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The Adult Video Gamer Market in the U.S.: Tapping into the New Diversity of Video-Game Players

Published by: Packaged Facts

Published: Jan. 1, 2009 - 269 Pages


Table of Contents


Chapter 1 Executive Summary






Background


Introduction


Overview of the Report


Scope and Methodology


Scope of the Market


Methodology


Trends and Opportunities


American Consumers Escape into Video Games as Hard Times Get Harder


Adults Take to Video Games in Increasing Numbers


Video Games Appeal to All Age Groups


Casual Games Drive Change in Videogamer Demographics


Nintendo in Forefront of Gaming Revolution


Video Games Now Offer More than Just Fun


Video-Game Ads Expected to Grow Dramatically


Gamers Offer Many Opportunities for Retailers


Overview of the Market


Gamer Population Totals 114 Million


Videogamers Generate Annual Income of $4 Trillion


Video-Game Purchases Will Reach $10 Billion in 2013


Older Age Groups and Women Expected to Spark Growth in Videogamer Market


Profile of Adult Video-Game Players


Video Games Appeal to All Ages


Half of Videogamers Are Women


Videogamers Have Different Demographic Profile


Gender Drives Choice of Games


Gaming Habits of Moderate and Occasional Players Differ from Those of Avid Players


Gameboy and Nintendo Draw More Female Gamers


Online Games Interest Older Women


Women Predominate among Cellphone Game Players


Young Men Predominate among Offline Computer Gamers


Profile of Adult Video-Game Buyers


50 Million Adults Buy Video Games


Many Buyers of Video Games Don’t Play Them


Avid Players Most Likely to Buy Games


Many Players Rent or Borrow Rather than Buy Games


Women in the 35- to 44-Year-Old Age Group Account for Largest Segment of All Video-Game Buyers


Non-Traditional Video-Game Buyers Gain in Importance


Young Males More Likely to Be Big Spenders on Video Games


Video-Game Buyers Show Different Demographic Characteristics


Emerging Market Segments


Women Become Increasingly Influential Force among Moderate and Occasional Videogamers


