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Market Research Report

Electronic Gaming in the Digital Home - A Multiclient Study

Published by Parks Associates Contact us : +1-860-674-8796
Published 2006/09 Content info  
Product code PARK49391
Price From  US $ 15000 Order/Price list
US $ 15000 Report - PDF by Email (Single User License), Raw Data Survey Results-SPSS
Delivery Time
PDF by E-Mail
Approx. 1-2 business days
Hard Copy/CD-ROM
Approx. 3-4 business days
If you need expedited delivery, please call us.
Description TOC

Table of Contents

Deliverables

  • Executive Summary
  • The Bottom Line (Slide Deck)
  • Resource Book (Slide Deck)
  • Banner Tabs
  • Raw data (in SPSS)

Executive Summary

1.0 Overview of the Study

2.0 Key Recommendations

3.0 Key Findings

  • 3.1 U.S. Internet Gamers: At a Glance
  • 3.2 A New Approach For Identifying Key Gamer Groups
  • 3.3 Gaming Platform Dynamics
    • 3.3.1 PC and Console Gaming
    • 3.3.2 Portable and Mobile Gaming
  • 3.4 Trends in Online Gaming
  • 3.5 Gamers as Early Adopters
  • 3.6 Game Advertising
  • 3.7 The Concept of Pervasive Gaming

The Bottom Line (Slide Deck)

  • Notes on Methodology
  • Market Sizing
  • Methodology for Identifying Key Gamer Groups
  • Platforms and Gaming Behavior
  • Other General Gaming Behaviors
  • Gaming Expenditure
  • Expected Change in Gaming Expenditure
  • Game Genres
  • Trends in Online Gaming
  • MMOG Gaming
  • Pervasive Gaming
  • Interest in STB Gaming and Other New Services
  • Game Advertising
  • Gaming PC
  • Tapping into Portable and Mobile Gaming
  • Ownership of Stationary Consoles
  • Purchase Intention of Stationary Consoles
  • Digital Habits

Resource Book (Slide Deck)

  • Notes on Methodology
  • Screening & Platforms
  • Gaming Habits & Services
  • Gaming Equipment
  • Segmentation Questions
  • Media Center PCs
  • Demographics & Technographics

figures

Executive Summary

  • U.S. Internet Gamers: At a Glance
  • Ranking Different Gamer Groups: Motivation, Time, and Money
  • Number and Percentage of Households with Gamers from Different Groups
  • Retail Gaming Revenue by Gamer Groups
  • Average Retail Expenditure per Gaming Hour among Different Gamer Groups
  • Comparison of Gaming Time across Platforms
  • Gaming Time Allocation by Platform: Male vs. Female (Q2/06)
  • Gaming Expenditure by Platform: Percentage of Spenders and Mean Monthly Spending
  • Average Gaming Hours: Top Five PC Genres vs. Console Genres
  • Interest in Receiving Mobile Updates on MMOG by Gender
  • Popular Online Multiplayer Games
  • Online Gamers Expect to Grow Their Online Gaming Service Expenditure in the Next Two Years
  • Addictiveness of MMOG and Online Casual Gaming
  • Interest in In-Game Music Download Service: by Age and Gender
  • Interest in Set-Top TV Gaming by Gamer Groups
  • Interest in a Feature-Rich Web-Gaming Service by Gamer Groups
  • Adoption of Digital Devices and Online Media among Gamer Groups
  • Gaming Drives Adoption of New PC Peripherals
  • Price Sensitivity to Gaming Services with Ads
  • Perception of In-Game Advertising
  • Discount Expected for Games with Ads: by Age and Gender
  • Appeal of Games with Ads That Are Free, Discounted, or Offer Prizes: among Leisure Gamers
  • Least Intrusive Approach of Ad Insertion: by Age and Gender
  • Interest in Pervasive Gaming Very High among Core Gamers
  • Interest in Pervasive Gaming High among Gamers Already Playing on Multiple Platforms

The Bottom Line (Slide Deck)

