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

Published by: Jupiter Research Corporation

Published: May. 17, 2004 - 4 Pages


Table of Contents


1. Game Device Ownership, 2002 to 2003


2. Favored Video Game Genres, by Gender


3. Game Software Purchase Motivators


Abstract

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.

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