Younger Women More Likely to Play Video Games


Older Women Players Outnumber Male Gamers


Women Dominate Ranks of Older Online Gamers


Women Dominate Cellphone Game Players


More than 50 Million Videogamers Have Kids in Household


Gameboy Most Popular Brand among Family Gamers


Family Videogamers Spend Big on Video Games


Grandparents Major Segment of Family Video-Game Segment


Parents and Grandparents Turn to Casual Games with Kids


Videogamers in 55+ Age Group Total 25 Million


Mature Videogamers Favor Cards & Casino Games


Playstation and Nintendo Popular among Mature Gamers


Video Games Help Pass the Time for Retirees


Millions of 55+ Adults Buy Video Games


Shopping Patterns


Video-Game Players Like to Shop


Videogamers Go to Malls More Often


Convenience Stores Popular among Videogamers


Incentive Offers Capture Attention of Videogamers


Videogamers Far More Likely to Make Online Purchase


Consumer Profiles


Videogamers Keep up with Fashion


Gamers Love to Shop for Clothes


Videogamers Love to Drive Fast


Gamers Use Cars to Express Their Personality


Healthy Eating Gets Low Priority


Gamers Don’t Count Calories


Frozen Dinners Part of Gamer Lifestyle


New Food Products Interest Videogamers


Videogamers Driven by Careers


Videogamers More Likely to Spend than Save


Debit Cards More Popular


Videogamers Average Users of Credit Cards


More Gamers Have Bank Accounts


New-Car Loans More Common


Many Gamers Have Investments


Videogamers Good Customers for Insurance Industry


The Role of Consumer Electronics and Computers in the Videogamer Lifestyle


Gamers Are Tech-Savvy


Videogamers Like to Buy Consumer Electronics


Avid Gamers Are Early Adopters


More Gamers Shop at Home Electronics Stores


More Videogamers Have Cellphones


Computers Play Central Role in Gamers’ Households


Home Computer Networks More Common


Videogamers Major Market for Home Computer Industry


Many Videogamers Plan to Buy New Computer in Near Future


Videogamers and the Internet


Internet Central Part of Videogamers’ Lifestyle


Traditional Media Lose Ground among Some Videogamers


Gamers Look for New and Interesting Websites


Gamers Depend on the Internet


Heavy Internet Use Common


Media Usage and Receptivity to Advertising


Game Players Depend Less on Newspapers


Videogamers Read Same Magazines as Other Adult Consumers


Gamers Listen to the Radio


Television Still Important to Most Video-Game Players


Multiple TV Sets Found in Videogamer Households


Gamers More Likely to Subscribe to Premium Cable Channels


Male Avid Players Watch Channels Geared toward Younger Demographic


Moderate Players More Likely to Pay Attention to Product Placement in Video Games


Videogamers More Attuned to Product Placement Efforts in TV Shows


Leisure and Entertainment Choices


Videogamers Work Out


Gamers More Active than Other Adults


Videogamers Still Read Books


Video-Game Players More Likely to Go to the Movies






Section I Market Overview






Chapter 2 Trends and Opportunities






Strategic Trends


American Consumers Escape into Video Games as Hard Times Get Harder


Adults Take to Video Games in Increasing Numbers


Video Games Appeal to All Age Groups


Casual Games Drive Change in Videogamer Demographics


Games Valued as Social Experience


Nintendo in Forefront of Gaming Revolution


Video-Game Industry Responds to Growing Popularity of Casual Games


Nerds Push Back


Video Games Now Offer More than Just Fun


Customization is the Name of the Game


Advertising and Marketing Trends


Gamers Highly Receptive to In-Game Ads


Video-Game Ads Expected to Grow Dramatically


Growth of Casual Gamers Creates More Opportunities for In-Game Advertisers


Sony Opens PS3 to In-Game Advertising


In-Game Microtransactions Create New Possibilities for Marketers


IKEA Partners with Electronic Arts in Microtransactions Deal


Female-Friendly Marketing Approach Praised


Original Games Seen as Untapped Opportunity for Marketers


Toyota Enters World of Videogaming


Honda Targets “Cool Moms” with Web Game


7-Eleven Partners with Game Developer in Slurpee Promotion


Market Opportunities


Gamers Offer Opportunities for Retailers


Table 2-1: Selected Opportunities Related to Shopping Habits of Videogamers


Videogamers Especially Attractive to Consumer Electronics Marketers


Table 2-2: Selected Opportunities Related to Use of Consumer Electronics by Videogamers Videogamers Major Consumers of Traditional Media and Entertainment Outlets


Table 2-3: Selected Opportunities Related to Media and Entertainment Habits of Videogamers