  • Retail Market Revenue Estimate (Q2 2006)
  • Estimates of Online Gaming Revenue
  • Percentage of Various Gamer Groups
  • Estimated Number of Households with Gamers from Different Segments
  • How Do Different Gamer Groups Compare
  • Retail Gaming Revenue by Gamer Groups
  • Device Used for Gaming (Q2/06)
  • Comparison of Gaming Time across Platforms
  • Number of PC Gaming Sessions per Month: by Age and Gender (Q2/06)
  • Number of Console Gaming Sessions per Month: by Age and Gender (Q2/06)
  • Number of Gaming Sessions on Portable Players: by Age and Gender (Q2/06)
  • Number of Gaming Sessions on a Mobile Phone: by Age and Gender (Q2/06)
  • PC Gamers Spend More Time Playing Games: Percentile Analysis
  • Gaming Time Allocation by Platform: Male vs. Female (Q2/06)
  • Gaming Hour Allocation by Platform: by Age Groups (Q2/06)
  • How Do Different Gamer Groups Allocate Gaming Time
  • Average Total Gaming Hours by Gamer Groups
  • Average Gaming Session Length by Platform
  • Mean Percentage of Time Spent on New Games across Platforms
  • Time Spent on New Release vs. Back-Catalog Games: among Console Gamers Who Play New Releases
  • Number of Games Owned Personally (Q2/06)
  • Average Number of Games Played Personally (Q2/06)
  • Average Number Computer Games Played Personally: by Gender (Q2/06)
  • Average Number of Console Games Played Personally: by Gender (Q2/06)
  • Average Number of Portable Games Played Personally: by Gender (Q2/06)
  • Gaming Outside of the Home: by Gender and Age (Q2/06)
  • Gaming Expenditure by Platform: Percentage of Spender and Mean Monthly Spending
  • PC Gamers Spend Least Money on Retail Game Purchases: Percentile Analysis
  • PC Gaming Undermonetized Compared to Console Gaming among Gamers Who Spend More than 20 hours per Month Playing PC vs. Console Games
  • PC Gaming Undermonetized Compared to Console Gaming among Gamers Who Spend More than 40 hours per Month Playing PC vs. Console Games
  • Average Total Monthly Retail Game Expenditure by Gamer Groups
  • How Do Different Gamer Groups Allocate Retail Gaming Budget
  • Gaming Expenditure Allocation by Gender (Q2/06)
  • Gaming Expenditure Allocation by Age (Q2/06)
  • Gaming Expenditure Allocation by Number of Children at Home (Q2/06)
  • Gaming Expenditure Allocation by MMOG and Online Console Gamers (Q2/06)
  • Monthly Expenditure on Computer Games by Age and Gender (Q2/06)
  • Monthly Expenditure on Console Games by Age and Gender (Q2/06)
  • Monthly Expenditure on Portable Player Games (Q2/06)
  • Expected Change in Expenditure: Console vs. PC Game (Q2/06)
  • Expected Change in Expenditure: Console vs. Portable Game (Q2/06)
  • Expected Change in Game Expenditure: Retail PC Games vs. Online Gaming Services (Q2/06)
  • Expected Change in Expenditure: Retail PC Games vs. Downloads (Q2/06)
  • Types of Games Played Personally (Q2/06)
  • Top Three Genres Played by Demographics
  • Types of Core Games Played Personally: Computer Only vs. Console/PC Gamers (Q2/06)
  • Types of Casual Games Played Personally: Computer Only vs. Console/PC Gamers (Q2/06)
  • Average Hours Spent on Core Computer Games
  • Average Hours Spent on Casual Computer Games
  • Average Hours Spent on Core Console Games
  • Average Hours Spent on Casual Console Games
  • Average Gaming Hours: Top Five PC Genres vs. Console Genres
  • Top Game Genres Played on PC and Console among Gamer Groups
  • Time Spent on Computer Gaming (Q2/06)
  • Gaming Hour Allocation: Online vs. Offline
  • Online Desktop Gaming by Age and Gender (Q2/06)
  • Online Desktop Gaming Hours by Age and Gender
  • Top Five Online Gaming Services: by Awareness and Usage
  • Top Five Online Gaming Services: by Percentage of Paying Users (Q2/06)
  • Top Five Online Gaming Services: by Conversion Rate (Q2/06)
  • Service Affiliation among Subscribers to Premium Online Gaming Services
  • Usage of Top Online Gaming Service Users by Gender (Q2/06)
  • Online Gaming Service Users by Age (Q2/06)
  • Popular Online Multiplayer Games (Q2/06)
  • Popular Online Multiplayer Games: by Age and Gender (Q2/06)
