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Game Demo and
                            Psychographics
                        What Exists? Who Plays? What Do We Know?



                                Ben Sawyer
                                bsawyer@dmill.com




Friday, June 19, 2009
Notes...
               This presentation has been upgraded since delivering it
                         initially at Games for Health 2009


             The use of the term demographics is fairly loose focusing
               not only on core demographic issues but also some
                           psychographic issues as well




Friday, June 19, 2009
What I’m Playing...




                                              June ’09
Friday, June 19, 2009
Current State of Game Demographics



                •       5-6 Major Current Sources of Information
                •       Only one sustained major public effort
                •       Several minor but sustained public efforts
                •       More work concerning online players then
                        other players types or players in general




Friday, June 19, 2009
Current State of Game Demographics



                •       There are a number of private surveys - some of
                        which can be purchased but buyer beware

                •       Most private surveys are highly focused on sales
                        & consumer uptake projections not deeper
                        questions of context and outcomes of play




Friday, June 19, 2009
Current State of Game Demographics


                •       Overall body of work lacks many important details...

                        •   Very little in terms of global statistics especially in
                            emerging markets

                        •   There is little breakdown by ethnicity even in
                            North America

                        •   There is little data provided in raw form where it
                            can be reused effectively as new data emerges




Friday, June 19, 2009
Insert Rant...

                   A public source of consistently sustained, raw
                   data, concerned with issues beyond sales and
                   consumer adoption that is both deep and
                   global in scope is needed if we’re going to see
                   robust application of games and game
                   technologies worldwide




Friday, June 19, 2009
Core Sources

                • Entertainment Software Association
                • Pew Internet & Life Project
                • The Daedalus Project by Nick Yee
                • Dmitri Williams
                • Valve’s Steam Distribution Service

Friday, June 19, 2009
Entertainment Software Association (USA)

                               •   68 of American Households play
                                   computer or video games

                               •   60% male
 : 40% female

                               •   Women 18 or older are 34% of the
                                   game playing pop vs. boys 17 or younger
                                   (18%)

                               •   Average purchaser is 39

                               •   52 Male / 48 female - % of purchases

                               •   63% say games are a positive part of
                                   their children's lives




Friday, June 19, 2009
Entertainment Software Association (USA)


                               •   Average Age is 35

                               •   49% 18-49

                               •   25% Under 18

                               •   26% Over 50

                               •   12 Years (Avg. Years Adult Gamers Have
                                   Been Playing)

                               •   62% of Gamers play in Person with
                                   Other Gamers




Friday, June 19, 2009
Entertainment Software Association (USA)



                               •   42% of homes in America have Consoles

                               •   Reasons Parents Play

                                   •   Fun for family (82%)

                                   •   They’re Asked To (81%)

                                   •   Socialize with My Kids (78%)

                                   •   Monitor Content (63%)




Friday, June 19, 2009
Entertainment Software Association (USA)



                               •   42% of homes in America have Consoles

                               •   Reasons Parents Play

                                   •   Fun for family (82%)

                                   •   They’re Asked To (81%)

                                   •   Socialize with My Kids (78%)

                                   •   Monitor Content (63%)




Friday, June 19, 2009
Pew Internet &
                          American Life Project

                • Teens and Video Games
                • http://www.pewinternet.org/Reports/2008/
                        Teens-Video-Games-and-Civics.aspx
                • PEW INTERNET PROJECT DATA MEMO
                • http://www.pewinternet.org/Reports/2008/
                        Adults-and-Video-Games.aspx



Friday, June 19, 2009
Teens

                • Pew Internet & American Life Project.
                        Gaming and Civic Engagement Survey of
                        Teens/Parents, Nov. 2007-Feb. 2008
                •       Teens who play games n=1064. Margin of error
                        is ±3%




Friday, June 19, 2009
Pew/Teens : Summary I
                • Fully 97% of teens ages 12-17 play
                        computer, web, portable, or console games
                • 50% of teens played games “yesterday”
                • 86% of teens play on a console like the
                        Xbox, PlayStation, or Wii
                • 73% play games on a desktop or a laptop
                        computer


Friday, June 19, 2009
Pew/Teens : Boys/Girls
                • Fully 99% of boys and 94% of girls play video
                        games. Younger teen boys are the most likely
                        to play games, followed by younger girls and
                        older boys. Older girls are the least
                • “enthusiastic” players of video games, though
                        more than half of them play. Some 65% of
                        daily gamers are male; 35% are female.




