The document provides demographic data and sales figures for the computer and video game industry in 2009-2010. It finds that 67% of American households play games, with the average gamer being 34 years old. The top-selling games of 2009 were Call of Duty: Modern Warfare 2 on multiple platforms. U.S. computer and video game sales totaled $10.5 billion in 2009. The ESA expects 41% of Americans to purchase games in 2010.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
In this webinar, you will learn:
• How different generations respond to varying styles of learning
• Best practices in applying demographic knowledge to get the most out of eLearning gamification
• How to align your performance objectives with the right game and/or gamification solution
The document provides key facts and statistics about the computer and video game industry from a 2013 annual report. It finds that 58% of Americans play video games with the average age being 30. The top selling game genres in 2012 were Action, Shooter, and Sports games. Total consumer spending on games in 2012 was $20.77 billion with digital formats accounting for 40% of sales.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
Essential facts about the computer and video game industry 2012Dung Tri
This document provides a 3-paragraph summary of a report on the computer and video game industry in 2012:
The report discusses who plays games, including demographics like the average age of 30 and a nearly even gender split. It also covers how and what games people play, such as mobile games being most popular and over half of gamers playing with others. The report provides sales data for 2011, such as the top-selling games and genres. It finds that the game industry revenue has grown significantly in recent years and digital formats like mobile are growing compared to physical formats.
A study of the mobile game market in Indonesia was conducted through an online survey of 295 respondents from May 15-19, 2017. Some key findings:
1) 57% of Indonesian mobile gamers play games everyday, preferring Android phones and installing 2-4 games most commonly. Strategy, casual, and action-adventure were the most popular genres.
2) Gamers consider attractive gameplay, free games, and ease of play most important when choosing games. They learn about new games mainly through app stores, friends, and online searches. Frequent ads, storage requirements, and crashes cause dissatisfaction.
This study surveyed 700 Vietnamese gamers online over 3 days in October 2016 about their gaming habits and preferences. Some key findings include:
- Male gamers prefer action games while females prefer casual games. Facebook ads and game forums are the main sources for learning about and keeping up with new games.
- 40% of gamers update game information every day, primarily through Facebook ads and game forums. Good graphics, many players, and free games are the top factors influencing gamers to try new games.
- The majority of gamers play games at home and online. While most gamers have paid for games or in-game items, 59% who pay spend under $5 per month. High prices for games and
- The survey found that 79% of Vietnamese mobile gamers play games at least 4 times per week, with older gamers playing most frequently. 71% use Android smartphones to play, and 60% have installed 2-4 games. The most popular genres are action-adventure, casino and strategy games.
- Word-of-mouth, app stores, and Facebook ads are the main sources of game discovery. Male gamers prefer games with attractive gameplay, online modes and many players, while females like beautiful graphics, free pricing and ease of play. Too much storage space and too many ads are the primary dissatisfactions.
This document provides sales, demographic, and usage data about the computer and video game industry from 2008. It includes information on who plays games and their ages/genders. Sales data is presented on top-selling games and genres in 2007. Statistics are given on online and wireless game play as well as parents' views on games. Recent and historical sales figures from 1996-2007 are shown in both dollars and units.
Everyone Wins! How Games Can Improve Learning Outcomes Across Multiple Genera...Aggregage
Nearly 70% of American adults play video games. Why? Because games provide a fun, motivational, and risk-free medium to compete, collaborate, and conquer. More and more instructional designers are asking what games they should use to increase the effectiveness of their training and to engage their target audience. Today there are five distinct generations (Traditionalists, Baby Boomers, Gen X, Millennials, and Gen Z) in the workforce. In this webinar, Stephen Baer, Chief Creative Officer at The Game Agency, will discuss each generation’s unique learning styles and identify game types that appeal to each one and improve your learning outcomes.
In this webinar, you will learn:
• How different generations respond to varying styles of learning
• Best practices in applying demographic knowledge to get the most out of eLearning gamification
• How to align your performance objectives with the right game and/or gamification solution
The document provides key facts and statistics about the computer and video game industry from a 2013 annual report. It finds that 58% of Americans play video games with the average age being 30. The top selling game genres in 2012 were Action, Shooter, and Sports games. Total consumer spending on games in 2012 was $20.77 billion with digital formats accounting for 40% of sales.
The document provides an overview of key facts about the computer and video game industry from a 2015 report by the Entertainment Software Association. It summarizes who plays games, what types of games are most popular, how and with whom people play, parental involvement, and top-selling games and industry sales figures from 2003-2014. The report is based on a survey of over 4,000 US households and finds that 4 out of 5 households own a device to play games, with the average player being 35 years old.
Essential facts about the computer and video game industry 2012Dung Tri
This document provides a 3-paragraph summary of a report on the computer and video game industry in 2012:
The report discusses who plays games, including demographics like the average age of 30 and a nearly even gender split. It also covers how and what games people play, such as mobile games being most popular and over half of gamers playing with others. The report provides sales data for 2011, such as the top-selling games and genres. It finds that the game industry revenue has grown significantly in recent years and digital formats like mobile are growing compared to physical formats.
A study of the mobile game market in Indonesia was conducted through an online survey of 295 respondents from May 15-19, 2017. Some key findings:
1) 57% of Indonesian mobile gamers play games everyday, preferring Android phones and installing 2-4 games most commonly. Strategy, casual, and action-adventure were the most popular genres.
2) Gamers consider attractive gameplay, free games, and ease of play most important when choosing games. They learn about new games mainly through app stores, friends, and online searches. Frequent ads, storage requirements, and crashes cause dissatisfaction.
