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Representing more than $10 billion each year in consumer spending, the gaming technology market has grown to become a significant segment in the CE Industry. CEA’s 2006 Gaming Technology Study approaches this key sector by examining in-home gaming via PCs and consoles; analyzed through the lens of both adult and teen gamers. In addition, the hardcore gamer’s perspective is addressed through a sample provided by CNET’s GameSpot panel. The survey analysis unearths these consumer groups’ engagement with various gaming platforms, pinpointing key satisfaction drivers as they relate to PC and console game systems. But the study goes further to discern what CE products consumers purchase to augment their gaming experience; and gauges consumer interest in custom services related to gaming, including hiring an installer to build a dedicated gaming room. Lastly, the study looks at purchases intentions of next-generation consoles like the Sony Playstation 3. The take-away from this research is more than just a solid understanding of the in-home gaming arena; it quantifies new business opportunities in the gaming market for manufacturers and retailers as well. Please Note: CEA Members should consult the organization prior to purchasing a report from MarketResearch.com. Any orders processed through this channel are non-refundable. |
Related Markets
- Age
- Teens (13-19)
- Adults (18-55)
- Computer Equipment
- Personal Computers
- Consumer Electronics
- Video Games
- Leisure Pursuits
- Internet Usage