Friday, June 19, 2009
What Teens Play...
                •       Racing (NASCAR, Mario Kart, Burnout) 74%                                    Note: games listed
                •       Puzzle (Bejeweled, Tetris, Solitaire) 72                                    in parenthesis were
                                                                                                    provided to
                •       Sports (Madden, FIFA, Tony Hawk) 68
                                                                                                    respondents on an
                •       Action (Grand Theft Auto, Devil May Cry, Ratchet and Clank) 67
                                                                                                    as-needed basis by
                •       Adventure (Legend of Zelda, Tomb Raider) 66                                 interviewers; not
                •       Rhythm (Guitar Hero, Dance Dance Revolution, Lumines) 61                    every respondent
                •       Strategy (Civilization IV, StarCraft, Command and Conquer) 59               received the
                                                                                                    prompts.
                •       Simulation (The Sims, Rollercoaster Tycoon, Ace Combat) 49
                •       Fighting (Tekken, Super Smash Bros., Mortal Kombat) 49
                •       First-Person Shooters (Halo, Counter-Strike, Half-Life) 47
                •       Role-Playing (Final Fantasy, Blue Dragon, Knights of the Old Republic) 36
                •       Survival Horror (Resident Evil, Silent Hill, Condemned) 32
                •       MMOGs (World of Warcraft) 21
                •       Virtual Worlds (Second Life, Gaia, Habbo Hotel) 10




Friday, June 19, 2009
Pew/Teens : Frequently
                               Mentioned as Playing
                •       Halo 161
                                                                     All numbers
                        (104 no specific version / 57 Halo 3)
                                                                     are derived
                •       Guitar Hero 158                            from a total of
                •       Madden NFL / Madden 08 136
                        (77 no specific version / 59 Madden ’08)
                                                                     1064 survey
                                                                     participants.

                •       Solitaire 65
                •       Dance Dance Revolution 60
                •       Tetris 59
                •       Grand Theft Auto (no specific version) 58
                •       The Sims (no specific version) 54



Friday, June 19, 2009
PEW/Teens :
                        Gender / Ethnicity Points
                •       Girls, black, and lower-income teens more likely to use cell phones to
                        play games

                •       Among gaming teens, there are some differences by race or ethnicity in
                        types of games played. Black teens more likely to report playing racing
                        games than white or Hispanic teens

                •       Black teens and are more likely to play sports and adventure games
                        than white teens (though not Hispanic youth)

                •       Black and Hispanic teens are more likely than white teens to play
                        fighting games and survival horror games

                •       White and Hispanic teens are more likely to play rhythm games than
                        black teens. White youth are more likely to play MMOGs than black
                        teens (but not Hispanic teens)



Friday, June 19, 2009
Pew/Teens : Ratings?

                • The average rating of all “favorite” games
                        mentioned by survey respondents averaged
                        just above a T, or Teen rating
                • 50% of boys name a game with an M or A/O
                        rating as one of their current top three
                        favorites, compared with 14% of girls



Friday, June 19, 2009
Pew/Teens : Ratings?
                •       Nearly one-third of young teens play M- or AO-rated games
                •       Almost one-third (32%) of teens in survey play at least one game
                        rated M or AO
                        •   Of these... 79% are boys and 21% are girls
                •       12-14 yr-olds are equally likely to play M- or AO-rated games as their
                        15-17 yr-old counterparts
                •       28% of 12-14-yr-olds list an M- or AO-rated game as a favorite, as do
                        36% of teens ages 15-17
                •       For a small number of teens, all three of the games they mentioned
                        had a version with an M or an AO rating;
                        •   For others, only one of the games they offered as their top three current
                            favorites was an M- or AO-rated game




Friday, June 19, 2009
Pew/Teens :
                         Playing Together & Alone

                • 65% of game-playing teens play with other
                        people who are in the room with them
                • 27% play games with people who they
                        connect with through the internet
                • 82% play games alone, although 71% of this
                        group also plays with others



Friday, June 19, 2009
Pew/Teens :
                         Playing Together & Alone
                •       And nearly 3 in 5 teens (59%) of teens play games in
                        multiple ways—with others in the same room, with
                        others online or alone.

                •       42% of teens who play games in multiple ways say they
                        play most often with others in the same room.

                •       42% of teens who play games in multiple ways most often
                        play alone.

                •        15% of teens who play games in multiple ways play most
                        often with those they are connected to via the internet.



Friday, June 19, 2009
Pew/Teens :
                          Playing Together & Alone
                •       Close to half of teens who play online games play with people
                        they know offline

                •       Online gamers are more likely to report playing games mostly
                        with people they know offline than with teens they met
                        online.

