences
The trailer indicates new difficulties anticipating the characters, as Abhishek keeps on wrestling with his part in the town and his yearnings for a superior future. The series has reliably offset humor with social editorial, and Season 3 looks ready to dig much more profound into the intricacies of rustic organization and self-awareness.
Watchers can hope to see a greater amount of the enchanting and particular residents who have become fan top picks. Their connections and the one of a kind cut of-life situations give a reviving and interesting portrayal of provincial India, featuring the two its appeal and its difficulties.
A Mix of Humor and Heart
One of the signs of "Panchayat" is its capacity to mix humor with sincere narrating. The trailer features minutes that guarantee to convey giggles, as well as scenes that pull at the heartstrings. This equilibrium has been a critical calculate the show's prosperity, resounding with crowds across different socioeconomics.
Creation Greatness
The creation quality remaining parts first rate, with the beautiful setting of Phulera town filling in as a scenery that upgrades the narrating. The meticulousness in portraying provincial life, joined with sharp composition and solid exhibitions, guarantees that "Panchayat" keeps on hanging out in the packed web series scene.
Expectation and Delivery
As the delivery date draws near, expectation for "Panchayat" Season 3 is at a record-breaking high. The authority trailer has previously created critical buzz, with fans enthusiastically anticipating the continuation of Abhishek Tripathi's excursion and the new undertakings that lie ahead in Phulera.
All in all, the authority trailer for "Panchayat" Season 3 recommends that watchers are in for another drawing in and engaging ride. Yet again with its charming characters, convincing story, and ideal mix of humor and show, the new season is set to enamor crowds. Write in your schedules and prepare to get back to the endearing universe of "Panchayat."
As a film director, I have always been awestruck by the magic of animation. Animation, a medium once considered solely for the amusement of children, has undergone a significant transformation over the years. Its evolution from a rudimentary form of entertainment to a sophisticated form of storytelling has stirred my creativity and expanded my vision, offering limitless possibilities in the realm of cinematic storytelling.
Are the X-Men Marvel or DC An In-Depth Exploration.pdfXtreame HDTV
The world of comic books is vast and filled with iconic characters, gripping storylines, and legendary rivalries. Among the most famous groups of superheroes are the X-Men. Created in the early 1960s, the X-Men have become a cultural phenomenon, featuring in comics, animated series, and blockbuster movies. A common question among newcomers to the comic book world is: Are the X-Men Marvel or DC? This article delves into the history, creators, and significant moments of the X-Men to provide a comprehensive answer.
Skeem Saam in June 2024 available on ForumIsaac More
Monday, June 3, 2024 - Episode 241: Sergeant Rathebe nabs a top scammer in Turfloop. Meikie is furious at her uncle's reaction to the truth about Ntswaki.
Tuesday, June 4, 2024 - Episode 242: Babeile uncovers the truth behind Rathebe’s latest actions. Leeto's announcement shocks his employees, and Ntswaki’s ordeal haunts her family.
Wednesday, June 5, 2024 - Episode 243: Rathebe blocks Babeile from investigating further. Melita warns Eunice to stay clear of Mr. Kgomo.
Thursday, June 6, 2024 - Episode 244: Tbose surrenders to the police while an intruder meddles in his affairs. Rathebe's secret mission faces a setback.
Friday, June 7, 2024 - Episode 245: Rathebe’s antics reach Kganyago. Tbose dodges a bullet, but a nightmare looms. Mr. Kgomo accuses Melita of witchcraft.
Monday, June 10, 2024 - Episode 246: Ntswaki struggles on her first day back at school. Babeile is stunned by Rathebe’s romance with Bullet Mabuza.
Tuesday, June 11, 2024 - Episode 247: An unexpected turn halts Rathebe’s investigation. The press discovers Mr. Kgomo’s affair with a young employee.
Wednesday, June 12, 2024 - Episode 248: Rathebe chases a criminal, resorting to gunfire. Turf High is rife with tension and transfer threats.
Thursday, June 13, 2024 - Episode 249: Rathebe traps Kganyago. John warns Toby to stop harassing Ntswaki.
Friday, June 14, 2024 - Episode 250: Babeile is cleared to investigate Rathebe. Melita gains Mr. Kgomo’s trust, and Jacobeth devises a financial solution.
Monday, June 17, 2024 - Episode 251: Rathebe feels the pressure as Babeile closes in. Mr. Kgomo and Eunice clash. Jacobeth risks her safety in pursuit of Kganyago.
Tuesday, June 18, 2024 - Episode 252: Bullet Mabuza retaliates against Jacobeth. Pitsi inadvertently reveals his parents’ plans. Nkosi is shocked by Khwezi’s decision on LJ’s future.
Wednesday, June 19, 2024 - Episode 253: Jacobeth is ensnared in deceit. Evelyn is stressed over Toby’s case, and Letetswe reveals shocking academic results.
Thursday, June 20, 2024 - Episode 254: Elizabeth learns Jacobeth is in Mpumalanga. Kganyago's past is exposed, and Lehasa discovers his son is in KZN.
Friday, June 21, 2024 - Episode 255: Elizabeth confirms Jacobeth’s dubious activities in Mpumalanga. Rathebe lies about her relationship with Bullet, and Jacobeth faces theft accusations.
Monday, June 24, 2024 - Episode 256: Rathebe spies on Kganyago. Lehasa plans to retrieve his son from KZN, fearing what awaits.
Tuesday, June 25, 2024 - Episode 257: MaNtuli fears for Kwaito’s safety in Mpumalanga. Mr. Kgomo and Melita reconcile.
Wednesday, June 26, 2024 - Episode 258: Kganyago makes a bold escape. Elizabeth receives a shocking message from Kwaito. Mrs. Khoza defends her husband against scam accusations.
Thursday, June 27, 2024 - Episode 259: Babeile's skillful arrest changes the game. Tbose and Kwaito face a hostage crisis.
Friday, June 28, 2024 - Episode 260: Two women face the reality of being scammed. Turf is rocked by breaking
Tom Selleck Net Worth: A Comprehensive Analysisgreendigital
Over several decades, Tom Selleck, a name synonymous with charisma. From his iconic role as Thomas Magnum in the television series "Magnum, P.I." to his enduring presence in "Blue Bloods," Selleck has captivated audiences with his versatility and charm. As a result, "Tom Selleck net worth" has become a topic of great interest among fans. and financial enthusiasts alike. This article delves deep into Tom Selleck's wealth, exploring his career, assets, endorsements. and business ventures that contribute to his impressive economic standing.
