Embed
Email

IDGEfutureconsoleandgamers

Document Sample

Shared by: ajizai
Categories
Tags
Stats
views:
0
posted:
12/19/2011
language:
pages:
24
An In-Depth Analysis

of the Next Generation

Consoles and the Gamers

Behind Them









the power of an integrated media partner



1

IDG Entertainment Research

Presentation



• IDC Research Worldwide Videogame

Console Hardware 2007-2011 Forecast,

2/07

• 2007 U.S Gamer Segmentation Study,

conducted by Boston Research, 4/07







2

North American Game Hardware Installed Base



60.0



50.0



40.0



30.0



20.0



10.0



0.0

2001 2002 2003 2004 2005 2006 2007 2008 2009 2010



SONY PS2 6.2 14.7 21.1 25.7 34.1 42.7 45.2 47.2 47.8 47.9

MS Xbox 1.4 4.6 7.8 11.9 15.5 16.1 16.1 16.1 16.1 16.1

Nintendo Game Cube 1.2 3.5 6.8 9.1 10.9 11.6 11.6 11.6 11.6 11.6

MS Xbox 360 1.0 5.6 10.0 16.0 22.9 26.1

SONY PS3 0.9 4.6 9.2 15.2 21.1

Nintendo Wii 1.2 8.0 16.3 24.3 27.0

Nintendo GBA/GBA SP 4.7 11.7 19.8 27.4 31.7 36.4 39.0 40.6 40.9 41.0

Nintendo DS/DS Lite 1.2 4.4 9.0 16.2 24.7 31.1 35.0

SONY PSP 4.8 8.5 13.1 17.6 21.7 24.0





Source: IDC Research



3

2007 U.S. Gamer

Segmentation Study









4

U.S. Gamer Segmentation Study

Methodology



• Online survey among U.S. consumers. Sample provided by e-

RewardsTM. an online panel provider with more than one million

members in its consumer panel.

• Respondents were recruited by email invitation and cookies were

utilized to ensure one response per respondent.

• Screening criteria included: age 13 years or older; game 1 or more

hours per week (on PC, console, handheld or mobile device).

• Conducted between 3/15/07 and 4/01/07.

• A total of 600 individuals completed the survey:

– 240 teens ages 13-17

360 adults ages 18 or older

• The results from this study were weighted to be representative of the

teen and adult U.S. population of gamers.

• At the 95% confidence level the margin of error for a sample size of

600 is +/- 4 percentage points.



5

Five Key Gamer Segments







Core Status Social Active Casual

Gamers Gamers Gamers Gamers Gamers

• As a form of • I am proud of • Gaming is a social • I like games where • I use gaming as an

entertainment, I gaming skills. experience. movements are emotional release.

prefer gaming over • I enjoy being the • Gaming provides reflected in the • Gaming allows me

watching TV. first to try a new links to people I game. to play different

• I want to spend game. care about. • I like games that roles.

more time gaming. • I discuss my • Gaming is a great get me out of my • I prefer going out

• As a form of gaming group activity. chair. to dinner than

entertainment, I experiences with • I use gaming as an gaming.

prefer gaming over other people at physical release. • I don’t need to be

going to the school or work. the first to try a

movies. new game.







6

Source: US Gamer Segmentation Study

Segment Breakout

Percent of Past 6 Months

Percent of All Gamers

Dollars Spent



Core Gamers

Casual Gamers 40%

18% Casual Gamers

Core Gamers 8%

33%



Active Gamers Active Gamers

15% 15%







Socila gamers

Social Gamers Status Gamers Status Gamers

9%

17% 17% 28%









Avg $ spent



Core Gamers $208.50



Status Gamers $296.20



Social Gamers $98.50



Active Gamers $181.40



Casual Gamers $82.20

7

Who are the

Next Gen

Owners



Next Gen system owners?