                •       Of teens who play games online with others:
                          •   47% of teens play online games with people they know offline
                          •   27% of teens play online games with people they first met online
                          •   23% of teens play with both friends & family known offline + people they
                              met online




Friday, June 19, 2009
Pew/Teens :
                        Playing Together & Alone

                  Few parents play games
                    with their children


Friday, June 19, 2009
Pew/Adults : Summary
                • Survey was 2008
                • Over half of American adults play video
                        games, and four out of five young adults play
                • Among adults, computers are the most
                        popular gaming device, but among young
                        adults gaming consoles are preferred
                • Virtual worlds only draw a small crowd

Friday, June 19, 2009
Pew/Adult : Summary II
                •       Older adult gamers play games more frequently
                •       Younger generations tend to dominate the gaming world;
                        however, older respondents who do play games are more avid
                        players.
                •       Older gamers, particularly seniors, tend to play games more
                        frequently. 36% of gamers 65 and older say they play games
                        everyday/almost everyday, compared with...
                        •   19% of adults aged 50-64
                        •   20% of adults aged 30-49
                        •   20% of adults aged 18-29
                •       Senior gamers may play more frequently as they have more time
                        •   77% of senior gamers reported being retired




Friday, June 19, 2009
Pew/Adult:
                                Race/Ethnicity

                • No statistically significant difference in game
                        play between ethnic groups on computers
                        or game consoles
                • Blacks and Hispanics more likely to play
                        games on cell phones and portable gaming
                        devices



Friday, June 19, 2009
Pew/Adult : Platforms

                • Desktop or laptop 45% 35%
                • Game console 41 22
                • Cell phone, Blackberry, or other handheld
                        organizer 25 16
                • Portable gaming device   21 10



Friday, June 19, 2009
Pew/Adult : Online vs. Offline
                •       Just under a quarter (23%) of all adults play games
                        online
                        •   43% of adults ages 18-29 play games online
                        •   26% of people ages 30-49
                        •   13% of people ages 50-64,
                        •   5% of those 65 and older

                •       Adults are much less likely to play games online than
                        teens

                •       76% of all teens play games online and 79% of teen
                        gamers play games online



Friday, June 19, 2009
Warning...
                •       I’ve found that people’s perception of what is an
                        “online” game vs. offline game can create
                        distortion with such questions

                •       For me (and many game designers) there is a
                        critical distinction between playing a game
                        accessed via online means and playing online
                        against other humans

                •       It is likely online against other humans is a subset
                        of all games actually accessed online


Friday, June 19, 2009
Pew/Adult:
                                   Virtual Worlds
                •       Just 2% of gamers say they have ever visited a virtual world,
                        such as Second Life

                •       One in ten teens and 11% of teen gamers reported visiting
                        virtual worlds

                •       A total 6% of adults say they have created an avatar, or online
                        representation of themselves often used for participation in
                        virtual worlds and in some online games and social networks

                •       Warning : This number is probably rising fast but still low
                        overall in 2009/2010




Friday, June 19, 2009
Pew/Adult : MMOGs
                •       Slightly more (9%) game players, however, say that they have played
                        MMOGs vs.Virtual Worlds

                •       Young adults are significantly more likely than average adults to play
                        MMOGs, as 14% of 18-29-year-old gamers report playing these
                        types of games

                •       Teens are even more likely to play MMOGs, with 21% of teen
                        gamers reporting MMOG play

                •       Warning : Many teens play free MMOGs (e.g. RuneScape) and many
                        families with teens will play subscription MMOGs together as units
                        (e.g. multiple family members playing same character) thus the story
                        behind some of these rising numbers is not well parsed yet.




Friday, June 19, 2009
Dmitri Williams
                        www.dmitriwilliams.com



Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




                • Teens, 12–17                                                  6.6%
                • College-age, 18–22                                          12.4%
                • Young adult, 23–29                                          26.3%
                • Thirties, 30–39                                              36.7%
                • Forties, 40–49                                              12.4%
                • Fifty or older, 50–65                                          4.8%


Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




                                                                  M                  W
                         • Achievement                            3.5                3.17
                         • Social                                  3.14              3.22
                         • Immersion                               3.29              3.38




Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




             • EQ2 players have an average BMI of 25.19 vs. avg. American adult,
                   who has a BMI of 28

             • 22.2% of EQ2 players are technically obese compared to 30.5% of
                   American adults

             • Among children and adolescents (ages 11–19), EQ2 players have
                   lower BMIs, with an average of 21.96 compared to 23.3 for US
                   adolescents

             • “...while adolescent EQ2 players are still healthier than their
                   nonplaying counterparts, they do not have as large an advantage as
                   the older population.”



Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




             •     EQ2 players have lower levels of mental health on two out of the three
                   indicators.

             •     22.76% of EQ2 players reported having been diagnosed with depression.

                        •   This level is larger for the female players 36.52% vs. males 19.38%

                        •   Avg. U.S. population: 23% rate for women and an 11% rate for men.

             •     Players had a slightly higher rate of substance addiction 5.56% vs. 4.8% for
                   the general population

             •     The exception to this pattern was anxiety for which EQ2 players
                   reported slightly lower levels 16.6% vs. 18.1%




Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




             “"What was somewhat surprising was the trend for older players to play more
              than younger ones, and for women to play more than men. Game developers
               have assumed that adolescents and college-aged populations have more free
               time and have tooled their MMOs accordingly as their player base has aged
                                            (Beliaeff, 2007).

                  They have also assumed that males are their most devoted audience.
             However, both assumptions are incorrect.Young males are often tagged as the
              ‘‘hard core,’’ but it is the adults and the females who log the most hours. "”




Friday, June 19, 2009
Who plays, how much, and why?
                  Debunking the stereotypical gamer profile
                        http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0

                                             Dmitri Williams a Nick Yee b Scott E. Caplan c




             “"What was somewhat surprising was the trend for older players to play more
              than younger ones, and for women to play more than men. Game developers
               have assumed that adolescents and college-aged populations have more free
               time and have tooled their MMOs accordingly as their player base has aged
                                            (Beliaeff, 2007).

                  They have also assumed that males are their most devoted audience.
             However, both assumptions are incorrect.Young males are often tagged as the
              ‘‘hard core,’’ but it is the adults and the females who log the most hours. "”




Friday, June 19, 2009
"The Daedalus Project"
                                      by Nick Yee
                           http://www.nickyee.com/daedalus/

                •       MMORPG gamers spend on average 21.0 hours per week playing the game
                        (N = 1996), and spend on average 7.7 hours per week watching TV (N =
                        1996).

                •       The national average for TV watching per week is around 28

                •       Time spent watching TV has been displaced by MMORPG playing.

                •       Female players are on average older than male players (33.0 vs. 28.4)

                •       Spend more hours in the game than male players (22.3 vs. 19.0)

                •       Spike in play-time among female players over the age of 35




Friday, June 19, 2009
Bruce Woodcocks MMOG Chart
                          http://www.mmogchart.com/




Friday, June 19, 2009
British Board of Film Classification
                        http://www.bbfc.co.uk/news/stories/20070417.html




             Benefits of gaming: "People play games to escape from every day
             life and to escape to a world of adventure without risk which is
             under the control of the gamer, unlike the real world. Games
             provide a sense of achievement and are active, unlike television
             and films which are passive. However, games are better at
             developing action than building character and as such gamers
             tend to care less about the storyline than making progress in the
             game. Gamers claim that playing games is mentally stimulating and
             that playing develops hand eye coordination."




Friday, June 19, 2009
STEAM Statistics
              http://store.steampowered.com/stats/




Friday, June 19, 2009
STEAM Statistics
              http://store.steampowered.com/stats/
                      English             Danish
               (+0.77%) 59.42%       (+0.04%) 1.20%
                    German                Korean
                (+0.15%) 8.74%       (-0.04%) 1.13%     Steam queries OS language
                     French
                                         Japanese       setting and reports providing
                                     (-0.05%) 0.87%     some interesting international
                (+0.44%) 8.24%      Simplified Chinese
                     Russian         (-0.24%) 0.66%     statistics. Keep in mind though
                (-1.28%) 6.21%            Finnish       these are often higher-end PC
                     Spanish         (+0.01%) 0.58%     centric gamers hence the
                (-0.22%) 2.47%             Italian      strong 2nd place showing by
                      Polish         (-0.08%) 0.57%
                                                        German. Also English includes
                (+0.22%) 2.39%            Dutch
                                     (+0.02%) 0.54%     UK and Australia and most of
                  Portuguese
                                        Norwegian       Canada while French likely
                (-0.01%) 2.38%
                    Swedish
                                     (+0.01%) 0.52%     include Quebec
                                         Unknown
                (+0.12%) 1.85%       (+0.01%) 0.16%
              Traditional Chinese           Thai
                (+0.11%) 1.71%        (0.00%) 0.08%




Friday, June 19, 2009
Nintendo Executive Presentations

                                   Countering his own notorious
                                   comments that the Nintendo Wii is
                                   in its worst situation since launch,
                                   Iwata showed some interesting
                                   statistics. "How many [maybes] are
                                   there?" Japan, U.S., and six European
                                   territories comprise 295 million
                                   who actively play console or
                                   handheld games -- "big software
                                   purchasers." However, 149 million
                                   "maybes" exist. "Imagine the
                                   opportunity, if the number of
                                   players is 50% larger than it is right
                                   now," Iwata said.