Follow us on: Pinterest
Early Life and Career Beginnings
The Foundation of Tom Selleck's Wealth
Born on January 29, 1945, in Detroit, Michigan, Tom Selleck grew up in Sherman Oaks, California. His journey towards building a large net worth began with humble origins. , Selleck pursued a business administration degree at the University of Southern California (USC) on a basketball scholarship. But, his interest shifted towards acting. leading him to study at the Hills Playhouse under Milton Katselas.
Minor roles in television and films marked Selleck's early career. He appeared in commercials and took on small parts in T.V. series such as "The Dating Game" and "Lancer." These initial steps, although modest. laid the groundwork for his future success and the growth of Tom Selleck net worth. Breakthrough with "Magnum, P.I."
The Role that Defined Tom Selleck's Career
Tom Selleck's breakthrough came with the role of Thomas Magnum in the CBS television series "Magnum, P.I." (1980-1988). This role made him a household name and boosted his net worth. The series' popularity resulted in Selleck earning large salaries. leading to financial stability and increased recognition in Hollywood.
"Magnum P.I." garnered high ratings and critical acclaim during its run. Selleck's portrayal of the charming and resourceful private investigator resonated with audiences. making him one of the most beloved television actors of the 1980s. The success of "Magnum P.I." played a pivotal role in shaping Tom Selleck net worth, establishing him as a major star.
Film Career and Diversification
Expanding Tom Selleck's Financial Portfolio
While "Magnum, P.I." was a cornerstone of Selleck's career, he did not limit himself to television. He ventured into films, further enhancing Tom Selleck net worth. His filmography includes notable movies such as "Three Men and a Baby" (1987). which became the highest-grossing film of the year, and its sequel, "Three Men and a Little Lady" (1990). These box office successes contributed to his wealth.
Selleck's versatility allowed him to transition between genres. from comedies like "Mr. Baseball" (1992) to westerns such as "Quigley Down Under" (1990). This diversification showcased his acting range. and provided many income streams, reinforcing Tom Selleck net worth.
Television Resurgence with "Blue Bloods"
Sustaining Wealth through Consistent Success
In 2010, Tom Selleck began starring as Frank Reagan i
From the Editor's Desk: 115th Father's day Celebration - When we see Father's day in Hindu context, Nanda Baba is the most vivid figure which comes to the mind. Nanda Baba who was the foster father of Lord Krishna is known to provide love, care and affection to Lord Krishna and Balarama along with his wife Yashoda; Letter’s to the Editor: Mother's Day - Mother is a precious life for their children. Mother is life breath for her children. Mother's lap is the world happiness whose debt can never be paid.
Adult video gamer market in the u.s. tapping into the new diversity of video game players, the
1. Get more info on this report!
The Adult Video Gamer Market in the U.S.: Tapping into the New
Diversity of Video-Game Players
January 1, 2009
This groundbreaking Packaged Facts report provides a detailed analysis of the
consumer attitudes and behavior of the 114 million American adults who play video
games. Videogamers represent more than half of the adult population and have an
aggregate income of $4 trillion.
Through the innovative use of data from the Simmons Market Research Bureau
National Consumer Survey, this report challenges numerous stereotypes of
videogamers. For example, videogamers are far from being slackers who do nothing but
sit for hours on end in front of a gaming console or computer screen. In fact,
videogamers are exceptionally active consumers. They work out more, go out more and
shop more than adult Americans who don’t play video games. Although video games
are a primary form of entertainment for many gamers, traditional forms of media and
entertainment such as watching television, going to the movies and dining out remain a
central part of the leisure-time habits of most video-game players.
The report also shows how the population of videogamers is rapidly diversifying beyond
the core young male gamer. The prototypical videogamer is now as likely to be a
woman as a man. The videogamer population includes 25 million adults in the 55+ age
bracket, 13 million retirees and 28 million grandparents.
The report begins with an overview of the videogamer market, which is divided into
“Avid,” “Moderate” and “Occasional” segments based upon gamers’ degree of
involvement with video games. It includes chapters on trends and opportunities in the
videogamer market as well as an assessment of the size and growth of the market.
The next section of the report provides a detailed analysis of key segments in the
videogamer market. Separate chapters present demographic profiles of video-game
players and video-game buyers and include detailed data on the types and brands of
games played and purchased. Another chapter provides an assessment of three gamer
segments of increasing importance to the video-game industry: women, mature
videogamers and family gamers.
2. Another section of the report analyzes the consumer behavior of video-game players.
One chapter provides an overview of the in-store and online shopping behavior of
videogamers. Another chapter provides in-depth profiles of the consumer behavior of
videogamers in the areas of financial services, food, fashion and automotive. Other
chapters analyze the connection of videogamers with consumer electronics, computers
and the Internet.
The report continues with a chapter discussing how videogamers use the media and
relate to advertising. It concludes with a chapter on the leisure and entertainment
choices of videogamers.
Read an excerpt from this report below.
Additional Information
Market Insights: A Selection From The Report
Gamers Prime Targets for Financial Services Providers
Videogamers represent 58% of consumers who have a new-car loan and 57% of those
with a debit card. In other ways, because of the relative youth of many gamers—
especially those in the Avid category—videogamers are underserved by the financial
services industry and offer long-term possibilities for providers of financial services. For
example, while videogamers represent 52% of the population as a whole, they account
for only 48% of owners of mutual funds and 49% of those holding money market
accounts. [Table 2-4]
Videogamers Major Consumers of Traditional Media and Entertainment Outlets
Although video games are the main source of entertainment for millions of gamers,
there also are millions of videogamers who retain a strong attachment to traditional
media. Many also are highly active in a wide range of leisure-time pursuits that stretch
far beyond playing video games. For example, gamers represent 60% of consumers
with four or more television sets in their household. A substantial majority (56%) of
those who exercise regularly at a private club also are members of the videogame
population, while 63% of consumers who attended at least three movies in the last 90
days are videogamers. [Table 2-3]
Videogamers Driven by Careers
Videogamers as a whole hardly fit the definition of slackers. They are more likely than
other consumers to want to get to the very top in their career (37% vs. 28%) and to look
3. at their work as a career and not just a job (45% vs. 41%). [Table 8-19]
Avid players are more likely to maintain that money is the best measure of success.