This study surveyed 700 Vietnamese gamers online over 3 days in October 2016 about their gaming habits and preferences. Some key findings include:
- Male gamers prefer action games while females prefer casual games. Facebook ads and game forums are the main sources for learning about and keeping up with new games.
- 40% of gamers update game information every day, primarily through Facebook ads and game forums. Good graphics, many players, and free games are the top factors influencing gamers to try new games.
- The majority of gamers play games at home and online. While most gamers have paid for games or in-game items, 59% who pay spend under $5 per month. High prices for games and
- The survey found that 79% of Vietnamese mobile gamers play games at least 4 times per week, with older gamers playing most frequently. 71% use Android smartphones to play, and 60% have installed 2-4 games. The most popular genres are action-adventure, casino and strategy games.
- Word-of-mouth, app stores, and Facebook ads are the main sources of game discovery. Male gamers prefer games with attractive gameplay, online modes and many players, while females like beautiful graphics, free pricing and ease of play. Too much storage space and too many ads are the primary dissatisfactions.
App-rehensive: The Blurring Lines of Games and GamblingJulie Hynes
This document contains a slide presentation on the blurring lines between gaming and gambling with technology. Some key points:
- Technology and the speed/intensity of games and gambling can activate dopamine release in similar ways to risky behaviors.
- Many youth play free-to-start games that include in-app purchases that resemble gambling. Research shows a percentage of youth gamers exhibit pathological gaming behaviors.
- Policies are needed to address potentially gambling-like monetized games and provide consumer protections for all ages, including education and responsible features within games/apps. Support tools can help individuals at risk monitor usage and spending.
The document discusses how video games provide various cognitive and social benefits. It notes that video games can help develop skills like hand-eye coordination, multitasking, risk-taking, and strategic thinking. Additionally, playing video games can foster social bonds by allowing people to work together online to solve problems. The document argues that concerns over video games promoting violence or addiction are unfounded, and that video games can actually help people learn.
The document discusses how video games can provide benefits such as improving problem-solving skills, hand-eye coordination, and risk-taking abilities. It debunks myths that playing violent video games causes youth violence, citing research that found no evidence of a link. The document also notes that video games can help develop 21st century skills and that gamers may be better at multitasking, following rules, and learning strategies.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
The annual GDC presentation from Dave Rohrl, Steve Meretzky, and Juan Gril on the most interesting design trends in the mobile gaming market. Now in its 10th year, it offers some of the most entertaining insights on mobile games and their annual evolution.
Entertainment Software Association of Canada Essential Facts 2009vCompete
Essential Facts about the Canadian Computer and Video Game Industry (2009) is the ESA’s (Entertainment Software Association of Canada) annual guidebook to the entertainment software industry. This current report provides figures relevant to the Canadian gaming industry, and should serve as interesting reading to potential sponsors not currently directly embedded in the sector.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
The document summarizes key findings from a presentation about women and esports. It found that 15% of esports viewers in the US are female, representing over 7 million viewers, but the industry primarily targets male audiences. It also discusses the importance of increasing female representation and engagement in esports to help the industry grow. The presentation aimed to explore how women can play a crucial role in the growth of esports.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
This document discusses the debate around whether violent video games can lead to real-world violence. It begins by defining video games and noting they have often been criticized for violent content. It then examines studies that have found both a link and no link between video game violence and aggressive behavior. While some politicians and media blame video games for mass shootings, the document argues there is no evidence that video games directly cause violence, though they may increase aggression. It acknowledges some video games contain graphic violence as a form of artistic expression. In the end, it cautions that rage from competitive games should not be confused with aggression toward others.
Gaming, Fantasy and Gambling: Blurring Lines and What We Can DoLane Prevention
This document summarizes a training presentation on technology trends related to gambling and gaming and the risks these pose, especially for youth and those in recovery from addiction. The presentation covers how gaming has blurred the line with gambling due to microtransactions and social features. It identifies populations like youth and those in recovery that are most at risk and discusses factors like dopamine activation that make electronic gaming potentially addictive. It provides recommendations for addressing the issues at individual, local, and systems levels through education, policy, controls, and open communication between parents and children.
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.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The study provided key findings on computer and video game usage in the US based on a survey of nearly 1,200 households. Some of the main findings included that 72% of American households play games, the average gamer age is 37, and over 120,000 jobs are directly or indirectly supported by the $25 billion games industry.
The document provides an overview and summary of key findings from the 2013 Essential Facts About the Computer and Video Game Industry report published by the Entertainment Software Association (ESA). Some of the key findings include: the average US household owns a game console, PC or smartphone and has 2 gamers; the top-selling game genres in 2012 were action, shooter, and sports games; and total consumer spending on the games industry in 2012 was $20.77 billion with digital formats accounting for 40% of sales.
App-rehensive: The Blurring Lines of Games and GamblingJulie Hynes
This document contains a slide presentation on the blurring lines between gaming and gambling with technology. Some key points:
- Technology and the speed/intensity of games and gambling can activate dopamine release in similar ways to risky behaviors.
- Many youth play free-to-start games that include in-app purchases that resemble gambling. Research shows a percentage of youth gamers exhibit pathological gaming behaviors.
- Policies are needed to address potentially gambling-like monetized games and provide consumer protections for all ages, including education and responsible features within games/apps. Support tools can help individuals at risk monitor usage and spending.