Gamers Prime Targets for Financial Services Providers


Table 2-4: Selected Opportunities Related to Personal Finances of Videogamers






Chapter 3 Overview of the Market






Size of the Videogamer Market


Gamer Population Totals 114 Million


Table 3-1: Number of Video-Game Players by Category and Gender of Player


Videogamers Generate Annual Income of $4 Trillion


Table 3-2: Aggregate Income of Video-Game Players by Gender and Age


Aggregate Income of Avid Players Totals $766 Billion


Table 3-3: Aggregate Income of Avid Video-Game Players by Gender and Age


Moderate and Occasional Players Wield Greatest Share of Gamers’ Income


Table 3-4: Aggregate Income of Moderate Video-Game Players by Gender and Age


Table 3-5: Aggregate Income of Occasional Video-Game Players by Gender and Age


Online Gamers Wield Income of $875 Billion


Table 3-6: Aggregate Income of Online Game-Players by Gender and Age


Aggregate Income of Cellphone Gamers Exceeds $450 Billion


Table 3-7: Aggregate Income of Cellphone Game-Players by Gender and Age


Offline Computer Gamers Have Income of $634 Billion


Table 3-8: Aggregate Income of Offline Computer Game-Players by Gender and Age


Aggregate Purchases of Video Games


Video-Game Purchases Approach $7 Billion


Table 3-9: Aggregate Purchases of Video Games in Last 12 Months


Non-Gamers Also Important to Video-Game Industry


Table 3-10: Aggregate Purchases of Video Games in Last 12 Months by Non-Players


Videogamers Spend $5.9 Billion on Games


Table 3-11: Aggregate Purchases of Video Games in Last 12 Months by Video-Game Players


Avid Players Spend the Most on Video Games


Table 3-12: Aggregate Purchases of Video Games in Last 12 Months by Avid Video-Game Players


Table 3-13: Aggregate Purchases of Video Games in Last 12 Months by Moderate Video-Game Players


Table 3-14: Aggregate Purchases of Video Games in Last 12 Months by Occasional Video-Game Players


Video-Game Purchases Will Reach $10 Billion in 2013


Table 3-15: Projected Aggregate Purchases of Video Games, 2008-2013


Projected Growth of the Videogamer Market


Population Trends Will Shape Videogamer Market


Table 3-16: Videogamers as Percent of Population by Gender and Age Group


Table 3-17: Projected Changes in Population by Gender and Age Group, 2008-2013


Growth Factors Analyzed


Older Age Groups Expected to Spark Growth in Videogamer Market


Table 3-18: Video-Game Players by Gender and Age, 2008 vs. 2013


Table 3-19: Aggregate Income of Video-Game Players by Gender and Age, 2013






Section II Key Market Segments






Chapter 4 Profile of Adult Video-Game Players






Demographic Profile of Video-Game Players


Video Games Appeal to All Ages


Figure 4-1: Video-Game Players by Age Group


Table 4-1: Age and Gender of Video-Game Players by Category of Player


Half of Videogamers Are Women


Table 4-2: Women as Number and Percent of Video-Game Players by Age Group


Videogamers Have Different Demographic Profile


Figure 4-2: Selected Demographic Characteristics, Video-Game Players vs. Others


Table 4-3: Demographic Profile of Video-Game Players by Type of Player


Types of Games Played


Gender Drives Choice of Games


Table 4-4: Type of Video Game Rank-Ordered by Popularity among Men and Women


Many Women Gravitate to Male-Dominated Games


Table 4-5: Type of Video Game Played in Last 6 Months by Gender/Age Segment


Avid Players Turn to Many Types of Games


Table 4-6: Type of Video Games Played by Category of Game Player


Gaming Habits of Moderate and Occasional Players Differ from Those of Avid Players


Table 4-7: Type of Video Game Played in Last 6 Months by Category of Player


Table 4-8: Percent Playing Each Type of Video Game in Last 6 Months by Category of Player


Gameboy and Nintendo Draw More Female Gamers


Table 4-9: Brand of Video Game Played in Last 6 Months by Gender/Age Segment


Online Games Interest Older Women


Table 4-10: Online Video-Game Players vs. Others by Age and Gender


Table 4-11: Demographic Profile, Online Video-Game Players vs. Others


Women Predominate among Cellphone Game Players


Table 4-12: Cellphone-Game Players by Age and Gender


Cellphone Game Players More Urban and Multicultural


Table 4-13: Demographic Profile, Cellphone-Game Players vs. Others


Young Men Predominate among Offline Computer Gamers


Table 4-14: Offline Computer Game Players by Age and Gender


Table 4-15: Demographic Profile, Offline Computer Game Players vs. Others


Profiles of Online, Cellphone and Offline Computer Gamers Vary Dramatically


Table 4-16: Game Players by Gender and Age Group and Game Platform


Table 4-17: Demographic Profile of Video-Game Players by Game Platform . 91






Chapter 5 Profile of Adult Video-Game Buyers






Overview


50 Million Adults Buy Video Games


Many Buyers of Video Games Don’t Play Them


Table 5-1: Number Buying Video Games in Last 12 Months, Video-Game Players vs. Others