They also are more likely to give up time with their families in order to advance. [Table
8-20]
Videogamers represent 58% of consumers who have a new-car loan and 57% of those
with a debit card. In other ways, because of the relative youth of many gamers—
especially those in the Avid category—videogamers are underserved by the financial
services industry and offer long-term possibilities for providers of financial services. For
example, while videogamers represent 52% of the population as a whole, they account
for only 48% of owners of mutual funds and 49% of those holding money market
accounts. [Table 2-4]
Videogamers Major Consumers of Traditional Media and Entertainment Outlets
Although video games are the main source of entertainment for millions of gamers,
there also are millions of videogamers who retain a strong attachment to traditional
media. Many also are highly active in a wide range of leisure-time pursuits that stretch
far beyond playing video games. For example, gamers represent 60% of consumers
with four or more television sets in their household. A substantial majority (56%) of
those who exercise regularly at a private club also are members of the videogame
population, while 63% of consumers who attended at least three movies in the last 90
days are videogamers. [Table 2-3]
Videogamers Driven by Careers
Videogamers as a whole hardly fit the definition of slackers. They are more likely than
other consumers to want to get to the very top in their career (37% vs. 28%) and to look
at their work as a career and not just a job (45% vs. 41%). [Table 8-19]
Avid players are more likely to maintain that money is the best measure of success.
They also are more likely to give up time with their families in order to advance. [Table
8-20]
In the News
Female, Senior Videogamers Boost Market Sales
New York, January 15, 2009 - No longer mere child’s play, America’s videogame
market has witnessed an influx of new gamers who do not fit the stereotype of being
slacker young males. In reality, approximately 114 million American adults, or 52% of
the adult population, play videogames and the prototypical gamer is now as likely to be
a woman as a man, notes market research publisher Packaged Facts in the all-new
report, The Adult Videogamer Market in the U.S.: Tapping into the New Diversity of
Video-Game Players.
4. Videogamers are exceptionally active consumers, and aren’t shy about spending
portions of their collective $4 trillion income.
At the forefront of the gaming revolution is industry juggernaut Nintendo. The
introduction of Nintendo’s consumer-friendly Wii and DS systems brought a torrent of
gaming options developed for the mass consumer and those who would not typically
regard themselves as gamers into a marketplace once dominated by hardcore gamers.
Beyond being designated as recreational activity, video games are increasingly
employed for practical purposes, particularly for the geriatric generation. The total
gamer population includes 25 million adults in the 55 and older age bracket, 13 million
retirees, and 28 million grandparents.
“New, innovative games are changing the landscape. For example, among the senior
population, video games are being used to boost brain power and encourage physical
activity. And video games are utilized in hospitals to help patients with rehabilitation and
physical therapy,” says Tatjana Meerman, Publisher of Packaged Facts.
Adult Videogamer Market in the U.S.: Tapping into the New Diversity of Video-Game
Players challenges numerous stereotypes of videogamers by examining three gamer
segments of increasing importance to the industry: women, mature videogamers and
family gamers. The report contains an overview of the videogamer market, which is
divided into “Avid,” “Moderate” and “Occasional” segments. It also includes chapters on
trends and opportunities in the market, a detailed analysis of key segments, and an
assessment of the size and growth of the market.
About Packaged Facts - Packaged Facts, a division of Market Research Group,
publishes market intelligence on a wide range of consumer industries, including
consumer goods and retailing, foods and beverages, demographics, pet, and financial
products. Packaged Facts also offers a full range of custom research services.
TABLE OF CONTENTS
Chapter 1 Executive Summary
Background
Introduction
Overview of the Report
Scope and Methodology
Scope of the Market
Methodology
Trends and Opportunities
American Consumers Escape into Video Games as Hard Times Get Harder
Adults Take to Video Games in Increasing Numbers
Video Games Appeal to All Age Groups
Casual Games Drive Change in Videogamer Demographics
5. Nintendo in Forefront of Gaming Revolution
Video Games Now Offer More than Just Fun
Video-Game Ads Expected to Grow Dramatically
Gamers Offer Many Opportunities for Retailers
Overview of the Market
Gamer Population Totals 114 Million
Videogamers Generate Annual Income of $4 Trillion
Video-Game Purchases Will Reach $10 Billion in 2013
Older Age Groups and Women Expected to Spark Growth in Videogamer Market
Profile of Adult Video-Game Players
Video Games Appeal to All Ages
Half of Videogamers Are Women
Videogamers Have Different Demographic Profile
Gender Drives Choice of Games
Gaming Habits of Moderate and Occasional Players Differ from Those of Avid
Players
Gameboy and Nintendo Draw More Female Gamers
Online Games Interest Older Women
Women Predominate among Cellphone Game Players
Young Men Predominate among Offline Computer Gamers
Profile of Adult Video-Game Buyers
50 Million Adults Buy Video Games
Many Buyers of Video Games Don’t Play Them
Avid Players Most Likely to Buy Games
Many Players Rent or Borrow Rather than Buy Games
Women in the 35- to 44-Year-Old Age Group Account for Largest Segment of All
Video-Game Buyers
Non-Traditional Video-Game Buyers Gain in Importance
Young Males More Likely to Be Big Spenders on Video Games
Video-Game Buyers Show Different Demographic Characteristics
Emerging Market Segments
Women Become Increasingly Influential Force among Moderate and Occasional
Videogamers
Younger Women More Likely to Play Video Games
Older Women Players Outnumber Male Gamers
Women Dominate Ranks of Older Online Gamers
Women Dominate Cellphone Game Players
More than 50 Million Videogamers Have Kids in Household
Gameboy Most Popular Brand among Family Gamers
Family Videogamers Spend Big on Video Games
Grandparents Major Segment of Family Video-Game Segment
Parents and Grandparents Turn to Casual Games with Kids
Videogamers in 55+ Age Group Total 25 Million
Mature Videogamers Favor Cards & Casino Games
Playstation and Nintendo Popular among Mature Gamers
Video Games Help Pass the Time for Retirees
6. Millions of 55+ Adults Buy Video Games