  • Estimated Number of Users and Paying Users to Different Online Gaming Services
  • Online Game Spenders by Gender (Q2/06)
  • Online Game Spenders by Age (Q2/06)
  • Addictiveness of MMOG and Online Casual Gaming
  • Online Gamers Expect to Grow Their Online Gaming Service Expenditure in the Next Two Years
  • Adoption of MMOG Gaming among Different Age/Gender Groups
  • Interest in MMOG Gaming: by Age and Gender
  • Interest in Console MMOG Gaming by Gender
  • Interest in Receiving Mobile Updates on MMOG by Gender
  • Interest in Playing Mobile MMOG (3MOG) by Gender
  • The Concept of Pervasive Gaming: Portability and Networkability
  • Interest in Pervasive Gaming Very High among Core Gamers
  • Interest in Buying a Game Once and Play on Multiple Devices among Gamers Playing on Multiple Devices
  • Interest in Cross-Platform Multi-Player Gaming among Gamers Playing on Multiple Devices (Q2/06)
  • Interest in Set-Top TV Gaming by Gamer Groups
  • Interest in Set-Top TV Gaming: by Age and Gender
  • Interest in TV STB Gaming at Various Price Points (Q2/06)
  • Interest in a Feature-Rich Web-Gaming Service by Gamer Groups
  • Interest in Web-Gaming Service with Rich Features: by Age and Gender
  • Interest in In-Game Music Download Service: by Age and Gender
  • Free-Ad-Supported Gaming Service:
  • Appeal of Free Ad-Supported Gaming Service by Gender and Age (Q2/06)
  • Price Sensitivity to Gaming Service with Ads
  • Price Sensitivity towards Game Services with Ads: Male vs. Female
  • Perceptions and Opinions about Game Advertising:
  • Power Gamers Have Strong Opinions about Game Advertising
  • Opinion about Seeing In-Game Ads If It Helps Enhance Game Play: by Gender and Age (Q2/06)
  • Opinion about Seeing In-Game Ads If It Helps Reduce Cost: by Gender and Age (Q2/06)
  • Opinion about Seeing In-Game Ads in Free Games: by Gender and Age (Q2/06)
  • Opinion about Seeing In-Game Ads to Win Prizes: by Gender and Age (Q2/06)
  • Perception of In-Game Ads Always Having Negative Impacts: by Gender and Age (Q2/06)
  • Perception of In-Game Ads: Negative Impact (Q2/06)
  • Perception of In-Game Ads Enhancing Game Play by Percentage of Time Spent on New vs. Old PC Games
  • Perception of In-Game Ads Having Negative Impact by Percentage of Time Spent on New vs. Old PC Games
  • Interest In Extra Features in a Game with In-Game Ads: Gender Difference
  • Appeal of Games with Ads That Are Free, Discounted, or Offer Prizes among Core Gamers
  • Desired Discount for Tolerating Game Advertising:
  • Desired Discount for Games with In-Game Ads (Q2/06)
  • Discount Expected for Games with Ads: by Age and Gender (Q2/06)
  • Least intrusive Approach to Game Advertising:
  • Perception of Different Types of Ad-Insertion (Q2/06)
  • Least Intrusive Approach of Ad Insertion: by Age and Gender (Q2/06)
  • Brand of a New Computer (Q2/06)
  • Self-Built Computer (Q2/06)
  • Gaming Drives Adoption of PC Peripherals
  • 2005 Unit Sales of PSP and Nintendo DS (2005)
  • Portable Game Player Ownership (Q2/06)
  • Portable Gaming Device Owners by Age and Gender (Q2/06)
  • Portable Game Player Ownership among Game Console Owners
  • Gamers with Both Fixed and Portable Consoles Spend More Money on Software
  • Correlation between Portable Console and Mobile Phone Gaming
  • Percentage of Paying Mobile Game Downloaders among Different Gamer Groups
  • Multiple Current-Generation Console Households
  • Game Console Ownership (Q2/06)
  • Adoption of Xbox 360 among Xbox Owners and Non-Owners
  • Household Income: by Game Console Owners (Q2/06)
  • Large Percentage of Singles among Xbox 360 Owners
  • Brand New Game Console (Q2/06)
  • Gender by Game Console Intenders (Q2/06)
  • Household Income by Game Console Intenders (Q2/06)
  • Purchase Intention for Game Console and Portable Game Player among Different Gamer Groups (Q2/06)
  • Purchase Intention for Game Console and Portable Game Player: by Age and Gender (Q2/06)
  • Preferred Next-Generation Game Console: by Age and Gender (Q2/06)
  • Adoption of Digital Devices and Online Media among Gamer Groups

