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Teen Audience Benchmark 2004: Improving Odds of Getting a Good Game More Important Than Getting a Good Deal
Jupiter Research Corporation
May 17, 2004
4 Pages
- SKU: JUPT1068732
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US $195 Online Download
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Abstract
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Teens ages 13 to 17 remain the lifeblood of the video game market. They have a disproportionate impact on industry development, and they should receive special attention.
1. Game Device Ownership, 2002 to 2003
2. Favored Video Game Genres, by Gender
3. Game Software Purchase Motivators
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