The document discusses how video games provide various cognitive and social benefits. It notes that video games can help develop skills like hand-eye coordination, multitasking, risk-taking, and strategic thinking. Additionally, playing video games can foster social bonds by allowing people to work together online to solve problems. The document argues that concerns over video games promoting violence or addiction are unfounded, and that video games can actually help people learn.
The document discusses how video games can provide benefits such as improving problem-solving skills, hand-eye coordination, and risk-taking abilities. It debunks myths that playing violent video games causes youth violence, citing research that found no evidence of a link. The document also notes that video games can help develop 21st century skills and that gamers may be better at multitasking, following rules, and learning strategies.
Focus on the Future Conference 2015: "App-rehensive: The Blurring Lines of Ga...Julie Hynes
This document discusses the blurring lines between gaming and gambling due to new technologies. It notes that many games, especially those played on mobile devices, incorporate gambling-like features such as near-misses and variable rewards that can stimulate dopamine release in similar ways. Research suggests that some electronic games can become addictive for some players, especially youth whose prefrontal cortex is still developing. The document provides recommendations for policies, local systems, and individuals to help address risks and promote responsible gaming.
This improved stack includes summary results of various demographic information about gamers including some health information that has been produced and published on the Web. It attempts to put some of the best resources and summary results in one place.
Amanda Lenhart's presentation to the Game Developers Conference in San Francisco on Friday, March 27 2009. The talk covers demographic data on teen and adult gamers and data on the games teens play, parents and their attitudes and behaviors towards games as well as the potential for games to teach teens about citizenship and civic engagement.
Amanda Lenhart conducted a brownbag lunch for Federal Trade Commission Staff in May 2009. The presentation covers Pew Internet teens and mobile phone use from 2004-2008 as well data on youth and gaming from early 2008.
The document summarizes findings from a survey about American teens' video game playing habits and the potential relationship between gaming and civic engagement. Some key findings include: nearly all teens play games, especially games involving racing, puzzles and sports; games are highly social activities for many teens; having frequent civic gaming experiences where players help others or discuss social issues relates to greater civic participation offline; and parental monitoring of games does not reduce playing of mature-rated games or exposure to anti-social behavior.
The Business of Family-Friendly Mobile Gaming | Brian LovellJessica Tams
This document discusses opportunities in the family-friendly gaming market segment. It notes that the global gaming industry is worth $137 billion and growing, with mobile gaming representing over half the market. Family gaming is an important segment as multi-generational gamers seek shared experiences, and gaming has become more socially acceptable. There are challenges around ethics and responsibility when targeting children, but also opportunities to create high-quality games families can enjoy together. Successful examples include Pokémon Go and Apple Arcade's curated selection. The document advocates for limiting violence, innovative monetization models, and harnessing technology to get kids active.
1) Video games have historically underrepresented women and minorities in both character representations and marketing. Female characters have often been limited to tropes like the damsel in distress.
2) More recent games have provided more options for customizing avatars and their race/gender, but stereotypes still persist in both character designs and player interactions. For example, most black male characters are athletes.
3) Massively multiplayer online role-playing games in particular can reinforce real-world biases through the social interactions between globally connected players. Representations in games both shape and reflect societal views.
The annual GDC presentation from Dave Rohrl, Steve Meretzky, and Juan Gril on the most interesting design trends in the mobile gaming market. Now in its 10th year, it offers some of the most entertaining insights on mobile games and their annual evolution.
Entertainment Software Association of Canada Essential Facts 2009vCompete
Essential Facts about the Canadian Computer and Video Game Industry (2009) is the ESA’s (Entertainment Software Association of Canada) annual guidebook to the entertainment software industry. This current report provides figures relevant to the Canadian gaming industry, and should serve as interesting reading to potential sponsors not currently directly embedded in the sector.
The document discusses bringing video games to libraries. It provides an overview of video games, their components, and popular platforms. It argues that games are a new format like books that build skills for teens. The document recommends libraries think like gamers, research gaming culture, host gaming programs and circulate video games to better serve gamer patrons. It provides examples of successful gaming programs in libraries and statistics on gaming participation and libraries hosting gaming activities.
The document summarizes key findings from a presentation about women and esports. It found that 15% of esports viewers in the US are female, representing over 7 million viewers, but the industry primarily targets male audiences. It also discusses the importance of increasing female representation and engagement in esports to help the industry grow. The presentation aimed to explore how women can play a crucial role in the growth of esports.
The document provides an overview of digital games and gamers, including who plays games, why they play, where and how they play, and examples of using games for learning and health purposes. Some key points are that the average gamer is 34 years old, social gaming is popular, and games are being used successfully in subjects like history, science, and health education.
This document discusses the debate around whether violent video games can lead to real-world violence. It begins by defining video games and noting they have often been criticized for violent content. It then examines studies that have found both a link and no link between video game violence and aggressive behavior. While some politicians and media blame video games for mass shootings, the document argues there is no evidence that video games directly cause violence, though they may increase aggression. It acknowledges some video games contain graphic violence as a form of artistic expression. In the end, it cautions that rage from competitive games should not be confused with aggression toward others.
Gaming, Fantasy and Gambling: Blurring Lines and What We Can DoLane Prevention
This document summarizes a training presentation on technology trends related to gambling and gaming and the risks these pose, especially for youth and those in recovery from addiction. The presentation covers how gaming has blurred the line with gambling due to microtransactions and social features. It identifies populations like youth and those in recovery that are most at risk and discusses factors like dopamine activation that make electronic gaming potentially addictive. It provides recommendations for addressing the issues at individual, local, and systems levels through education, policy, controls, and open communication between parents and children.
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.