Shopping Patterns
Video-Game Players Like to Shop
Videogamers Go to Malls More Often
Convenience Stores Popular among Videogamers
Incentive Offers Capture Attention of Videogamers
Videogamers Far More Likely to Make Online Purchase
Consumer Profiles
Videogamers Keep up with Fashion
Gamers Love to Shop for Clothes
Videogamers Love to Drive Fast
Gamers Use Cars to Express Their Personality
Healthy Eating Gets Low Priority
Gamers Don’t Count Calories
Frozen Dinners Part of Gamer Lifestyle
New Food Products Interest Videogamers
Videogamers Driven by Careers
Videogamers More Likely to Spend than Save
Debit Cards More Popular
Videogamers Average Users of Credit Cards
More Gamers Have Bank Accounts
New-Car Loans More Common
Many Gamers Have Investments
Videogamers Good Customers for Insurance Industry
The Role of Consumer Electronics and Computers in the Videogamer Lifestyle
Gamers Are Tech-Savvy
Videogamers Like to Buy Consumer Electronics
Avid Gamers Are Early Adopters
More Gamers Shop at Home Electronics Stores
More Videogamers Have Cellphones
Computers Play Central Role in Gamers’ Households
Home Computer Networks More Common
Videogamers Major Market for Home Computer Industry
Many Videogamers Plan to Buy New Computer in Near Future
Videogamers and the Internet
Internet Central Part of Videogamers’ Lifestyle
Traditional Media Lose Ground among Some Videogamers
Gamers Look for New and Interesting Websites
Gamers Depend on the Internet
Heavy Internet Use Common
Media Usage and Receptivity to Advertising
Game Players Depend Less on Newspapers
Videogamers Read Same Magazines as Other Adult Consumers
Gamers Listen to the Radio
Television Still Important to Most Video-Game Players
Multiple TV Sets Found in Videogamer Households
7. Gamers More Likely to Subscribe to Premium Cable Channels
Male Avid Players Watch Channels Geared toward Younger Demographic
Moderate Players More Likely to Pay Attention to Product Placement in Video
Games
Videogamers More Attuned to Product Placement Efforts in TV Shows
Leisure and Entertainment Choices
Videogamers Work Out
Gamers More Active than Other Adults
Videogamers Still Read Books
Video-Game Players More Likely to Go to the Movies
Section I Market Overview
Chapter 2 Trends and Opportunities
Strategic Trends
American Consumers Escape into Video Games as Hard Times Get Harder
Adults Take to Video Games in Increasing Numbers
Video Games Appeal to All Age Groups
Casual Games Drive Change in Videogamer Demographics
Games Valued as Social Experience
Nintendo in Forefront of Gaming Revolution
Video-Game Industry Responds to Growing Popularity of Casual Games
Nerds Push Back
Video Games Now Offer More than Just Fun
Customization is the Name of the Game
Advertising and Marketing Trends
Gamers Highly Receptive to In-Game Ads
Video-Game Ads Expected to Grow Dramatically
Growth of Casual Gamers Creates More Opportunities for In-Game Advertisers
Sony Opens PS3 to In-Game Advertising
In-Game Microtransactions Create New Possibilities for Marketers
IKEA Partners with Electronic Arts in Microtransactions Deal
Female-Friendly Marketing Approach Praised
Original Games Seen as Untapped Opportunity for Marketers
Toyota Enters World of Videogaming
Honda Targets “Cool Moms” with Web Game
7-Eleven Partners with Game Developer in Slurpee Promotion
Market Opportunities
Gamers Offer Opportunities for Retailers
Table 2-1: Selected Opportunities Related to Shopping Habits of Videogamers
Videogamers Especially Attractive to Consumer Electronics Marketers
Table 2-2: Selected Opportunities Related to Use of Consumer Electronics by
Videogamers Videogamers Major Consumers of Traditional Media and
Entertainment Outlets
Table 2-3: Selected Opportunities Related to Media and Entertainment Habits of
Videogamers
8. Gamers Prime Targets for Financial Services Providers
Table 2-4: Selected Opportunities Related to Personal Finances of Videogamers
Chapter 3 Overview of the Market
Size of the Videogamer Market
Gamer Population Totals 114 Million
Table 3-1: Number of Video-Game Players by Category and Gender of Player
Videogamers Generate Annual Income of $4 Trillion
Table 3-2: Aggregate Income of Video-Game Players by Gender and Age
Aggregate Income of Avid Players Totals $766 Billion
Table 3-3: Aggregate Income of Avid Video-Game Players by Gender and Age
Moderate and Occasional Players Wield Greatest Share of Gamers’ Income
Table 3-4: Aggregate Income of Moderate Video-Game Players by Gender and
Age
Table 3-5: Aggregate Income of Occasional Video-Game Players by Gender and
Age
Online Gamers Wield Income of $875 Billion
Table 3-6: Aggregate Income of Online Game-Players by Gender and Age
Aggregate Income of Cellphone Gamers Exceeds $450 Billion
Table 3-7: Aggregate Income of Cellphone Game-Players by Gender and Age
Offline Computer Gamers Have Income of $634 Billion
Table 3-8: Aggregate Income of Offline Computer Game-Players by Gender and
Age
Aggregate Purchases of Video Games
Video-Game Purchases Approach $7 Billion
Table 3-9: Aggregate Purchases of Video Games in Last 12 Months
Non-Gamers Also Important to Video-Game Industry
Table 3-10: Aggregate Purchases of Video Games in Last 12 Months by Non-
Players
Videogamers Spend $5.9 Billion on Games
Table 3-11: Aggregate Purchases of Video Games in Last 12 Months by Video-
Game Players
Avid Players Spend the Most on Video Games
Table 3-12: Aggregate Purchases of Video Games in Last 12 Months by Avid
Video-Game Players
Table 3-13: Aggregate Purchases of Video Games in Last 12 Months by
Moderate Video-Game Players
Table 3-14: Aggregate Purchases of Video Games in Last 12 Months by
Occasional Video-Game Players
Video-Game Purchases Will Reach $10 Billion in 2013
Table 3-15: Projected Aggregate Purchases of Video Games, 2008-2013
Projected Growth of the Videogamer Market
Population Trends Will Shape Videogamer Market
Table 3-16: Videogamers as Percent of Population by Gender and Age Group
Table 3-17: Projected Changes in Population by Gender and Age Group, 2008-
2013
9. Growth Factors Analyzed
Older Age Groups Expected to Spark Growth in Videogamer Market
Table 3-18: Video-Game Players by Gender and Age, 2008 vs. 2013
Table 3-19: Aggregate Income of Video-Game Players by Gender and Age, 2013
Section II Key Market Segments
Chapter 4 Profile of Adult Video-Game Players
Demographic Profile of Video-Game Players
Video Games Appeal to All Ages
Figure 4-1: Video-Game Players by Age Group
Table 4-1: Age and Gender of Video-Game Players by Category of Player
Half of Videogamers Are Women
Table 4-2: Women as Number and Percent of Video-Game Players by Age
Group
Videogamers Have Different Demographic Profile
Figure 4-2: Selected Demographic Characteristics, Video-Game Players vs.