Age

Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Age Own

13-17 51.9% 35.3% 46.5% 52.4% 48.5%

18-24 15.4% 35.8% 26.0% 16.9% 25.2%

25-34 (NET) 18.7% 17.3% 15.8% 12.1% 15.7%

25-29 9.7% 16.5% 7.4% 9.5% 14.0%

30-34 9.0% 0.8% 8.4% 2.5% 1.7%

35+ (NET) 14.1% 11.6% 11.7% 18.6% 10.6%

35-39 2.5% 0.7% 3.3% 4.5% 2.7%

40-44 2.7% 0.0% 1.8% 1.5% 1.8%

45-49 4.0% 1.3% 2.7% 4.9% 2.7%

50 or older 5.0% 9.6% 3.9% 7.7% 3.4%

Mean 23.1 23.7 22.5 23.6 21.8

Median 16.9 20.5 18.8 16.8 18.4





Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 8

Who are the

Next Gen

Owners



Next Gen system owners?

Race





Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Own

White 66.2% 75.8% 73.2% 80.6% 75.8%

Hispanic/Latino/Spanish 5.0% 5.4% 6.9% 6.5% 6.4%

Asian 9.0% 12.0% 8.0% 1.8% 3.3%

African-American/Black 6.6% 5.9% 7.0% 8.2% 9.2%

Some other heritage 0.6% 0.0% 0.6% 0.6% 1.0%

Decline 12.7% 0.8% 4.3% 2.4% 4.4%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 9

What other systems

Next Gen

Owners



do they own?

Systems currently owned



Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Own

PC 68.0% 62.4% 71.6% 72.9% 62.4%

Sony Playstation 2 55.9% 47.5% 100.0% 81.7% 42.8%

Game Boy Advance 44.0% 45.0% 34.1% 41.2% 30.4%

Nintendo GameCube 26.1% 36.0% 26.2% 25.9% 27.9%

Microsoft Xbox 360 37.2% 38.8% 19.4% 27.0% 100.0%

Microsoft Xbox 27.5% 22.2% 24.2% 33.4% 40.3%

Game Boy Advance SP 18.9% 37.7% 23.4% 41.0% 20.5%

Playstation Portable/PSP (handheld) 18.1% 31.6% 22.3% 100.0% 18.9%

Sony Playstation 3 100.0% 30.2% 14.2% 17.9% 22.0%

Nintendo DS/Lite 17.4% 33.7% 16.0% 24.2% 15.0%

Nintendo Wii 21.8% 100.0% 8.8% 22.0% 17.0%

Other 8.7% 5.2% 11.5% 10.3% 6.6%





Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 10

Next Gen

Owners



Primary Value Proposition for

Next Gen system

Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Own

Gaming system 53.9% 82.8% 62.4% 61.6% 63.8%

An entertainment system (all 3 combined) 45.4% 17.2% 33.8% 34.7% 36.2%

Movie system 0.6% 0.0% 3.7% 3.0% 0.0%

Music system 0.0% 0.0% 0.0% 0.6% 0.0%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 11

How often do they game

Next Gen

Owners



with friends?

Percentage of time spent gaming with a friend

Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Own

0% 10.5% 11.0% 20.6% 19.5% 12.4%

ANY (NET) 89.5% 89.0% 79.4% 80.5% 87.6%

1-9% 0.0% 2.4% 4.3% 3.7% 1.0%

10-19% 14.0% 9.3% 12.6% 16.6% 8.2%

20-29% 16.6% 9.1% 21.9% 25.0% 14.1%

30-39% 7.4% 17.6% 5.9% 7.8% 7.9%

40-49% 8.3% 5.4% 5.5% 6.1% 10.4%

50-59% 20.3% 16.5% 10.9% 6.1% 20.9%

60-69% 2.8% 2.2% 5.5% 3.9% 3.6%

70-79% 7.4% 1.3% 3.8% 3.1% 4.4%

80-89% 6.1% 9.3% 3.7% 3.9% 7.3%

90-99% 5.1% 9.3% 3.9% 2.8% 5.1%

100% 1.5% 6.8% 1.4% 1.5% 4.6%

Mean 38.0% 44.0% 29.0% 27.0% 41.0%

Median 40.0% 40.0% 20.0% 20.0% 40.0%

Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 12

What type of games do

Next Gen

Owners



Next Gen system owners play?