Avid Players Most Likely to Buy Games


Table 5-2: Number Buying Video Games in Last 12 Months, Video-Game Players vs. Others


Table 5-3: Percent of Each Category of Player Buying Video Games in Last 12 Months by Number of Games Purchased


Big Spenders Are Mostly Players, Moderate Spenders Include More Non-Players


Table 5-4: Amount Spent on Video Games in Last 12 Months, Video-Game Players vs. Others


Table 5-5: Percent of Each Category of Player Buying Video Games in Last 12 Months by Amount Spent on Video Games


Many Players Rent or Borrow Rather than Buy Games


Table 5-6: Percent of Each Category of Player Who Say They Usually Rent or Borrow Video Games from Friends


Table 5-7: Percent of Each Category of Player Renting Video Games in Last 12 Months by Number of Games Rented






Key Video-Game Buyer Segments


Women in the 35- to 44-Year-Old Age Group Account for Largest Segment of All Video-Game Buyers


Figure 5-1: Adult Consumers Buying Video Games in Last 12 Months by Gender


Table 5-8: Number Buying Video Games in Last 12 Months Rank Ordered by Gender/Age Segment


Non-Traditional Video-Game Buyers Gain in Importance


Table 5-9: Number of Grandparents Buying Video Games in Last 12 Months by Amount Spent


Young Males More Likely to Be Big Spenders on Video Games


Table 5-10: Number Spending $200 or More in Last 12 Months by Gender/Age Segment


Table 5-11: Number Buying Six or More Video Games in Last 12 Months by Gender/Age Segment


Table 5-12: Number Buying Video Games in Last 12 Months Rank Ordered by Gender/Age/Player Segment


Table 5-13: Number Spending $150 or More on Video Games in Last 12 Months by Gender/Age/Player Segment


Video-Game Buyers Show Different Demographic Characteristics


Table 5-14: Demographic Profile of Video-Game Buyers






Chapter 6 Emerging Market Segments






Women Videogamers


Women Become Increasingly Influential Force among Moderate and Occasional Videogamers


Table 6-1: Number of Video-Game Players by Category and Gender of Player


Younger Women More Likely to Play Video Games


Table 6-2: Female Video-Game Players as Percentage of All Video-Game Players and All Women by Age Group


Older Women Players Outnumber Male Gamers


Table 6-3: Female Avid Video-Game Players as Percentage of All Avid Video-Game Players and All Women by Age Group


Table 6-4: Female Moderate Video-Game Players as Percentage of All Moderate Video-Game Players and All Women by Age Group


Table 6-5: Female Occasional Video-Game Players as Percentage of All Occasional Video-Game Players and All Women by Age Group


Women Dominate Ranks of Older Online Gamers


Table 6-6: Female Online Video-Game Players as Percentage of All Online Video-Game Players and All Women by Age Group


Women Dominate Cellphone Game Players


Table 6-7: Female Cellphone Video-Game Players as Percentage of All Cellphone-Game Players and All Women by Age Group


Nintendo DS Appeals to Fashion-Conscious Women


Exercise Games Target Working Moms






Family Gamers


More than 50 Million Videogamers Have Kids in Household


Table 6-8: Video-Game Players with Children under 18 as Percentage of All Video-Game Players by Age of Children and Type of Video Game Played


Family Gamers Go for Children’s Entertainment and Educational Games


Table 6-9: Video-Game Players with Children under 18 as Percentage of All Video-Game Players by Content of Video Game Played


Gameboy Most Popular Brand among Family Gamers


Table 6-10: Video-Game Players with Children under 18 as Percentage of All Video-Game Players by Brand of Video-Game Console