Others
Table 4-3: Demographic Profile of Video-Game Players by Type of Player
Types of Games Played
Gender Drives Choice of Games
Table 4-4: Type of Video Game Rank-Ordered by Popularity among Men and
Women
Many Women Gravitate to Male-Dominated Games
Table 4-5: Type of Video Game Played in Last 6 Months by Gender/Age
Segment
Avid Players Turn to Many Types of Games
Table 4-6: Type of Video Games Played by Category of Game Player
Gaming Habits of Moderate and Occasional Players Differ from Those of Avid
Players
Table 4-7: Type of Video Game Played in Last 6 Months by Category of Player
Table 4-8: Percent Playing Each Type of Video Game in Last 6 Months by
Category of Player
Gameboy and Nintendo Draw More Female Gamers
Table 4-9: Brand of Video Game Played in Last 6 Months by Gender/Age
Segment
Online Games Interest Older Women
Table 4-10: Online Video-Game Players vs. Others by Age and Gender
Table 4-11: Demographic Profile, Online Video-Game Players vs. Others
Women Predominate among Cellphone Game Players
Table 4-12: Cellphone-Game Players by Age and Gender
Cellphone Game Players More Urban and Multicultural
Table 4-13: Demographic Profile, Cellphone-Game Players vs. Others
Young Men Predominate among Offline Computer Gamers
Table 4-14: Offline Computer Game Players by Age and Gender
Table 4-15: Demographic Profile, Offline Computer Game Players vs. Others
10. Profiles of Online, Cellphone and Offline Computer Gamers Vary Dramatically
Table 4-16: Game Players by Gender and Age Group and Game Platform
Table 4-17: Demographic Profile of Video-Game Players by Game Platform . 91
Chapter 5 Profile of Adult Video-Game Buyers
Overview
50 Million Adults Buy Video Games
Many Buyers of Video Games Don’t Play Them
Table 5-1: Number Buying Video Games in Last 12 Months, Video-Game Players
vs. Others
Avid Players Most Likely to Buy Games
Table 5-2: Number Buying Video Games in Last 12 Months, Video-Game Players
vs. Others
Table 5-3: Percent of Each Category of Player Buying Video Games in Last 12
Months by Number of Games Purchased
Big Spenders Are Mostly Players, Moderate Spenders Include More Non-Players
Table 5-4: Amount Spent on Video Games in Last 12 Months, Video-Game
Players vs. Others
Table 5-5: Percent of Each Category of Player Buying Video Games in Last 12
Months by Amount Spent on Video Games
Many Players Rent or Borrow Rather than Buy Games
Table 5-6: Percent of Each Category of Player Who Say They Usually Rent or
Borrow Video Games from Friends
Table 5-7: Percent of Each Category of Player Renting Video Games in Last 12
Months by Number of Games Rented
Key Video-Game Buyer Segments
Women in the 35- to 44-Year-Old Age Group Account for Largest Segment of All
Video-Game Buyers
Figure 5-1: Adult Consumers Buying Video Games in Last 12 Months by Gender
Table 5-8: Number Buying Video Games in Last 12 Months Rank Ordered by
Gender/Age Segment
Non-Traditional Video-Game Buyers Gain in Importance
Table 5-9: Number of Grandparents Buying Video Games in Last 12 Months by
Amount Spent
Young Males More Likely to Be Big Spenders on Video Games
Table 5-10: Number Spending $200 or More in Last 12 Months by Gender/Age
Segment
Table 5-11: Number Buying Six or More Video Games in Last 12 Months by
Gender/Age Segment
Table 5-12: Number Buying Video Games in Last 12 Months Rank Ordered by
Gender/Age/Player Segment
Table 5-13: Number Spending $150 or More on Video Games in Last 12 Months
by Gender/Age/Player Segment
Video-Game Buyers Show Different Demographic Characteristics
Table 5-14: Demographic Profile of Video-Game Buyers
11. Chapter 6 Emerging Market Segments
Women Videogamers
Women Become Increasingly Influential Force among Moderate and Occasional
Videogamers
Table 6-1: Number of Video-Game Players by Category and Gender of Player
Younger Women More Likely to Play Video Games
Table 6-2: Female Video-Game Players as Percentage of All Video-Game
Players and All Women by Age Group
Older Women Players Outnumber Male Gamers
Table 6-3: Female Avid Video-Game Players as Percentage of All Avid Video-
Game Players and All Women by Age Group
Table 6-4: Female Moderate Video-Game Players as Percentage of All Moderate
Video-Game Players and All Women by Age Group
Table 6-5: Female Occasional Video-Game Players as Percentage of All
Occasional Video-Game Players and All Women by Age Group
Women Dominate Ranks of Older Online Gamers
Table 6-6: Female Online Video-Game Players as Percentage of All Online
Video-Game Players and All Women by Age Group
Women Dominate Cellphone Game Players
Table 6-7: Female Cellphone Video-Game Players as Percentage of All
Cellphone-Game Players and All Women by Age Group
Nintendo DS Appeals to Fashion-Conscious Women
Exercise Games Target Working Moms
Family Gamers
More than 50 Million Videogamers Have Kids in Household
Table 6-8: Video-Game Players with Children under 18 as Percentage of All
Video-Game Players by Age of Children and Type of Video Game Played
Family Gamers Go for Children’s Entertainment and Educational Games
Table 6-9: Video-Game Players with Children under 18 as Percentage of All
Video-Game Players by Content of Video Game Played
Gameboy Most Popular Brand among Family Gamers
Table 6-10: Video-Game Players with Children under 18 as Percentage of All
Video-Game Players by Brand of Video-Game Console
