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Monday, 15 September 2014

Gamers and Gaming Market trend US 2014 - Global Industry size, shares and growth


The majority of US adults now play video games on at least one platform, and the majority of gamers play on at least two. The shift toward digital distribution, comparatively new monetization strategies, such as the free-to-play model, and supplemental premium content, however, have made long-term engagement a critical component of a game’s profitability.

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Table of Content

Scope and Themes

What you need to know
Definition
Data sources
Consumer survey data
Abbreviations and terms
Abbreviations
Terms

Executive Summary

Overview
The market
Figure 1: Video game platforms used most often, June 2014
Gaming platforms used
Figure 2: Platforms used to play video games, June 2014
Key players
The consumer
Figure 3: Incidence of playing video games on any platform, by gender and age, June 2014
Gamers’ common frustrations
Figure 4: Consumers’ frustrations with gaming, June 2014
What we think

Issues and Insights

Gamers span a diverse demographic profile
The issues
The implications
The cost of video games and gaming hardware
The issues
The implications
Mobile gaming: Explosive growth with monetization challenges
The issues
The implications

Market Drivers

Key points
71.5 million people watched eSports worldwide in 2013
Smartphones and tablets boost gaming
Faster internet speeds to drive online gaming, digital distribution

Leading Companies

Key points
Electronic Arts
Sony
Activision/Blizzard
Microsoft
Nintendo
Rovio
Square Enix
Sega
SuperCell
Valve

Innovations and Innovators

The evolution of cloud gaming
Figure 5: Titanfall – Frontier’s Edge, August 2014
Crowdsourcing video game development
Video games to treat mental-health problems

Marketing Strategies

Strategy: Time-sensitive free trials
Figure 6: Call of Duty: Ghosts free weekend on Steam, February 2014
Strategy: Free games as promotions

Platforms Used to Play Video Games

Key points
Smartphones and tablets lead as primary gaming devices
Figure 7: Gaming platforms used most often, by gender and age, June 2014
The majority of gamers play on more than one platform
Figure 8: Gaming platforms also used by gaming platform used most often, June 2014
Older gamers prefer computer and mobile gaming
Figure 9: Video game platforms used, by age, June 2014

Time Spent Playing Video Games

Key points
One fourth of gamers play at least 10 hours per week
Figure 10: Time spent playing video games, June 2014
Men aged 18-34 the most likely to play more than 20 hours weekly
Figure 11: Time spent playing video games, by gender and age, June 2014
Little difference in playing frequency between computer, smartphone, and tablet gamers
Figure 12: Time spent playing video games, by preferred gaming platform, June 2014

Video Game Purchasing Habits and Opinions

Key points
Gamers purchase an average of 2.12 games in a year
Figure 13: Video games bought, by gender and age, January 2013-March 2014
One fifth of gamers wait a month to buy new games
Figure 14: Consumers' video game purchasing habits, by gender and age, January 2013-March 2014
Gaming serves as primary entertainment for one fifth of gamers
Figure 15: Perceptions regarding video games, by household size, January 2013-March 2014
Only 6% of players say they usually rent video games
Figure 16: Perceptions regarding video games, by household income, January 2013-March 2014

Video Game Genres Played

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