Genre of games played

Xbox 360

PS3 Own Wii Own PS2 Own PSP Own

Own

Sports 65.0% 65.6% 50.3% 52.7% 58.3%

Puzzle/Board 36.4% 34.3% 34.9% 38.0% 22.9%

Action adventure 55.2% 46.0% 50.5% 63.9% 49.3%

Driving/racing 60.4% 51.9% 44.9% 56.8% 42.5%

Action combat 53.5% 33.8% 44.3% 46.4% 50.0%

Fighting 41.9% 47.2% 42.2% 40.7% 41.0%

Fantasy/Role-playing 28.9% 41.6% 38.2% 28.7% 29.3%

First-Person Shooter 45.7% 35.1% 35.8% 35.6% 37.9%

Real-time Strategy 30.4% 34.6% 25.4% 28.5% 29.6%

Simulation/Building 26.1% 22.0% 22.7% 34.9% 17.6%

Mascot 22.0% 27.8% 22.7% 22.3% 19.4%

Music/Rhythm 26.7% 24.5% 20.2% 18.5% 16.5%

MMORPG 37.3% 19.1% 19.4% 17.4% 25.2%

Air combat 33.3% 15.8% 16.1% 12.6% 21.2%



Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 13

Next Gen

Owners &

Shoppers



Why did/will Next Gen system

owners/shoppers buy their systems?

Primary factors that influence purchase of PS3



PS3 Own PS3 Plan

Appeal of leading edge technology 52.6% 63.9%

High definition images 59.0% 57.6%

Future potential of system 50.8% 48.7%

Realism of game play 41.0% 51.8%

Online game playing 33.3% 15.4%

Other 20.1% 10.4%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 14

Next Gen

Owners &

Shoppers

Why did/will Next Gen system

owners/shoppers buy their systems?

Primary factors that influence purchase of Xbox 360



Xbox 360 Xbox 360

Own Plan

Appeal of leading edge technology 63.0% 47.8%

High definition images 45.5% 50.2%

Availability of games/titles 38.9% 52.6%

Realism of game play 42.4% 44.0%

Future potential of system 35.7% 49.2%

Online game playing 39.7% 22.8%

Price point 18.4% 27.5%

Other 4.0% 7.6%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 15

Next Gen

Owners &

Shoppers



Why did/will Next Gen system

owners/shoppers buy their systems?

Primary factors that influence purchase of Wii



Wii Own Wii Plan



Physically interactive nature of system 66.5% 53.0%

Price point 58.4% 45.5%

Appeal of leading edge technology 44.6% 30.0%

Friendly/Accessible interface 42.1% 27.5%

Action-oriented games 34.6% 29.5%

Availability of family-oriented games 32.7% 29.1%

Other 5.0% 12.5%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 16

What other systems

Next Gen

Shoppers



do they own?

Systems currently owned

Xbox 360

PS3 Plan Wii Plan PS2 Plan PSP Plan

Plan

PC 68.7% 60.2% 87.7% 68.1% 80.4%

Sony Playstation 2 88.8% 64.5% 50.3% 73.6% 63.2%

Game Boy Advance 28.4% 44.2% 38.0% 42.6% 31.2%

Nintendo GameCube 29.8% 44.8% 49.3% 28.5% 24.5%

Microsoft Xbox 360 18.5% 28.9% 24.0% 48.2% 15.4%

Microsoft Xbox 26.4% 37.1% 38.0% 35.1% 37.7%

Game Boy Advance SP 27.1% 29.1% 38.0% 27.5% 28.6%

Playstation Portable/PSP (handheld) 27.9% 18.6% 32.9% 47.9% 11.2%

Sony Playstation 3 10.1% 17.0% 24.0% 31.2% 24.4%

Nintendo DS/Lite 13.6% 23.1% 15.1% 18.5% 16.8%

Nintendo Wii 9.7% 7.1% 15.1% 18.0% 12.9%

Other 12.8% 16.0% 0.0% 10.3% 19.9%









Source: 2007 U.S. Gamer Segmentation Study, Boston Research, 3/07 17

Strategies: PS3 vs. Wii

 The dynamics of this console generation are very different from those of past

cycles because Microsoft, Sony, and Nintendo have clearly differentiated

hardware and strategies.

 PS3 and Wii are polar opposites

 PS3 built for the long term, targeted at hardcore enthusiast gamer and future proofed

with high-performance specifications.

 PS3 designed for the gamer, but delivers ahead of the curve to early adopters

 Despite the PS3’s high retail price, but the hard core gamers who will purchase the

console first are not price sensitive.