Friday, June 19, 2009
IGN Gamer Metrics




           Paid service. Mostly focused on purchase intent, brand awareness, heavily
           focused on “informed” gamers who spend time on IGNs game enthusiast
               Web sites. Households probably have PCs vs. Mobile Web Access.


Friday, June 19, 2009
Conclusion
                • Lots of people game! Good!
                • Lots of myths vs. data still prevail... Bad!
                • There are some demographics and statistics
                        to start using to shape discussion, research,
                        and proposals. Good!
                • No real sustained effort with characteristics
                        most researchers want/need. Bad!


Friday, June 19, 2009
Help Needed...


                                     This is a start...
               Please send links and additional info to add to this in the future:

                                 bsawyer@dmill.com




Friday, June 19, 2009

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Gamer Demographics, Stats, Health Stats

  • 1. Game Demo and Psychographics What Exists? Who Plays? What Do We Know? Ben Sawyer bsawyer@dmill.com Friday, June 19, 2009
  • 2. Notes... This presentation has been upgraded since delivering it initially at Games for Health 2009 The use of the term demographics is fairly loose focusing not only on core demographic issues but also some psychographic issues as well Friday, June 19, 2009
  • 3. What I’m Playing... June ’09 Friday, June 19, 2009
  • 4. Current State of Game Demographics • 5-6 Major Current Sources of Information • Only one sustained major public effort • Several minor but sustained public efforts • More work concerning online players then other players types or players in general Friday, June 19, 2009
  • 5. Current State of Game Demographics • There are a number of private surveys - some of which can be purchased but buyer beware • Most private surveys are highly focused on sales & consumer uptake projections not deeper questions of context and outcomes of play Friday, June 19, 2009
  • 6. Current State of Game Demographics • Overall body of work lacks many important details... • Very little in terms of global statistics especially in emerging markets • There is little breakdown by ethnicity even in North America • There is little data provided in raw form where it can be reused effectively as new data emerges Friday, June 19, 2009
  • 7. Insert Rant... A public source of consistently sustained, raw data, concerned with issues beyond sales and consumer adoption that is both deep and global in scope is needed if we’re going to see robust application of games and game technologies worldwide Friday, June 19, 2009
  • 8. Core Sources • Entertainment Software Association • Pew Internet & Life Project • The Daedalus Project by Nick Yee • Dmitri Williams • Valve’s Steam Distribution Service Friday, June 19, 2009
  • 9. Entertainment Software Association (USA) • 68 of American Households play computer or video games • 60% male : 40% female • Women 18 or older are 34% of the game playing pop vs. boys 17 or younger (18%) • Average purchaser is 39 • 52 Male / 48 female - % of purchases • 63% say games are a positive part of their children's lives Friday, June 19, 2009
  • 10. Entertainment Software Association (USA) • Average Age is 35 • 49% 18-49 • 25% Under 18 • 26% Over 50 • 12 Years (Avg. Years Adult Gamers Have Been Playing) • 62% of Gamers play in Person with Other Gamers Friday, June 19, 2009
  • 11. Entertainment Software Association (USA) • 42% of homes in America have Consoles • Reasons Parents Play • Fun for family (82%) • They’re Asked To (81%) • Socialize with My Kids (78%) • Monitor Content (63%) Friday, June 19, 2009
  • 12. Entertainment Software Association (USA) • 42% of homes in America have Consoles • Reasons Parents Play • Fun for family (82%) • They’re Asked To (81%) • Socialize with My Kids (78%) • Monitor Content (63%) Friday, June 19, 2009
  • 13. Pew Internet & American Life Project • Teens and Video Games • http://www.pewinternet.org/Reports/2008/ Teens-Video-Games-and-Civics.aspx • PEW INTERNET PROJECT DATA MEMO • http://www.pewinternet.org/Reports/2008/ Adults-and-Video-Games.aspx Friday, June 19, 2009
  • 14. Teens • Pew Internet & American Life Project. Gaming and Civic Engagement Survey of Teens/Parents, Nov. 2007-Feb. 2008 • Teens who play games n=1064. Margin of error is ±3% Friday, June 19, 2009
  • 15. Pew/Teens : Summary I • Fully 97% of teens ages 12-17 play computer, web, portable, or console games • 50% of teens played games “yesterday” • 86% of teens play on a console like the Xbox, PlayStation, or Wii • 73% play games on a desktop or a laptop computer Friday, June 19, 2009