The document is a 2011 report from the Entertainment Software Association (ESA) that provides sales, demographic, and usage data about the computer and video game industry. Some key facts include:
- 72% of American households play computer or video games, with the average gamer age being 37. 29% of gamers are over age 50.
- The average age of the most frequent game purchaser is 41. 52% of frequent purchasers are male and 48% are female.
- 55% of gamers play games on their phones or handheld devices. 65% of gamers play games with others in person.
- 91% of parents are present when games are purchased and
The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The study provided key findings on computer and video game usage in the US based on a survey of nearly 1,200 households. Some of the main findings included that 72% of American households play games, the average gamer age is 37, and over 120,000 jobs are directly or indirectly supported by the $25 billion games industry.
The document provides an overview and summary of key findings from the 2013 Essential Facts About the Computer and Video Game Industry report published by the Entertainment Software Association (ESA). Some of the key findings include: the average US household owns a game console, PC or smartphone and has 2 gamers; the top-selling game genres in 2012 were action, shooter, and sports games; and total consumer spending on the games industry in 2012 was $20.77 billion with digital formats accounting for 40% of sales.
Slides for the Marketing Through Mobile panel at the What's Next Boomer Busin...Mike Lee
This document discusses gaming trends among older adults and some key findings from a new study. It provides statistics showing that the average game player is 30 years old, 47% of players are women, and casual games appeal most to those over 30. A new study found that regular and occasional gamers among seniors aged 63+ reported lower depression and better daily functioning than non-gamers. The document promotes AARP's online games and resources for older adult gamers.
This document discusses using online games to teach business concepts to students. It notes that many students, especially younger ones, spend several hours per week playing video games. It then outlines different levels of games ("Gamer 1.0" to "Gamer 4.0") that can help develop various skills like problem solving, decision making, and teamwork. The document provides several examples of online games that aim to simulate business activities or teach business ideas. It concludes by stating that games are effective at teaching concepts like considering variables and can encourage problem solving skills.
Who plays mobile games? What do we know about mobile players?GameCamp
Who plays mobile gaming? Insights about mobile gamers and players. What gaming segments can we differentiate among mobile players and mobile payers? Who is paying in games and what is the motivation to pay or not to pay?
The document summarizes gaming demographics and trends. It finds that the average gamer is 31 years old, 59% of the UK population plays games, and gaming is popular across both genders and all age groups. It then explores what makes games fun, including overcoming challenges through skill development and learning. Finally, it discusses how games are maturing as a medium and may be used for social goals or alternate realities, and predicts further growth and convergence of gaming and reality.
The document discusses key details about the global games market including:
- Gamers span all ages but core gamers are typically 18-49 years old.
- There are different types of gamers from core to casual.
- The global games market is expected to grow to $86 billion by 2016.
- YouTube is an important community for gamers to watch gameplay videos.
- Digital downloads are convenient but physical games allow resale and collecting.
This document discusses research conducted for the British Board of Film Classification (BBFC) to better understand why people enjoy playing video games. The research involved interviews with gamers of various ages, parents of gamer children, and gaming professionals. Key findings include: 1) gamers enjoy the entertainment, fun, and escapism that games provide; 2) they are motivated by challenges to advance to higher levels and compete against the computer or other players; and 3) patterns of gameplay vary significantly by factors like age, gender, and game type. The research aimed to inform the BBFC's approach to classifying games while acknowledging limitations in assessing games' effects on real-world violence.
The document profiles video gamers based on a survey conducted by YouGov on behalf of Tribal Fusion. It finds that the average male gamer is 26 years old, prefers action/adventure and first person shooter games, and most commonly owns an Xbox 360, PlayStation 3 or PC. The average female gamer is 25 years old, prefers puzzle and action/adventure games, and most commonly owns a Nintendo Wii, PC or Nintendo DS. The document also provides profiles of typical Xbox and PlayStation gamers.
Gamification is a process of using game thinking and mechanics to engage users. This concept can be applied to both customer facing applications and employee facing applications in the company’s business model. Enterprise architects must be ready to manage a variety of “player types” (achievers, socializers, explorers and killers) and deployment scenarios. BBVA Innovation Edge' is the first corporate iPad magazine focused on innovation. Each edition features articles, analysis and huge information about a particular theme. The main purpose of the magazine is to express the new trends and the upcoming technologies that may impact to the financial industry.
The document discusses the concept of "flow" which refers to a state of complete focus and engagement in an activity where one's skills are fully utilized and challenges are at an optimal level. Key aspects of flow include clear goals, direct feedback, and a loss of self-consciousness. Researchers have found it typically takes years to experience flow in an activity through building skills. However, video games are designed to quickly immerse players in a challenging experience that can induce a state of flow.
BBVA Innovation Edge. Mobile Banking (English)Hugo Najera
What's going on around the world in mobile banking? Here, conceptual "pictures" of mobile banking practices around the world are presented, covering 12 countries in four continents. In this issue we sum up the best social business case study and we analyze future opportunities around it. 'BBVA InnovationEdge' is the first corporate multiplatform magazine focused on innovation. Each edition featuresarticles, analysis and huge information about a particular theme. The mainpurpose of the magazine is to express the new trends and the upcomingtechnologies that may impact to the financial industry.
In the past, video games were played mostly by teenage boys and men using physical copies on home PCs or consoles like Nintendo. Games were single-player only unless others were present. Today, the average gamer is 35 and half of gamers play multiplayer games weekly on various devices like smartphones. Popular games include League of Legends with 67 million monthly players. In the future, gaming audiences will become more diverse in both gender and age as games are increasingly accessed through mobile devices and multi-platform downloads. Most games will be available digitally across all devices and interactive multiplayer games will grow in popularity, providing new income sources for gaming companies.