Family Videogamers Spend Big on Video Games


Table 6-11: Purchasers of Video Games in Last 12 Months by Adults with Children under 18 in Household as Percent of All Video-Game Purchasers


Table 6-12: Purchases of Video Games in Last 12 Months by Adults with Children under 18 in Household, Video-Game Players vs. Others


Grandparents Major Segment of Family Video-Game Segment


Table 6-13: Grandparents Playing Video Games as Percentage of All Video- Game Players by Type of Video Game Played


Playstation and Nintendo Top Choices of Grandparents


Table 6-14: Grandparents Playing Video Games by as Percentage of All Video-Game Players by Brand of Video-Game Console


Table 6-15: Grandparents Playing Video Games as Percentage of All Video-Game Players by Content of Video Game Played


Parents and Grandparents Turn to Casual Games with Kids


Game Makers Look to Families


Electronic Arts Joins Forces with Hasbro to Attract Families


Nintendo Targets Families Through Partnership with Nickelodeon






Mature Gamers


Videogamers in 55+ Age Group Total 25 Million


Table 6-16: Video-Game Players Ages 55+ as Percentage of All Video- Game Players and All Adults Ages 55+ by Type of Video Game Played


Mature Videogamers Favor Cards & Casino Games


Table 6-17: Video-Game Players Ages 55+ as Percentage of All Video- Game Players by Content of Video Game Played


Playstation and Nintendo Popular among Mature Gamers


Table 6-18: Video-Game Players Ages 55+ as Percentage of All Video- Game Players and All Adults Ages 55+ by Brand of Video-Game Console


Video Games Help Pass the Time for Retirees


Table 6-19: Retirees Playing Video Games as Percentage of All Video-Game Players by Type of Video Game Played


Millions of 55+ Adults Buy Video Games


Table 6-20: Retirees and Adults Ages 55+ as Percentage of All Video-Game Buyers


Nintendo Develops Market among Seniors






Section III Consumer Behavior of Videogamers






Chapter 7 Shopping Patterns of Videogamers






Shopping in Stores


Video-Game Players Like to Shop


Table 7-1: Attitudes toward Shopping, Video-Game Players vs. Others by Gender


Table 7-2: Attitudes toward Shopping by Gender and Category of Video- Game Player


Videogamers Go to Malls More Often


Table 7-3: Percent Visiting Malls in Last 4 Weeks by Gender, Video-Game Players vs. Others


Table 7-4: Percent Visiting Malls in Last 4 Weeks by Gender and Category of Video-Game Player


Shopping Habits Reflect Demographics and Values of Videogamers


Table 7-5: Percent Shopping in Last 3 Months by Category of Retailer by Gender, Video-Game Players vs. Others


Table 7-6: Percent Shopping in Last 3 Months by Type of Retail Outlet by Gender and Category of Video-Game Player


Convenience Stores Popular among Videogamers


Figure 7-1: Percent Shopping at Convenience Stores in Last 4 Weeks by Gender, Video-Game Players vs. Others


Incentive Offers Capture Attention of Videogamers


Table 7-7: Percent of Households Responding to Incentive Offers by Gender, Video-Game Players vs. Others


Gamers Have Average Degree of Concern for Environment


Table 7-8: Attitudes toward Shopping for and Buying Environmentally Friendly Products, Video-Game Players vs. Others






Shopping Online


Videogamers Focus on Online Shopping


Table 7-9: Attitudes toward Online Shopping and Buying, Video-Game Players vs. Others by Gender


Table 7-10: Attitudes toward Online Shopping and Buying by Gender and Category of Video-Game Player


Videogamers Far More Likely to Make Online Purchase


Figure 7-2: Percent Placing Internet Order in Last 12 Months by Gender, Video-Game Players vs. Others


Figure 7-3: Percent Placing Internet Orders in Last 12 Months by Gender and Category of Video-Game Player