Family Videogamers Spend Big on Video Games
Table 6-11: Purchasers of Video Games in Last 12 Months by Adults with
Children under 18 in Household as Percent of All Video-Game Purchasers
Table 6-12: Purchases of Video Games in Last 12 Months by Adults with
Children under 18 in Household, Video-Game Players vs. Others
Grandparents Major Segment of Family Video-Game Segment
Table 6-13: Grandparents Playing Video Games as Percentage of All Video-
Game Players by Type of Video Game Played
Playstation and Nintendo Top Choices of Grandparents
Table 6-14: Grandparents Playing Video Games by as Percentage of All Video-
Game Players by Brand of Video-Game Console
12. Table 6-15: Grandparents Playing Video Games as Percentage of All Video-
Game Players by Content of Video Game Played
Parents and Grandparents Turn to Casual Games with Kids
Game Makers Look to Families
Electronic Arts Joins Forces with Hasbro to Attract Families
Nintendo Targets Families Through Partnership with Nickelodeon
Mature Gamers
Videogamers in 55+ Age Group Total 25 Million
Table 6-16: Video-Game Players Ages 55+ as Percentage of All Video- Game
Players and All Adults Ages 55+ by Type of Video Game Played
Mature Videogamers Favor Cards & Casino Games
Table 6-17: Video-Game Players Ages 55+ as Percentage of All Video- Game
Players by Content of Video Game Played
Playstation and Nintendo Popular among Mature Gamers
Table 6-18: Video-Game Players Ages 55+ as Percentage of All Video- Game
Players and All Adults Ages 55+ by Brand of Video-Game Console
Video Games Help Pass the Time for Retirees
Table 6-19: Retirees Playing Video Games as Percentage of All Video-Game
Players by Type of Video Game Played
Millions of 55+ Adults Buy Video Games
Table 6-20: Retirees and Adults Ages 55+ as Percentage of All Video-Game
Buyers
Nintendo Develops Market among Seniors
Section III Consumer Behavior of Videogamers
Chapter 7 Shopping Patterns of Videogamers
Shopping in Stores
Video-Game Players Like to Shop
Table 7-1: Attitudes toward Shopping, Video-Game Players vs. Others by
Gender
Table 7-2: Attitudes toward Shopping by Gender and Category of Video- Game
Player
Videogamers Go to Malls More Often
Table 7-3: Percent Visiting Malls in Last 4 Weeks by Gender, Video-Game
Players vs. Others
Table 7-4: Percent Visiting Malls in Last 4 Weeks by Gender and Category of
Video-Game Player
Shopping Habits Reflect Demographics and Values of Videogamers
Table 7-5: Percent Shopping in Last 3 Months by Category of Retailer by
Gender, Video-Game Players vs. Others
Table 7-6: Percent Shopping in Last 3 Months by Type of Retail Outlet by
Gender and Category of Video-Game Player
Convenience Stores Popular among Videogamers
13. Figure 7-1: Percent Shopping at Convenience Stores in Last 4 Weeks by
Gender, Video-Game Players vs. Others
Incentive Offers Capture Attention of Videogamers
Table 7-7: Percent of Households Responding to Incentive Offers by Gender,
Video-Game Players vs. Others
Gamers Have Average Degree of Concern for Environment
Table 7-8: Attitudes toward Shopping for and Buying Environmentally Friendly
Products, Video-Game Players vs. Others
Shopping Online
Videogamers Focus on Online Shopping
Table 7-9: Attitudes toward Online Shopping and Buying, Video-Game Players
vs. Others by Gender
Table 7-10: Attitudes toward Online Shopping and Buying by Gender and
Category of Video-Game Player
Videogamers Far More Likely to Make Online Purchase
Figure 7-2: Percent Placing Internet Order in Last 12 Months by Gender, Video-
Game Players vs. Others
Figure 7-3: Percent Placing Internet Orders in Last 12 Months by Gender and
Category of Video-Game Player
Male Videogamers More Likely to Buy Computer Products Online
Table 7-11: Items Purchased on Internet in Last 12 Months by Gender, Video-
Game Players vs. Others
Table 7-12: Items Purchased on Internet in Last 12 Months by Gender and
Category of Video-Game Player
Videogamers Are Big Online Spenders
Table 7-13: Amount Spent on Internet in Last 12 Months by Gender, Video-
Game Players vs. Others
Table 7-14: Amount Spent on Internet Orders in Last 12 Months by Gender and
Category of Video-Game Player
Chapter 8 Consumer Profiles of Videogamers
Fashion
Videogamers Keep up with Fashion
Table 8-1: Attitudes toward Fashion, Video-Game Players vs. Others by Gender
Table 8-2: Attitudes toward Fashion by Gender and Category of Video- Game
Player
Videogamers Love to Shop for Clothes
Figure 8-1: Percent Who “Really Enjoy Clothes Shopping,” Video-Game Players
vs. Others by Gender
Table 8-3: Attitudes toward Shopping for Clothes, Video-Game Players vs.
Others by Gender
Male Avid Gamers Especially Interested in Clothes
Table 8-4: Attitudes toward Shopping for Clothes by Gender and Category of
Video-Game Player
Videogamers More Brand-Loyal
14. Table 8-5: Attitudes toward Clothing Brands, Video-Game Players vs. Others by
Gender
Automotive
Videogamers Love to Drive Fast
Figure 8-2: Percent Who Like to Drive Faster than Normal, Video-Game Players
vs. Others by Gender
Table 8-6: Attitudes toward Driving, Video-Game Players vs. Others by Gender
Table 8-7: Attitudes toward Driving by Gender and Category of Video-Game
Player
Gamers Use Cars to Express Their Personality
Table 8-8: Attitudes toward Cars and Personality, Video-Game Players vs.