 For the early adopter, the price is a bargain

 Wii is targeting a new audience while maintaining the fan base

 Wii’s technology less impressive









18

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Next-Gen Console Forecast

2005 - 2011



 Of the three consoles, the Wii is in the best position for the front half of

this hardware cycle

 Nintendo appeals to a broader market as well as its fans at launch

 Sony and Microsoft must target their established fan bases for the quick

ramp-up

 Xbox 360 has the potential to increase market share by continuing to

publish first-party software and promote online experience

 In late 2008 and 2009, Wii and Xbox 360 will approach peak shipments

 Their new next-gen console announcements in 2010, release date 2011

 PS3 will have a longer life cycle, shipments peaking in 2011

 PS3 could surpass Wii and Xbox 360 in 2012

 Sony’s best replacement strategy for the PS4, announce it in 2011, launch in

2013







19

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Handheld Games Forecast



 Handheld games continue to diversify the games industry

 Sony’s PSP is the first non-Nintendo handheld to achieve a respectable

installed base

 Sony has expanded the market by bringing its core 18 – 34 yr old male

demographic to handheld gaming

 PSP may now be competing with the PS2 for time share among the same

demographic

 PSP’s multimedia functionality is a draw, but also a time-share issue

 DS is cutting a wider demographic, skewing more female than previous

handhelds

 DS Lite is a fashion accessory with its iPod-style makeover







20

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Videogame Software

Shipments by Platform, 2005 - 2011









21

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Industry Revenue Projections



• Videogame hardware and software revenue to grow 31.4% to a

total of $38.85 billion in 2007

• Factors contributing to growth:

• Wii’s penetration into markets beyond the traditional

hardcore and enthusiast gamers

• Increasing the total accessible industry market

• Uptake of PS3

• Further penetration of the Xbox 360









22

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Conclusions

 Wii will remain strong through this cycle due to:

 Increasing consumption by hardcore and enthusiast gamers

 Nintendo’s console and handheld success in growing the total accessible

market with lapsed and new gamers

 Manufacturers’ efforts to expand into markets outside North America and

Japan

 Multiplatform titles should be developed as discretely as possible to take

advantage of the differences in control, processing performance and user

preferences specific to each console.

 Stronger performance by the DS in the handheld sector due to lower

development costs and the large installed base including new gamers.

 Xbox Live remains the best user experience for online consoles.

 Sony must quickly deliver titles that prove the PS3 is an evolutionary step

forward not available on competing platforms.

 Like Nintendo and Microsoft, Sony’s first party titles are likely the only console

exclusives that will serve to differentiate the platform





23

Source: IDC Research Worldwide Videogame Console Hardware 2007-2011 Forecast, 2/07

Looking Ahead

• There will be a decrease in high end titles targeted at the hardcore

market due to the rising costs of development and evolving publisher

strategy backing mass market titles with relatively lower development

costs. The result will be a positive for hardcore gamers: there will be

fewer mediocre hardcore titles and better differentiation.



• Publishers with the foresight to invest in developing core and

enthusiast titles for the PS3 and the Xbox 360 will reap high returns

in the midterm as the installed bases for these consoles build to

double-digit regional penetration.



• Online features and, preferably, business models for console titles

should be addressed in the initial design and development phase.

Aftermarket paid downloadable content, subscription and advertising

fees should be designed to maximize profit per title and to lengthen

titles' lifecycles.





24



Related docs
Other docs by ajizai
Resume 1.docx _20K_ - Student of Fortune
Views: 0  |  Downloads: 0
msg00000
Views: 0  |  Downloads: 0
Pre-Tax Return Calculator 2010-2011
Views: 0  |  Downloads: 0
Excel file - The GEO-3 Data Compendium
Views: 0  |  Downloads: 0
Cooperators Tests - ARS
Views: 0  |  Downloads: 0
2010101473142104
Views: 0  |  Downloads: 0
AJHL - Shawn Stewart Sales
Views: 0  |  Downloads: 0
OBLATES_ BROTHER CADFAEL AND ROME
Views: 1  |  Downloads: 0
DuaneChipKeeler_CV-Resume
Views: 0  |  Downloads: 0
AIT-2009-291-SC
Views: 0  |  Downloads: 0
By registering with docstoc.com you agree to our
privacy policy

You are almost ready to download!

You are almost ready to download!