  • 16. Pew/Teens : Boys/Girls • Fully 99% of boys and 94% of girls play video games. Younger teen boys are the most likely to play games, followed by younger girls and older boys. Older girls are the least • “enthusiastic” players of video games, though more than half of them play. Some 65% of daily gamers are male; 35% are female. Friday, June 19, 2009
  • 17. What Teens Play... • Racing (NASCAR, Mario Kart, Burnout) 74% Note: games listed • Puzzle (Bejeweled, Tetris, Solitaire) 72 in parenthesis were provided to • Sports (Madden, FIFA, Tony Hawk) 68 respondents on an • Action (Grand Theft Auto, Devil May Cry, Ratchet and Clank) 67 as-needed basis by • Adventure (Legend of Zelda, Tomb Raider) 66 interviewers; not • Rhythm (Guitar Hero, Dance Dance Revolution, Lumines) 61 every respondent • Strategy (Civilization IV, StarCraft, Command and Conquer) 59 received the prompts. • Simulation (The Sims, Rollercoaster Tycoon, Ace Combat) 49 • Fighting (Tekken, Super Smash Bros., Mortal Kombat) 49 • First-Person Shooters (Halo, Counter-Strike, Half-Life) 47 • Role-Playing (Final Fantasy, Blue Dragon, Knights of the Old Republic) 36 • Survival Horror (Resident Evil, Silent Hill, Condemned) 32 • MMOGs (World of Warcraft) 21 • Virtual Worlds (Second Life, Gaia, Habbo Hotel) 10 Friday, June 19, 2009
  • 18. Pew/Teens : Frequently Mentioned as Playing • Halo 161 All numbers (104 no specific version / 57 Halo 3) are derived • Guitar Hero 158 from a total of • Madden NFL / Madden 08 136 (77 no specific version / 59 Madden ’08) 1064 survey participants. • Solitaire 65 • Dance Dance Revolution 60 • Tetris 59 • Grand Theft Auto (no specific version) 58 • The Sims (no specific version) 54 Friday, June 19, 2009
  • 19. PEW/Teens : Gender / Ethnicity Points • Girls, black, and lower-income teens more likely to use cell phones to play games • Among gaming teens, there are some differences by race or ethnicity in types of games played. Black teens more likely to report playing racing games than white or Hispanic teens • Black teens and are more likely to play sports and adventure games than white teens (though not Hispanic youth) • Black and Hispanic teens are more likely than white teens to play fighting games and survival horror games • White and Hispanic teens are more likely to play rhythm games than black teens. White youth are more likely to play MMOGs than black teens (but not Hispanic teens) Friday, June 19, 2009
  • 20. Pew/Teens : Ratings? • The average rating of all “favorite” games mentioned by survey respondents averaged just above a T, or Teen rating • 50% of boys name a game with an M or A/O rating as one of their current top three favorites, compared with 14% of girls Friday, June 19, 2009
  • 21. Pew/Teens : Ratings? • Nearly one-third of young teens play M- or AO-rated games • Almost one-third (32%) of teens in survey play at least one game rated M or AO • Of these... 79% are boys and 21% are girls • 12-14 yr-olds are equally likely to play M- or AO-rated games as their 15-17 yr-old counterparts • 28% of 12-14-yr-olds list an M- or AO-rated game as a favorite, as do 36% of teens ages 15-17 • For a small number of teens, all three of the games they mentioned had a version with an M or an AO rating; • For others, only one of the games they offered as their top three current favorites was an M- or AO-rated game Friday, June 19, 2009
  • 22. Pew/Teens : Playing Together & Alone • 65% of game-playing teens play with other people who are in the room with them • 27% play games with people who they connect with through the internet • 82% play games alone, although 71% of this group also plays with others Friday, June 19, 2009
  • 23. Pew/Teens : Playing Together & Alone • And nearly 3 in 5 teens (59%) of teens play games in multiple ways—with others in the same room, with others online or alone. • 42% of teens who play games in multiple ways say they play most often with others in the same room. • 42% of teens who play games in multiple ways most often play alone. • 15% of teens who play games in multiple ways play most often with those they are connected to via the internet. Friday, June 19, 2009
  • 24. Pew/Teens : Playing Together & Alone • Close to half of teens who play online games play with people they know offline • Online gamers are more likely to report playing games mostly with people they know offline than with teens they met online. • Of teens who play games online with others: • 47% of teens play online games with people they know offline • 27% of teens play online games with people they first met online • 23% of teens play with both friends & family known offline + people they met online Friday, June 19, 2009
  • 25. Pew/Teens : Playing Together & Alone Few parents play games with their children Friday, June 19, 2009