- The survey found that over half of Chinese mobile gamers play for more than an hour per day, with the most popular times being during lunch breaks and in the evening.
- Puzzle games and MOBAs were the most popular genres among female and male gamers respectively.
- Most gamers spend less than $6 per month on mobile games and prefer free-to-play games with in-app purchases over paid or ad-funded options.
- Chinese gamers highly value interacting with others and discovering new games through app store rankings more than influencer recommendations.
Who is Gaming in India and Why: Demystifying the Video Game LandscapeZatun
This document discusses video games in India. It begins by defining different types of gamers from casual to hardcore. It then outlines the popular gaming platforms in India which are mainly mobile phones, PCs for online/flash games, and some tablets. The bulk of gamers are aged 14-25 and come from major cities. Roughly 90% of kids age 8-14 play games online. Popular genres include music, sports, and action games. The document closes by suggesting ways for brands to connect with gamers through in-game ads, sponsored games, or integrating products within existing games.
According to a survey, over half of respondents play video, PC or online games with the average age being 33. Puzzle, card and board games make up 50% of sales while action, sports and role playing games account for 15% of sales. Most families believe games can be positive for children and over 90% of active families buy games, with the top reasons being for fun, engaging kids, and social interaction.
While fewer people identify as "gamers", nearly half of Americans play video games and the average player is 35 years old. Perceptions that men play more than women are untrue, as both genders play in equal amounts. Video game sales have significantly increased over the past decade, reaching $24.5 billion in 2016, with three quarters of sales now coming from digital downloads and platforms rather than physical stores.
Part Two of my presentation "maximising twitter for business" from #DX3Canada.
For Part One see: http://www.slideshare.net/edlee/maximizing-twitter-for-business-pt-1
@edlee
Part One of my presentation "maximising twitter for business" from #DX3Canada.
For Part Two see: http://www.slideshare.net/edlee/maximizing-twitter-for-business-pt-2
@edlee
This session explores social media “best
practices” for chiropractors. Learn to build
strategies for maintaining a high level of
professionalism, patient needs, raising
not only the chiropractor’s profile but also
that of the profession while ensuring CCO
standards are met.
Introduction to social media (Facebook,
Twitter, You Tube etc.)
Understanding social media within
health care.
Things to avoid, regulatory
considerations.
How to promote yourself and chiropractic
in professional manner.
The document discusses how social media is changing customer service and consumer expectations. It argues that companies need to shift from reactive to proactive engagement with customers on social media platforms. Rather than seeing it as a "killer app", companies should focus on listening to customers, analyzing social media data to understand issues, and applying lessons learned to continuously improve service quality and customer experience. The key is integrating social media engagement into existing customer service systems to provide a unified experience across channels.
Objectives of the Best Practice Guide:
- Connect high level narrative with simple tactical recommendations for how to use Facebook to drive business objectives
- Help marketers to think strategically about Facebook as a key component of their marketing and business strategy
Jeff Swystun - Conversuasion by Ad Lounge - Insights That Incite Oct 2010Ed Lee
Jeff Swystun, Chief Communications Officer at Insightsthat INCITE!, encourages developing curiosity, objectivity, observation, deductive reasoning, and perceptive analysis to gain unexpected insights. He shares quotes emphasizing that original thinking can overcome habits and make discoveries seem obvious, and that the creative look beyond conventional places to find new perspectives. Swystun invites readers to consider how insightful and inciteful they can be.
This study examined why consumers follow brands online and what types of posts are most effective at encouraging engagement. The study found that people primarily follow brands to find offers, learn about new products, and show support. An analysis of posts on brand pages found that most fans posts praise brands and rarely complain. Brands that posted questions, images, and videos were most effective at generating comments and shares from fans.
Acuity Forums: Social Media Metrics - A Marketers Guide. Ed Lee, Tribal DDB, ...Ed Lee
Social Media Metrics: A Marketers Guide
Ed Lee
Director Social Media
Tribal DDB Canada
Marketers and communicators worldwide have embraced social media as a new outreach and engagement channel. But management is demanding that you demonstrate success, impact and most importantly, a return on investment. And in a still-evolving world of Likes, Diggs, Re Tweets and Brand Karma, which metrics and models are meaningful? This presentation, will explain which metrics are available, what they really mean, and show examples of how an ROI model can be created.
- The current state of social media measurement
- Going beyond "communication": rethinking marketing and communication outcomes
- Differences between paid and earned media, and impacts to measurement
- Specific metrics
- What's a fan worth? A look at how the industry is measuring ROI
- Measurement tools and platforms
The document discusses how Facebook has become a social phenomenon and cultural force that both challenges traditional brands and organizations, as well as presents new opportunities for brands to engage consumers. It notes Facebook's incredible growth over the past few years and how it has become one of the top websites for user engagement and time spent. The document also outlines how brands are shifting their marketing strategies on Facebook to focus more on earned and owned media through content creation and social interactions with consumers.
Social media is transforming how consumers interact with brands and make purchasing decisions. It allows for two-way dialogue between companies and customers rather than one-way broadcast communication. To succeed with social media, companies must adopt a new marketing philosophy that focuses on building relationships through open, social, and collaborative engagement with audiences. Measurement of social media involves tracking metrics like followers, interactions, and click-throughs to understand engagement and ROI. Examples are given of companies that have successfully used creative social media campaigns to raise brand awareness and reconnect with consumers.