Others by Gender
Table 8-9: Attitudes toward Cars and Personality by Gender and Category of
Video-Game Player
Video-Game Players Interested in Automotive Technology
Table 8-10: Reasons for Buying Cars, Video-Game Players vs. Others by
Gender
Food
Healthy Eating Gets Low Priority
Figure 8-3: Percent Who Think Their Diet Is Very Healthy, Video-Game Players
vs. Others by Gender
Table 8-11: Attitudes toward Healthy Eating, Video-Game Players vs. Others by
Gender
Avid Gamers Least Concerned about Healthy Eating
Table 8-12: Attitudes toward Healthy Eating by Gender and Category of Video-
Game Player
Gamers Don’t Count Calories
Table 8-13: Attitudes toward Counting Calories, Video-Game Players vs. Others
by Gender
Table 8-14: Attitudes toward Counting Calories by Category of Video-Game
Player
Frozen Dinners Part of Gamer Lifestyle
Table 8-15: Attitudes toward Eating Prepared Meals, Video-Game Players vs.
Others by Gender
Table 8-16: Attitudes toward Eating Prepared Meals by Gender and Category of
Video-Game Player
New Food Products Interest Videogamers
Table 8-17: Attitudes toward Trying New Foods, Video-Game Players vs. Others
by Gender
Table 8-18: Attitudes toward Trying New Foods by Gender and Category of
Video-Game Player
Financial Services
Videogamers Driven by Careers
Table 8-19: Attitudes toward Work and Money, Video-Game Players vs. Others
by Gender
15. Table 8-20: Attitudes toward Work and Money by Gender and Category of Video-
Game Player
Videogamers More Likely to Spend than Save
Table 8-21: Attitudes toward Personal Financial Management Issues, Video-
Game Players vs. Others by Gender
Avid Players Least Likely to Feel Financially Secure
Table 8-22: Attitudes toward Personal Financial Management Issues by Gender
and Category of Video-Game Player
Debit Cards More Popular
Table 8-23: Use of ATM/Debit Cards, Video-Game Players vs. Others by Gender
Table 8-24: Use of ATM/Debit Cards by Gender and Category of Video- Game
Player
Videogamers Average Users of Credit Cards
Table 8-25: Use of Credit Cards, Video-Game Players vs. Others by Gender
Table 8-26: Use of Credit Cards by Gender and Category of Video-Game Player
More Gamers Have Bank Accounts
Table 8-27: Type of Bank Accounts, Video-Game Players vs. Others by Gender
Table 8-28: Type of Bank Accounts by Gender and Category of Video- Game
Player
New-Car Loans More Common
Table 8-29: Type of Loan, Video-Game Players vs. Others by Gender
Table 8-30: Type of Loan by Gender and Category of Video-Game Player
Many Gamers Have Investments
Table 8-31: Type of Investments Owned, Video-Game Players vs. Others by
Gender
Table 8-32: Type of Investments Owned by Gender and Category of Video-
Game Player
Videogamers Good Customers for Insurance Industry
Table 8-33: Ownership of Insurance Policies, Video-Game Players vs. Others by
Gender
Table 8-34: Ownership of Insurance Policies by Gender and Category of Video-
Game Player
Section IV Technology and the Internet
Chapter 9 The Role of Consumer Electronics and Computers in the Videogamer
Lifestyle
Videogamers and Consumer Electronics
Gamers Are Tech-Savvy
Table 9-1: Attitudes toward Technology, Video-Game Players vs. Others by
Gender
Table 9-2: Attitudes toward Technology by Gender and Category of Video- Game
Player
Videogamers Like to Buy Consumer Electronics
Table 9-3: Attitudes toward Buying Consumer Electronics, Video-Game Players
vs. Others by Gender
16. Avid Gamers Are Early Adopters
Table 9-4: Attitudes toward Buying Consumer Electronics Products by Gender
and Category of Video-Game Player
More Gamers Shop at Home Electronics Stores
Table 9-5: Percent Shopping at Home Electronics Stores in Last 3 Months by
Gender, Video-Game Players vs. Others
More Videogamers Have Cellphones
Table 9-6: Ownership and Use of Cellphones by Gender, Video-Game Players
vs. Others
Table 9-7: Ownership and Use of Cellphones by Gender and Category of Video-
Game Player
Videogamers and Computers
Computers Play Central Role in Gamers’ Households
Table 9-8: Ownership of Home Computers by Gender, Video-Game Players vs.
Others
Table 9-9: Ownership of Home Computers by Gender and Category of Video-
Game Player
Home Computer Networks More Common
Table 9-10: Ownership of Home Computer Network by Gender, Video-Game
Players vs. Others
Table 9-11: Ownership of Home Computer Network by Gender and Category of
Video-Game Player
Videogamers Major Market for Home Computer Industry
Table 9-12: Most Recent Purchase of Home Computers by Gender, Video-
Game Players vs. Others
Table 9-13: Most Recent Purchase of Home Computers by Gender and Category
of Video-Game Player
Table 9-14: Amount Spent on Computer Software in Last 12 Months by Gender,
Video-Game Players vs. Others
Many Videogamers Plan to Buy New Computer in Near Future
Figure 9-1: Percent Planning to Purchase Home Computer in Next 18 Months by
Gender, Video-Game Players vs. Others
Gamers Spend Many Hours in Front of Computer Screens
Table 9-15: Number of Hours Per Week Using Home Computer by Gender,
Video-Game Players vs. Others
Table 9-16: Number of Hours Per Week Using Home Computer by Gender and
Category of Video- Game Player
Chapter 10 Videogamers and the Internet
Impact of the Internet on the Lifestyle of Videogamers
Internet Central Part of Videogamers’ Lifestyle
Table 10-1: Impact of the Internet on Lifestyle, Video-Game Players vs. Others
by Gender
Table 10-2: Impact of the Internet on Lifestyle by Gender and Category of Video-
Game Player
17. Traditional Media Lose Ground among Some Videogamers
Table 10-3 Impact of the Internet on Media Usage, Video-Game Players vs.