  • 26. Pew/Adults : Summary • Survey was 2008 • Over half of American adults play video games, and four out of five young adults play • Among adults, computers are the most popular gaming device, but among young adults gaming consoles are preferred • Virtual worlds only draw a small crowd Friday, June 19, 2009
  • 27. Pew/Adult : Summary II • Older adult gamers play games more frequently • Younger generations tend to dominate the gaming world; however, older respondents who do play games are more avid players. • Older gamers, particularly seniors, tend to play games more frequently. 36% of gamers 65 and older say they play games everyday/almost everyday, compared with... • 19% of adults aged 50-64 • 20% of adults aged 30-49 • 20% of adults aged 18-29 • Senior gamers may play more frequently as they have more time • 77% of senior gamers reported being retired Friday, June 19, 2009
  • 28. Pew/Adult: Race/Ethnicity • No statistically significant difference in game play between ethnic groups on computers or game consoles • Blacks and Hispanics more likely to play games on cell phones and portable gaming devices Friday, June 19, 2009
  • 29. Pew/Adult : Platforms • Desktop or laptop 45% 35% • Game console 41 22 • Cell phone, Blackberry, or other handheld organizer 25 16 • Portable gaming device 21 10 Friday, June 19, 2009
  • 30. Pew/Adult : Online vs. Offline • Just under a quarter (23%) of all adults play games online • 43% of adults ages 18-29 play games online • 26% of people ages 30-49 • 13% of people ages 50-64, • 5% of those 65 and older • Adults are much less likely to play games online than teens • 76% of all teens play games online and 79% of teen gamers play games online Friday, June 19, 2009
  • 31. Warning... • I’ve found that people’s perception of what is an “online” game vs. offline game can create distortion with such questions • For me (and many game designers) there is a critical distinction between playing a game accessed via online means and playing online against other humans • It is likely online against other humans is a subset of all games actually accessed online Friday, June 19, 2009
  • 32. Pew/Adult: Virtual Worlds • Just 2% of gamers say they have ever visited a virtual world, such as Second Life • One in ten teens and 11% of teen gamers reported visiting virtual worlds • A total 6% of adults say they have created an avatar, or online representation of themselves often used for participation in virtual worlds and in some online games and social networks • Warning : This number is probably rising fast but still low overall in 2009/2010 Friday, June 19, 2009
  • 33. Pew/Adult : MMOGs • Slightly more (9%) game players, however, say that they have played MMOGs vs.Virtual Worlds • Young adults are significantly more likely than average adults to play MMOGs, as 14% of 18-29-year-old gamers report playing these types of games • Teens are even more likely to play MMOGs, with 21% of teen gamers reporting MMOG play • Warning : Many teens play free MMOGs (e.g. RuneScape) and many families with teens will play subscription MMOGs together as units (e.g. multiple family members playing same character) thus the story behind some of these rising numbers is not well parsed yet. Friday, June 19, 2009
  • 34. Dmitri Williams www.dmitriwilliams.com Friday, June 19, 2009
  • 35. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c • Teens, 12–17 6.6% • College-age, 18–22 12.4% • Young adult, 23–29 26.3% • Thirties, 30–39 36.7% • Forties, 40–49 12.4% • Fifty or older, 50–65 4.8% Friday, June 19, 2009
  • 36. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c M W • Achievement 3.5 3.17 • Social 3.14 3.22 • Immersion 3.29 3.38 Friday, June 19, 2009
  • 37. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c • EQ2 players have an average BMI of 25.19 vs. avg. American adult, who has a BMI of 28 • 22.2% of EQ2 players are technically obese compared to 30.5% of American adults • Among children and adolescents (ages 11–19), EQ2 players have lower BMIs, with an average of 21.96 compared to 23.3 for US adolescents • “...while adolescent EQ2 players are still healthier than their nonplaying counterparts, they do not have as large an advantage as the older population.” Friday, June 19, 2009
  • 38. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c • EQ2 players have lower levels of mental health on two out of the three indicators. • 22.76% of EQ2 players reported having been diagnosed with depression. • This level is larger for the female players 36.52% vs. males 19.38% • Avg. U.S. population: 23% rate for women and an 11% rate for men. • Players had a slightly higher rate of substance addiction 5.56% vs. 4.8% for the general population • The exception to this pattern was anxiety for which EQ2 players reported slightly lower levels 16.6% vs. 18.1% Friday, June 19, 2009