Screen shots of the Web sites for all Belgium ad agencies who went "on strike" to protest the unfair pitch process clients were asking them to go through for new business.
Marketing to Moms presentation given by Kathy Murphy (Veritas Communications) and Ed Lee (com.motion) on the influences that surround the modern day mom - with a focus on health and nutrition.
3. WHAT’S INSIDE
WHO IS PLAYING
2 Who Plays Computer and Video Games?
4 How Long Have Gamers Been Playing?
5 Parents and Games
6 Parents Play Games
AT PLAY
7 2009 Computer and Video Game Sales by Rating
7 What Were the Top-Selling Game Genres in 2009?
8 What Were the Top-Selling Games of 2009?
9 Who Plays Games Online?
9 How Many Gamers Play Games Online?
9 What is the One Type of Online Game Played Most Often?
9 How Many Americans Play Games on Wireless Devices?
THE BOTTOM LINE
10 Recent Sales Information (2008 and 2009)
11 Historical Sales Information (1996 – 2009)
11 How Many Americans Plan to Buy Games in 2010?
WHO WE ARE
12 About the ESA
12 ESA Members
OTHER RESOURCES
13 ESA Partners
ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software
Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual
research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering
data from almost 1,200 nationally representative households that have been identified as owning either or both a video game
console or a personal computer used to run entertainment software.
4. WHO IS PLAYING
GAMER DEMOGRAPHICS
WHO PLAYS COMPUTER AND VIDEO GAMES?
67%
of American households
play computer or video games.
The average game player age is:
34
25%
AGE
of Game Players
49% 25% under 18 years
49% 18-49 years
26% 50+ years
26%
In 2010,
26%
of gamers were over the age of 50.
[2]
5. WHO IS PLAYING
GAMER DEMOGRAPHICS
There are games now for pretty much every age, every
demographic. More and more women are going online. It comes
down to everybody is playing games. Games are just evolving like
species in order to fit into every little niche of our lives.”
—– Jesse Schell, instructor of entertainment technology at
Carnegie Mellon University
40%
GENDER
of Game Players
60%
60% male
40% female
WOMEN age 18 or older represent a significantly
greater portion of the game-playing population (33%)
than boys age 17 or younger (20%).
WHO BUYS COMPUTER AND VIDEO GAMES?
The average age of the most
frequent game purchaser is:
40
Of game purchasers, 54% are male and 46% are female.
[3]
6. WHO IS PLAYING
GAMER DEMOGRAPHICS
HOW LONG HAVE GAMERS BEEN PLAYING?
12
is the average number of years adult gamers
have been playing computer or video games.
Among most frequent gamers, males average
13 years of game playing, females average 10 years.
64%
of gamers play games with other gamers in person.
This is an increase from 62% in 2009 and from 59% in 2008.
67%
of homes in America own either a console
and/or PC used to run entertainment software.
Nothing has captured the mind space of both students and kids
and adults as games have. They are deeply immersive.”
— Kumar Garg, policy analyst for the Office of Science and
Technology Policy for the White House
[4]
7. WHO IS PLAYING
PARENTS AND GAMES
PARENTS* AND GAMES
93%
of the time parents are present at the time games are purchased or rented.
64%
of parents believe games are a positive part of their children’s lives.
Video gaming as a family has the potential to bring generations together,
provide experience of digital technologies to all ages, and develop social
skills such as turn-taking — all in activity described as ‘fun’.”
– Mary Ulicsak, Martha Wright and Sue Cranmer, Futurelab
86%
of the time children receive their parents’ permission before purchasing or renting a game.
48%
of parents play computer and video games with their children at least weekly.
Parents report always or sometimes monitoring the
games their children play 97% of the time.
*Parents with kids under 18 who also own a game console and/or computer used to play games.
[5]
8. WHO IS PLAYING
PARENTS AND GAMES
DO PARENTS CONTROL WHAT THEIR KIDS PLAY?
76%
of parents believe that the parental controls available in
all new video game consoles are useful. Further, parents impose time
usage limits on video games more than any other form of entertainment:
83% of parents place time limits on video game playing
78% of parents place time limits on television viewing
75% of parents place time limits on Internet usage
66% of parents place time limits on movie viewing
PARENTS PLAY GAMES
THE TOP ™
REASONS PARENTS PLAY
VIDEO GAMES WITH THEIR CHILDREN:
– It’s fun for the entire family: 87%
— Because they’re asked to: 83%
˜ It’s a good opportunity to socialize with the child: 75%
