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
License type:
Teen Audience Benchmark 2004: Improving Odds of Getting a Good Game More Important Than Getting a Good Deal

 
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.


 

Research Assistance

 

Free Alert Me service

Receive bi-weekly email alerts on new market research

Sign Up Today!