  • 39. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c “"What was somewhat surprising was the trend for older players to play more than younger ones, and for women to play more than men. Game developers have assumed that adolescents and college-aged populations have more free time and have tooled their MMOs accordingly as their player base has aged (Beliaeff, 2007). They have also assumed that males are their most devoted audience. However, both assumptions are incorrect.Young males are often tagged as the ‘‘hard core,’’ but it is the adults and the females who log the most hours. "” Friday, June 19, 2009
  • 40. Who plays, how much, and why? Debunking the stereotypical gamer profile http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART?CRETRY=1&SRETRY=0 Dmitri Williams a Nick Yee b Scott E. Caplan c “"What was somewhat surprising was the trend for older players to play more than younger ones, and for women to play more than men. Game developers have assumed that adolescents and college-aged populations have more free time and have tooled their MMOs accordingly as their player base has aged (Beliaeff, 2007). They have also assumed that males are their most devoted audience. However, both assumptions are incorrect.Young males are often tagged as the ‘‘hard core,’’ but it is the adults and the females who log the most hours. "” Friday, June 19, 2009
  • 41. "The Daedalus Project" by Nick Yee http://www.nickyee.com/daedalus/ • MMORPG gamers spend on average 21.0 hours per week playing the game (N = 1996), and spend on average 7.7 hours per week watching TV (N = 1996). • The national average for TV watching per week is around 28 • Time spent watching TV has been displaced by MMORPG playing. • Female players are on average older than male players (33.0 vs. 28.4) • Spend more hours in the game than male players (22.3 vs. 19.0) • Spike in play-time among female players over the age of 35 Friday, June 19, 2009
  • 42. Bruce Woodcocks MMOG Chart http://www.mmogchart.com/ Friday, June 19, 2009
  • 43. British Board of Film Classification http://www.bbfc.co.uk/news/stories/20070417.html Benefits of gaming: "People play games to escape from every day life and to escape to a world of adventure without risk which is under the control of the gamer, unlike the real world. Games provide a sense of achievement and are active, unlike television and films which are passive. However, games are better at developing action than building character and as such gamers tend to care less about the storyline than making progress in the game. Gamers claim that playing games is mentally stimulating and that playing develops hand eye coordination." Friday, June 19, 2009
  • 44. STEAM Statistics http://store.steampowered.com/stats/ Friday, June 19, 2009
  • 45. STEAM Statistics http://store.steampowered.com/stats/ English Danish (+0.77%) 59.42% (+0.04%) 1.20% German Korean (+0.15%) 8.74% (-0.04%) 1.13% Steam queries OS language French Japanese setting and reports providing (-0.05%) 0.87% some interesting international (+0.44%) 8.24% Simplified Chinese Russian (-0.24%) 0.66% statistics. Keep in mind though (-1.28%) 6.21% Finnish these are often higher-end PC Spanish (+0.01%) 0.58% centric gamers hence the (-0.22%) 2.47% Italian strong 2nd place showing by Polish (-0.08%) 0.57% German. Also English includes (+0.22%) 2.39% Dutch (+0.02%) 0.54% UK and Australia and most of Portuguese Norwegian Canada while French likely (-0.01%) 2.38% Swedish (+0.01%) 0.52% include Quebec Unknown (+0.12%) 1.85% (+0.01%) 0.16% Traditional Chinese Thai (+0.11%) 1.71% (0.00%) 0.08% Friday, June 19, 2009
  • 46. Nintendo Executive Presentations Countering his own notorious comments that the Nintendo Wii is in its worst situation since launch, Iwata showed some interesting statistics. "How many [maybes] are there?" Japan, U.S., and six European territories comprise 295 million who actively play console or handheld games -- "big software purchasers." However, 149 million "maybes" exist. "Imagine the opportunity, if the number of players is 50% larger than it is right now," Iwata said. Friday, June 19, 2009
  • 47. IGN Gamer Metrics Paid service. Mostly focused on purchase intent, brand awareness, heavily focused on “informed” gamers who spend time on IGNs game enthusiast Web sites. Households probably have PCs vs. Mobile Web Access. Friday, June 19, 2009
  • 48. Conclusion • Lots of people game! Good! • Lots of myths vs. data still prevail... Bad! • There are some demographics and statistics to start using to shape discussion, research, and proposals. Good! • No real sustained effort with characteristics most researchers want/need. Bad! Friday, June 19, 2009
  • 49. Help Needed... This is a start... Please send links and additional info to add to this in the future: bsawyer@dmill.com Friday, June 19, 2009