™ It’s a good opportunity to monitor game content: 60%
[6]
9. AT PLAY
TOP SELLERS
Best-Selling VIDEO GAME Super Genres by Units Sold, 2009
Strategy 6.4% 2% Other Games/Compilations
19.5% Action
Sport Games 19.6% 6.6% Adventure
0.3% Arcade
Shooter 12.2% 0.9% Children's Entertainment
15.3% Family Entertainment
Role-Playing 5.8%
4.1% Fighting
Racing 6.7% 0.4% Flight
Source: The NPD Group/Retail Tracking Service
2009 Computer and Video Game Sales by Rating
BY UNITS SOLD
48%
22.3% 17.4%
12.1%
EVERYONE EVERYONE 10+ TEEN MATURE
(E) (E10+) (T) (M)
Source: The NPD Group/Retail Tracking Service
Best-Selling COMPUTER GAME Super Genres by Units Sold, 2009
2.2% Other Games/Compilations
3.2% Action
10.2% Adventure
0.3% Arcade
1.7% Children's Entertainment
Strategy 35.5% 18.7% Family Entertainment
0.1% Fighting
1.8% Flight
Sport Games 1.6% 0.8% Racing
13.9% Role-Playing
Shooter 10.1%
Source: The NPD Group/Retail Tracking Service
[7]
10. AT PLAY
TOP SELLERS
TOP 20 SELLING VIDEO GAMES OF 2009
BY UNITS SOLD
Rank Title Platform ESRB Rating
1 CALL OF DUTY: MODERN WARFARE 2 360 Mature
2 NEW SUPER MARIO BROS. WII WII Everyone
3 WII SPORTS RESORT W/ WII MOTION PLUS WII Everyone
4 WII FIT W/ BALANCE BOARD WII Everyone
5 MARIO KART W/ WHEEL WII Everyone
6 WII PLAY W/ REMOTE WII Everyone
7 CALL OF DUTY: MODERN WARFARE 2 PS3 Mature
8 WII FIT PLUS W/BALANCE BOARD WII Everyone
9 HALO 3: ODST 360 Mature
10 POKEMON PLATINUM VERSION NDS Everyone
11 MADDEN NFL 10 360 Everyone
12 NEW SUPER MARIO BROS NDS Everyone
13 MARIO KART DS NDS Everyone
14 ASSASSIN’S CREED II 360 Mature
15 MADDEN NFL 10 PS3 Everyone
16 LEFT 4 DEAD 2 360 Mature
17 MARIO & LUIGI: BOWSER’S INSIDE STORY NDS Everyone
18 UFC 2009 UNDISPUTED 360 Teen
19 EA SPORTS ACTIVE BUNDLE WII Everyone
20 RESIDENT EVIL 5 360 Mature
Source: The NPD Group/Retail Tracking Service
TOP 20 SELLING COMPUTER GAMES OF 2009
BY UNITS SOLD
RANK TITLE ESRB RATING
1 THE SIMS Teen
2 WORLD OF WARCRAFT: WRATH OF THE LICH KING EXPANSION PACK Teen
3 THE SIMS 2 DOUBLE DELUXE Teen
4 WORLD OF WARCRAFT: BATTLE CHEST Teen
5 CALL OF DUTY: MODERN WARFARE 2 Mature
6 WORLD OF WARCRAFT Teen
7 THE SIMS 3: WORLD ADVENTURES EXPANSION PACK Teen
8 SPORE Everyone 10+
9 DRAGON AGE: ORIGINS Mature
10 EMPIRE: TOTAL WAR Teen
11 THE SIMS 3 COLLECTOR’S ED Teen
12 WORLD OF WARCRAFT: BURNING CRUSADE EXPANSION PACK Teen
13 AION Teen
14 THE SIMS 2 APARTMENT LIFE EXPANSION PACK Teen
15 STARCRAFT: BATTLE CHEST Mature
16 WARHAMMER 40,000: DAWN OF WAR II Mature
17 LEFT 4 DEAD 2 Mature
18 MUMBO JUMBO ASSORTMENT Everyone
19 DIABLO BATTLE CHEST Mature
20 WARCRAFT III BATTLE CHEST Teen
Source: The NPD Group/Retail Tracking Service
[8]
11. AT PLAY
ONLINE AND WIRELESS
WHO PLAYS GAMES ONLINE?
58%
of online game players are male.
42%
of online game players are female.
17% of most frequent gamers pay to play online games.
WHAT IS THE ONE TYPE OF ONLINE
GAME PLAYED MOST OFTEN?
Other
12%
Downloadable Games
11%
Puzzle, Board Game, 42%
Game Show, Trivia, 14% Persistent
Card Games Multi-Player Universe
20%
Action/Sports/
Strategy/Role-Playing
HOW MANY AMERICANS PLAY
ON WIRELESS DEVICES?
42%
of heads of households report they play games on
wireless devices such as a cell phone or PDA, up from 20% in 2002.
[9]
12. WHAT’S THE BOTTOM LINE?
RECENT SALES INFORMATION
U.S. Computer and Video Game DOLLAR Sales: 2008 and 2009
DOLLARS IN BILLIONS
11.7
.7 10.5
11 11 .54
9.9 9.9
.7 .54
2008 2009 2008 2009 2008 2009
VIDEO GAME SALES COMPUTER GAME SALES COMBINED COMPUTER AND
VIDEO GAME DOLLAR SALES
Source: The NPD Group/Retail Tracking Service
U.S. Computer and Video Game UNIT Sales: 2008 and 2009
UNITS IN MILLIONS
298.3
29.2 273.5
269.1 23.5
269.1
250 250
29.2 23.5
2008 2009 2008 2009 2008 2009
VIDEO GAME UNITS COMPUTER GAME UNITS COMBINED COMPUTER AND
VIDEO GAME UNIT SALES
Source: The NPD Group/Retail Tracking Service
[ 10 ]
13. WHAT’S THE BOTTOM LINE?
HISTORICAL SALES INFORMATION
U.S. Computer and Video Game DOLLAR Sales Growth
DOLLARS IN BILLIONS
11.7
10.5
9.5
7.3 6.9 7.5
6.9 7.0
5.5 5.5 6.0
4.8
3.7
2.6
1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
Source: The NPD Group/Retail Tracking Service
As technology — and as these incredible artists that work on video
games — continue to push the envelope the entire video game sector
will explode. It’s not going to go away. If anything, it will take over.”
— Shia LeBeouf, Actor
U.S. Computer and Video Game UNIT Sales Growth
UNITS IN MILLIONS
298.3
267.8 273.5
239.5 248.3 227.1 243.1
208.7 224.3
183.2 194.8
151.3
107.1
73.3
1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009
Source: The NPD Group/Retail Tracking Service
How Many Americans Expect to Buy Games?