Male Videogamers More Likely to Buy Computer Products Online


Table 7-11: Items Purchased on Internet in Last 12 Months by Gender, Video-Game Players vs. Others


Table 7-12: Items Purchased on Internet in Last 12 Months by Gender and Category of Video-Game Player


Videogamers Are Big Online Spenders


Table 7-13: Amount Spent on Internet in Last 12 Months by Gender, Video- Game Players vs. Others


Table 7-14: Amount Spent on Internet Orders in Last 12 Months by Gender and Category of Video-Game Player






Chapter 8 Consumer Profiles of Videogamers






Fashion


Videogamers Keep up with Fashion


Table 8-1: Attitudes toward Fashion, Video-Game Players vs. Others by Gender


Table 8-2: Attitudes toward Fashion by Gender and Category of Video- Game Player


Videogamers Love to Shop for Clothes


Figure 8-1: Percent Who “Really Enjoy Clothes Shopping,” Video-Game Players vs. Others by Gender


Table 8-3: Attitudes toward Shopping for Clothes, Video-Game Players vs. Others by Gender


Male Avid Gamers Especially Interested in Clothes


Table 8-4: Attitudes toward Shopping for Clothes by Gender and Category of Video-Game Player


Videogamers More Brand-Loyal


Table 8-5: Attitudes toward Clothing Brands, Video-Game Players vs. Others by Gender


Automotive


Videogamers Love to Drive Fast


Figure 8-2: Percent Who Like to Drive Faster than Normal, Video-Game Players vs. Others by Gender


Table 8-6: Attitudes toward Driving, Video-Game Players vs. Others by Gender


Table 8-7: Attitudes toward Driving by Gender and Category of Video-Game Player


Gamers Use Cars to Express Their Personality


Table 8-8: Attitudes toward Cars and Personality, Video-Game Players vs. Others by Gender


Table 8-9: Attitudes toward Cars and Personality by Gender and Category of Video-Game Player


Video-Game Players Interested in Automotive Technology


Table 8-10: Reasons for Buying Cars, Video-Game Players vs. Others by Gender


Food


Healthy Eating Gets Low Priority


Figure 8-3: Percent Who Think Their Diet Is Very Healthy, Video-Game Players vs. Others by Gender


Table 8-11: Attitudes toward Healthy Eating, Video-Game Players vs. Others by Gender


Avid Gamers Least Concerned about Healthy Eating


Table 8-12: Attitudes toward Healthy Eating by Gender and Category of Video-Game Player


Gamers Don’t Count Calories


Table 8-13: Attitudes toward Counting Calories, Video-Game Players vs. Others by Gender


Table 8-14: Attitudes toward Counting Calories by Category of Video-Game Player


Frozen Dinners Part of Gamer Lifestyle


Table 8-15: Attitudes toward Eating Prepared Meals, Video-Game Players vs. Others by Gender


Table 8-16: Attitudes toward Eating Prepared Meals by Gender and Category of Video-Game Player


New Food Products Interest Videogamers


Table 8-17: Attitudes toward Trying New Foods, Video-Game Players vs. Others by Gender


Table 8-18: Attitudes toward Trying New Foods by Gender and Category of Video-Game Player


Financial Services


Videogamers Driven by Careers


Table 8-19: Attitudes toward Work and Money, Video-Game Players vs. Others by Gender


Table 8-20: Attitudes toward Work and Money by Gender and Category of Video-Game Player


Videogamers More Likely to Spend than Save


Table 8-21: Attitudes toward Personal Financial Management Issues, Video- Game Players vs. Others by Gender


Avid Players Least Likely to Feel Financially Secure


Table 8-22: Attitudes toward Personal Financial Management Issues by Gender and Category of Video-Game Player