Others by Gender
Table 10-4 Impact of the Internet on Media Usage by Gender and Category of
Video-Game Player
Online Habits
Gamers Look for New and Interesting Websites
Table 10-5: Profile of Online Behavior, Video-Game Players vs. Others by
Gender
Table 10-6: Profile of Online Behavior by Gender and Category of Video- Game
Player
Gamers Depend on the Internet
Figure 10-1: Percent Using the Internet at Home in Last 7 Days (except email) by
Gender, Video-Game Players vs. Others
Table 10-7: Method of Access to Internet at Home by Gender, Video-Game
Players vs. Others
Heavy Internet Use Common
Table 10-8: Number of Times Online at Home in Last 7 Days (except email) by
Gender, Video-Game Players vs. Others
Avid Gamers Even More Connected
Figure 10-2: Percent Using the Internet at Home in Last 7 Days (except email) by
Gender and Category of Video-Game Player
Table 10-9: Number of Times Online at Home in Last 7 Days (except email) by
Gender and Category of Video-Game Player
Top Websites the Same
Table 10-10: Websites Visited in Last 30 Days by Men, Video-Game Players vs.
Others
Table 10-11: Websites Visited in Last 30 Days by Women, Video-Game Players
vs. Others
Many Online Activities the Same for Gamers as Non-Gamers
Table 10-12: Online Activities in Last 30 Days, Video-Game Players vs. Others
Avid and Moderate Players Focus on Different Online Activities
Table 10-13: Online Activities of Men in Last 30 Days by Category of Video-
Game Player
Table 10-14: Online Activities of Women in Last 30 Days by Category of Video-
Game Player
Section V Media and Entertainment Choices
Chapter 11 Media Usage and Receptivity to Advertising
Print Media
Game Players Depend Less on Newspapers
Table 11-1: Attitudes toward Newspapers, Video-Game Players vs. Others by
Gender
18. Table 11-2: Attitudes toward Newspapers by Gender and Category of Video-
Game Player
Magazines Seen as Entertainment Source
Table 11-3: Attitudes toward Magazines, Video-Game Players vs. Others by
Gender
Table 11-4: Attitudes toward Magazines by Gender and Category of Video-
Game Player
Videogamers Read Same Magazines as Other Adult Consumers
Table 11-5: Favorite Magazines of Men, Video-Game Players vs. Others
Table 11-6: Favorite Magazines of Women, Video-Game Players vs. Others
Radio and Television
Gamers Listen to the Radio
Table 11-7: Attitudes toward Radio, Video-Game Players vs. Others by Gender
Table 11-8: Attitudes toward Radio by Gender and Category of Video-Game
Player
Television Still Important to Most Video-Game Players
Table 11-9: Attitudes toward Video Games and Television by Gender and
Category of Video-Game Player
Table 11-10: Attitudes toward Television, Video-Game Players vs. Others by
Gender
Table 11-11: Attitudes toward Television by Gender and Category of Video-
Game Player
Multiple TV Sets Found in Videogamer Households
Table 11-12: Ownership of Television Sets by Gender, Video-Game Players vs.
Others
Gamers More Likely to Subscribe to Premium Cable Channels
Table 11-13: Subscription to Premium Cable Channels by Gender, Video- Game
Players vs. Others
TV Choices Similar for Male Gamers but Differ for Women
Table 11-14: Cable TV Channels Watched by Men in Last 7 Days, Video- Game
Players vs. Others
Table 11-15: Cable TV Channels Watched by Women in Last 7 Days, Video-
Game Players vs. Others
Male Avid Players Watch Channels Geared toward Younger Demographic
Table 11-16: Cable TV Channels Watched by Men in Last 7 Days by Category of
Video-Game Player
Table 11-17: Cable TV Channels Watched by Women in Last 7 Days by
Category of Video-Game Player
Receptivity to Advertising
Avid Game Players Especially Receptive to Ads
Table 11-18: Attitudes toward Advertising, Video-Game Players vs. Others by
Gender
Table 11-19: Attitudes toward Advertising by Gender and Category of Video-
Game Player
Moderate Players More Likely to Pay Attention to Product Placement in Video
Games
19. Table 11-20: Attitudes of Video-Games Players toward Product Placement in
Video Games by Category of Player
Videogamers More Attuned to Product Placement Efforts in TV Shows
Table 11-21: Attitudes toward Product Placement, Video-Game Players vs.
Others by Gender
Chapter 12 Leisure and Entertainment Choices of Video-Game Players
Overview of Leisure Activities
Videogamers Work Out
Table 12-1: Exercise Participation by Gender, Video-Game Players vs. Others
Fitness Walking Popular
Table 12-2: Favorite Sports of Men, Video-Game Players vs. Others
Table 12-3: Favorite Sports of Women, Video-Game Players vs. Others
Videogamers More Active than Other Adults
Table 12-4: Participation in Leisure Activity/Hobby by Men in Last 12 Months,
Video-Game Players vs. Others
Table 12-5: Participation in Leisure Activity/Hobby by Women in Last 12
Months, Video-Game Players vs. Others
Listening to Music Important to Videogamers
Table 12-6: Purchase of Music in Last 12 Months by Gender, Video-Game
Players vs. Others
Table 12-7: Purchase of Music in Last 12 Months by Gender and Category of
Video-Game Player
Videogamers Still Read Books
Figure 12-1: Percent Buying Books in Last 12 Months, Video-Game Players vs.
Others
Going Out
Gamers Go Out More
Table 12-8: Attendance at Live Entertainment Events in Last 12 Months by
Gender, Video-Game Players vs. Others
Table 12-9: Attendance at Live Entertainment Events in Last 12 Months by
Gender and Category of Video-Game Player
Fast Food Attracts Videogamers
Figure 12-2: Percent Using Family Restaurants by Gender, Video-Game Players
vs. Others
Figure 12-3: Percent Using Fast-Food Restaurants by Gender, Video-Game
Players vs. Others
Table 12-10: Use of Fast-Food and Family Restaurants by Gender and Category
of Video-Game Player
Video-Game Players More Likely to Go to the Movies
Figure 12-4: Percent Attending Movie in Last 6 Months by Gender, Video- Game
Players vs. Others
Table 12-11: Movie Attendance by Gender, Video-Game Players vs. Others
Table 12-12: Movie Attendance by Gender and Category of Video-Game Player
20. Appendix Addresses of Selected Videogamer Market Resources
Available immediately for Online Download at
http://www.marketresearch.com/product/display.asp?productid=2042474
US: 800.298.5699
UK +44.207.256.3920
Int'l: +1.240.747.3093
Fax: 240.747.3004