41%
of Americans have purchased or plan
to purchase one or more games in 2010.
[ 11 ]
14. WHO WE ARE
ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION
The ESA is the U.S. association dedicated to serving the business and public affairs needs of
companies publishing interactive games for video game consoles, handheld devices, personal
computers, and the Internet. The ESA offers services to interactive entertainment software publishers
including a global anti-piracy program, owning the E3 Expo, business and consumer research,
federal and state government relations, First Amendment and intellectual property protection efforts.
For more information about the ESA and its programs, please visit www.theESA.com.
ESA MEMBERS
as of May, 2010
505 GAMES www.505games.com
CAPCOM USA, INC. www.capcom.com
CRAVE ENTERTAINMENT www.cravegames.com
DEEP SILVER INC. www.deepsilver.com
DISNEY INTERACTIVE STUDIOS, INC. www.disney.go.com/disneyinteractivestudios/
EIDOS INTERACTIVE www.eidosinteractive.com
ELECTRONIC ARTS www.ea.com
EPIC GAMES, INC. www.epicgames.com
HER INTERACTIVE, INC. www.herinteractive.com
IGNITION ENTERTAINMENT, LTD. www.ignition-ent.com/us
KOEI CORPORATION www.koei.com
KONAMI DIGITAL ENTERTAINMENT AMERICA www.konami.com
MICROSOFT CORPORATION www.microsoft.com
MTV GAMES www.mtv.com/games/video_games
NAMCO BANDAI GAMES AMERICA INC. www.namco.com
NATSUME INC. www.natsume.com
NEXON AMERICA INC. www.nexon.net
NINTENDO OF AMERICA INC. www.nintendo.com
NVIDIA CORPORATION www.nvidia.com
O-GAMES, INC. www.og-international.net
PLAYLOGIC ENTERTAINMENT, INC. www.playlogicgames.com
REALTIME WORLDS www.realtimeworlds.com
SEGA OF AMERICA, INC. www.sega.com
SEVEN45 STUDIOS www.seven45studios.com
SLANG www.slang.vg
SONY COMPUTER ENTERTAINMENT AMERICA www.us.playstation.com
SONY ONLINE ENTERTAINMENT, INC. www.station.sony.com/en/
SOUTHPEAK INTERACTIVE CORPORATION www.southpeakgames.com
SQUARE ENIX, INC. www.square-enix.com
TAKE-TWO INTERACTIVE SOFTWARE, INC. www.take2games.com
THQ, INC. www.thq.com
TRION WORLD NETWORK, INC. www.trionworld.com
UBISOFT ENTERTAINMENT, INC. www.ubi.com
WARNER BROS. INTERACTIVE ENTERTAINMENT INC. www.wbie.com
XSEED GAMES www.xseedgames.com
12
15. OTHER RESOURCES
ESA PARTNERS
For more information on the ESA and its programs,
please visit www.theESA.com
ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG
The Entertainment Software Rating Board (ESRB) is a nonprofit, self-regulatory body established in 1994 by
the ESA. The ESRB independently assigns computer and video game content ratings, enforces industry-
adopted advertising guidelines and helps ensure responsible online privacy practices for the interactive
entertainment software industry. The organization’s mission is to empower consumers, especially parents,
with the ability to make informed decisions about the computer and video games they choose for their
families through the assignment of age and content ratings, and to hold the computer and video game
industry accountable for responsible marketing practices.
ACADEMY OF INTERACTIVE ARTS AND SCIENCES | WWW.INTERACTIVE.ORG
The Academy of Interactive Arts & Sciences® (AIAS) was founded in 1996 as a not-for-profit organization
dedicated to the advancement and recognition of the interactive arts. The Academy’s mission is to promote
and advance common interests in the worldwide interactive entertainment community; recognize outstanding
achievements in the interactive arts and sciences; and conduct an annual awards show (Interactive
Achievement Awards) to enhance awareness of the interactive art form. The Academy also strives to provide
a voice for individuals in the interactive entertainment community. In 2002 the Academy created the D.I.C.E.
(Design, Innovate, Communicate, Entertain) Summit, a once yearly conference dedicated to exploring
approaches to the creative process and artistic expression as they uniquely apply to the development of
interactive entertainment. The Academy has over 10,000 members, with the board comprised of senior
executives from the major videogame companies including Pandemic Studios, Electronic Arts, Microsoft,
Nintendo, Sony and Capcom Entertainment.
INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG
The International Game Developers Association is the largest non-profit membership organization serving
individuals that create video games. The IGDA is committed to advancing the careers and enhancing the lives
of game developers by connecting members with their peers, promoting professional development, and
advocating on issues that affect the developer community.
THE NPD GROUP, INC. | WWW.NPD.COM
The NPD Group is the leading global provider of reliable and comprehensive consumer and retail market
research information for a wide range of industries. Today, more than 1,800 manufacturers, retailers and
service companies rely on NPD to help them drive critical business decisions at the global, national and local
market levels. NPD helps its clients to identify new business opportunities and guide product development,
marketing, sales, merchandising and other functions.
VIDEO GAME VOTERS NETWORK | WWW.VIDEOGAMEVOTERS.ORG
The Video Game Voters Network, a grassroots organization of voting-age gamers who organize and take
action in support of computer and video games. Since its creation in 2006, more than 200,000 grassroots
activists have joined the VGVN.
[ 13 ]