Debit Cards More Popular


Table 8-23: Use of ATM/Debit Cards, Video-Game Players vs. Others by Gender


Table 8-24: Use of ATM/Debit Cards by Gender and Category of Video- Game Player


Videogamers Average Users of Credit Cards


Table 8-25: Use of Credit Cards, Video-Game Players vs. Others by Gender


Table 8-26: Use of Credit Cards by Gender and Category of Video-Game Player


More Gamers Have Bank Accounts


Table 8-27: Type of Bank Accounts, Video-Game Players vs. Others by Gender


Table 8-28: Type of Bank Accounts by Gender and Category of Video- Game Player


New-Car Loans More Common


Table 8-29: Type of Loan, Video-Game Players vs. Others by Gender


Table 8-30: Type of Loan by Gender and Category of Video-Game Player


Many Gamers Have Investments


Table 8-31: Type of Investments Owned, Video-Game Players vs. Others by Gender


Table 8-32: Type of Investments Owned by Gender and Category of Video- Game Player


Videogamers Good Customers for Insurance Industry


Table 8-33: Ownership of Insurance Policies, Video-Game Players vs. Others by Gender


Table 8-34: Ownership of Insurance Policies by Gender and Category of Video-Game Player






Section IV Technology and the Internet






Chapter 9 The Role of Consumer Electronics and Computers in the Videogamer Lifestyle






Videogamers and Consumer Electronics


Gamers Are Tech-Savvy


Table 9-1: Attitudes toward Technology, Video-Game Players vs. Others by Gender


Table 9-2: Attitudes toward Technology by Gender and Category of Video- Game Player


Videogamers Like to Buy Consumer Electronics


Table 9-3: Attitudes toward Buying Consumer Electronics, Video-Game Players vs. Others by Gender


Avid Gamers Are Early Adopters


Table 9-4: Attitudes toward Buying Consumer Electronics Products by Gender and Category of Video-Game Player


More Gamers Shop at Home Electronics Stores


Table 9-5: Percent Shopping at Home Electronics Stores in Last 3 Months by Gender, Video-Game Players vs. Others


More Videogamers Have Cellphones


Table 9-6: Ownership and Use of Cellphones by Gender, Video-Game Players vs. Others


Table 9-7: Ownership and Use of Cellphones by Gender and Category of Video-Game Player






Videogamers and Computers


Computers Play Central Role in Gamers’ Households


Table 9-8: Ownership of Home Computers by Gender, Video-Game Players vs. Others


Table 9-9: Ownership of Home Computers by Gender and Category of Video-Game Player


Home Computer Networks More Common


Table 9-10: Ownership of Home Computer Network by Gender, Video-Game Players vs. Others


Table 9-11: Ownership of Home Computer Network by Gender and Category of Video-Game Player


Videogamers Major Market for Home Computer Industry


Table 9-12: Most Recent Purchase of Home Computers by Gender, Video- Game Players vs. Others


Table 9-13: Most Recent Purchase of Home Computers by Gender and Category of Video-Game Player


Table 9-14: Amount Spent on Computer Software in Last 12 Months by Gender, Video-Game Players vs. Others


Many Videogamers Plan to Buy New Computer in Near Future


Figure 9-1: Percent Planning to Purchase Home Computer in Next 18 Months by Gender, Video-Game Players vs. Others


Gamers Spend Many Hours in Front of Computer Screens


Table 9-15: Number of Hours Per Week Using Home Computer by Gender, Video-Game Players vs. Others


Table 9-16: Number of Hours Per Week Using Home Computer by Gender and Category of Video- Game Player






Chapter 10 Videogamers and the Internet






Impact of the Internet on the Lifestyle of Videogamers


Internet Central Part of Videogamers’ Lifestyle


Table 10-1: Impact of the Internet on Lifestyle, Video-Game Players vs. Others by Gender


Table 10-2: Impact of the Internet on Lifestyle by Gender and Category of Video-Game Player


Traditional Media Lose Ground among Some Videogamers


Table 10-3 Impact of the Internet on Media Usage, Video-Game Players vs. Others by Gender


Table 10-4 Impact of the Internet on Media Usage by Gender and Category of Video-Game Player