Resource Book (Slide Deck)

  • Percentage of Qualified Gamers-Electronic Gaming (Q2/06)
  • Gaming Platforms (Q2/06)
  • Device Usage for Gaming (Q2/06)
  • Number of Hours Spent on Gaming Device (Q2/06)
  • Mean Hours Spent on Gaming Device (Q2/06)
  • Reason for not Gaming (Q2/06)
  • Likelihood of Becoming a Gamer (Q2/06)
  • Role in Decision-Making (Q2/06)
  • Gaming Location (Q2/06)
  • Computer Gaming (Q2/06)
  • Time Spent on Computer Gaming (Q2/06)
  • Type of Games Played Personally (Q2/06)
  • Time Spent on PC Games (Q2/06)
  • Average Number of Hours Playing PC Games (Q2/06)
  • Time Spent on Console Games (Q2/06)
  • Average Number of Hours Playing Console Games (Q2/06)
  • Number of Games Owned Personally (Q2/06)
  • Average Number of Games Played Personally (Q2/06)
  • Number of PC Games Played Personally (Q2/06)
  • Number of Console Games Played Personally (Q2/06)
  • Time Spent on Playing New vs. Old Games (Q2/06)
  • Online Gaming Services (Q2/06)
  • Using Online Gaming Services (Q2/06)
  • Online Multiplayer Games (Q2/06)
  • Monthly Expenditure on Online Games II (Q2/06)
  • In-Gaming Trading Activities (Q2/06)
  • Interest in New Game Services (Q2/06)
  • Interest in New MMOG Game Services (Q2/06)
  • Interest in Games Featuring In-Game Ads and Special Features (Q2/06)
  • Interest in Subscribing to a Game Service Featuring In-Game Ads at Various Price Points (Q2/06)
  • Perception of In-Game Advertising (Q2/06)
  • Desired Discount for Games with In-Game Ads (Q2/06)
  • Perception of Different Types of Ad-Insertion (Q2/06)
  • Monthly Expenditure on Gaming (Q2/06)
  • Change in Game Expenditure (Q2/06)
  • Game Console Ownership (Q2/06)
  • Portable Game Player Ownership (Q2/06)
  • Purchase Intention (Q2/06)
  • Brand of New Game Console (Q2/06)
  • Brand of a New Computer (Q2/06)
  • Interest in TV STB Gaming at Various Price Points (Q2/06)
  • Self-Built Computer (Q2/06)
  • Computer Brand (Q2/06)
  • Computer Peripherals (Q2/06)
  • Years Spent Gaming (Q2/06)
  • Gamer Psychographics I (Q2/06)
  • Gamer Psychographics II (Q2/06)
  • Gamer Segments (Q2/06)
  • Social Gaming Habits-Teenagers (Q2/06)
  • Social Gaming Habits-Adults (Q2/06)
  • Gaming with Child (Q2/06)
  • Media Center PC (Q2/06)
  • Ownership of Media Center PC (Q2/06)
  • Purchase Intention for a Media Center PC (Q2/06)
  • Reasons for Lack of Interest in MCPC (Q2/06)
  • Media Center PC Scenarios (Q2/06)
  • Media Center Remote Control (Q2/06)
  • Location of Media Center PCs (Q2/06)
  • Technology Connection (Q2/06)
  • MCPC: Keyboard and Mouse Control (Q2/06)
  • MCPC: Remote Control (Q2/06)
  • Connect Game Console to Media Center PC (Q2/06)
  • Media Center PC vs. Home Control (Q2/06)
  • Technology Adoption (Q2/06)
  • Computer Usage (Q2/06)
  • Type of Internet Access (Q2/06)
  • Home Network Ownership (Q2/06)
  • Home Network Technologies (Q2/06)
  • Age (Q2/06)
  • Gender (Q2/06)
  • Race (Q2/06)
  • Adult in Household (Q2/06)
  • Household Members Under 18 (Q2/06)
  • Living Environment (Q2/06)
  • Type of Residence (Q2/06)
  • Home Ownership (Q2/06)
  • Employment Status (Q2/06)
  • Household Income (Q2/06)
  • Marital Status (Q2/06)
  • Education (Q2/06)
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