1. De videogame industrie
2. SEGA
3. Customer insights
WERELDWIJD
 34 miljard euro omzet
 Jaarlijkse groei van 10%
U.S.A.
 190 miljoen huishoudens
 Gemiddeld 35 jaar,
 Meest frequente koper is 40 jaar
EUROPA
 95 miljoen volwassen gamers
 25% speelt regelmatig
 30% van 30-49 jarigen speelt games
1. De videogame industrie
2. SEGA
3. Customer insights
 Komt van Service Games
 US in 1940
 US – Japanse samenwerking in 1950
 Schiet automaten
 Fotohokjes
 Sega Enterprises in 1965
 Hoogtepunt tussen 1985 en 1995
1. De videogame industrie
2. SEGA
3. Customer insights
“SEGA: Ruining your childhood one game at a time.“
“Yeah and it's not applicable when the majority of sonic
games that have come out in the last decade are garbage.”
“I know sega are only setting my hopes so high that this is
the game we’ve been wanting, only to kick me in the balls
later today”
“Dear Sega, Hi. You don't know who I am, but I've played the
living bejesus out of your Sonic games ever since the dawn
of time.”
“The conclusion here is that you've got this well loved
character that's becoming increasingly marginalized and
actually unknown by the gaming youth. For some reason,
you eschew the gaming formula that not only is incredibly
fun, but actually made Sonic a serious danger to Mario in
terms of popularity.”
“Sega has lost it’s edge”
“Yeah I agree Sega lost it’s way”
“I prefer to keep Sonic simple and basic like he used to be.”
“I've loved sonic for a long time but after reading this I'm
pissed. Omg well money makes the world go round and sega
don't give a dam about the customer. So it seems.”
“As a 3rd party publisher, Sega sucks. They were the best
when the were 1st party on their own hardware, but now
they blend in with the rest of the publishers”
“For years Sega hasn’t been at it’s best”
“they have definitely lost their way.””
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SEGA Research

  • 2.
    1. De videogameindustrie 2. SEGA 3. Customer insights
  • 4.
    WERELDWIJD  34 miljardeuro omzet  Jaarlijkse groei van 10% U.S.A.  190 miljoen huishoudens  Gemiddeld 35 jaar,  Meest frequente koper is 40 jaar EUROPA  95 miljoen volwassen gamers  25% speelt regelmatig  30% van 30-49 jarigen speelt games
  • 6.
    1. De videogameindustrie 2. SEGA 3. Customer insights
  • 7.
     Komt vanService Games  US in 1940  US – Japanse samenwerking in 1950  Schiet automaten  Fotohokjes  Sega Enterprises in 1965  Hoogtepunt tussen 1985 en 1995
  • 12.
    1. De videogameindustrie 2. SEGA 3. Customer insights
  • 14.
    “SEGA: Ruining yourchildhood one game at a time.“ “Yeah and it's not applicable when the majority of sonic games that have come out in the last decade are garbage.” “I know sega are only setting my hopes so high that this is the game we’ve been wanting, only to kick me in the balls later today” “Dear Sega, Hi. You don't know who I am, but I've played the living bejesus out of your Sonic games ever since the dawn of time.”
  • 15.
    “The conclusion hereis that you've got this well loved character that's becoming increasingly marginalized and actually unknown by the gaming youth. For some reason, you eschew the gaming formula that not only is incredibly fun, but actually made Sonic a serious danger to Mario in terms of popularity.” “Sega has lost it’s edge” “Yeah I agree Sega lost it’s way” “I prefer to keep Sonic simple and basic like he used to be.”
  • 16.
    “I've loved sonicfor a long time but after reading this I'm pissed. Omg well money makes the world go round and sega don't give a dam about the customer. So it seems.” “As a 3rd party publisher, Sega sucks. They were the best when the were 1st party on their own hardware, but now they blend in with the rest of the publishers” “For years Sega hasn’t been at it’s best” “they have definitely lost their way.””
  • 17.