Abstract
This IDC study presents results of IDC' s seventh annual Videogame Consumer
Survey. The attitudes and behavior of the game industry' s traditional target
audience provide insight into the ways in which the market will receive the new
hardware cycle now in motion. While gamers' preferences and usage are based on
what they know and what experiences are available to them, the industry' s
console manufacturers, publishers, and service providers hope to launch new
business models, target new demographics, and open new revenue streams beyond
the usual razor/blade model followed in the past. The results of the 2006
survey indicate a slowdown of the market, which is historically consistent
during the transitional phase of the console cycle.
"The videogame market is not adequately primed for innovations to the
traditional model and will require significant effort to change gamer behavior.
While market cooling is to be expected, we are concerned that the industry is
not bringing in new gamers and that activity and interest in online gaming is
not growing quickly enough." - Billy Pidgeon, program manager, IDC' s Consumer
Markets: Gaming