Online Habits


Gamers Look for New and Interesting Websites


Table 10-5: Profile of Online Behavior, Video-Game Players vs. Others by Gender


Table 10-6: Profile of Online Behavior by Gender and Category of Video- Game Player


Gamers Depend on the Internet


Figure 10-1: Percent Using the Internet at Home in Last 7 Days (except email) by Gender, Video-Game Players vs. Others


Table 10-7: Method of Access to Internet at Home by Gender, Video-Game Players vs. Others


Heavy Internet Use Common


Table 10-8: Number of Times Online at Home in Last 7 Days (except email) by Gender, Video-Game Players vs. Others


Avid Gamers Even More Connected


Figure 10-2: Percent Using the Internet at Home in Last 7 Days (except email) by Gender and Category of Video-Game Player


Table 10-9: Number of Times Online at Home in Last 7 Days (except email) by Gender and Category of Video-Game Player


Top Websites the Same


Table 10-10: Websites Visited in Last 30 Days by Men, Video-Game Players vs. Others


Table 10-11: Websites Visited in Last 30 Days by Women, Video-Game Players vs. Others


Many Online Activities the Same for Gamers as Non-Gamers


Table 10-12: Online Activities in Last 30 Days, Video-Game Players vs. Others


Avid and Moderate Players Focus on Different Online Activities


Table 10-13: Online Activities of Men in Last 30 Days by Category of Video- Game Player


Table 10-14: Online Activities of Women in Last 30 Days by Category of Video-Game Player






Section V Media and Entertainment Choices






Chapter 11 Media Usage and Receptivity to Advertising






Print Media


Game Players Depend Less on Newspapers


Table 11-1: Attitudes toward Newspapers, Video-Game Players vs. Others by Gender


Table 11-2: Attitudes toward Newspapers by Gender and Category of Video- Game Player


Magazines Seen as Entertainment Source


Table 11-3: Attitudes toward Magazines, Video-Game Players vs. Others by Gender


Table 11-4: Attitudes toward Magazines by Gender and Category of Video- Game Player


Videogamers Read Same Magazines as Other Adult Consumers


Table 11-5: Favorite Magazines of Men, Video-Game Players vs. Others


Table 11-6: Favorite Magazines of Women, Video-Game Players vs. Others






Radio and Television


Gamers Listen to the Radio


Table 11-7: Attitudes toward Radio, Video-Game Players vs. Others by Gender


Table 11-8: Attitudes toward Radio by Gender and Category of Video-Game Player


Television Still Important to Most Video-Game Players


Table 11-9: Attitudes toward Video Games and Television by Gender and Category of Video-Game Player


Table 11-10: Attitudes toward Television, Video-Game Players vs. Others by Gender


Table 11-11: Attitudes toward Television by Gender and Category of Video- Game Player


Multiple TV Sets Found in Videogamer Households


Table 11-12: Ownership of Television Sets by Gender, Video-Game Players vs. Others


Gamers More Likely to Subscribe to Premium Cable Channels


Table 11-13: Subscription to Premium Cable Channels by Gender, Video- Game Players vs. Others


TV Choices Similar for Male Gamers but Differ for Women


Table 11-14: Cable TV Channels Watched by Men in Last 7 Days, Video- Game Players vs. Others


Table 11-15: Cable TV Channels Watched by Women in Last 7 Days, Video- Game Players vs. Others


Male Avid Players Watch Channels Geared toward Younger Demographic


Table 11-16: Cable TV Channels Watched by Men in Last 7 Days by Category of Video-Game Player


Table 11-17: Cable TV Channels Watched by Women in Last 7 Days by Category of Video-Game Player


Receptivity to Advertising


Avid Game Players Especially Receptive to Ads


Table 11-18: Attitudes toward Advertising, Video-Game Players vs. Others by Gender


Table 11-19: Attitudes toward Advertising by Gender and Category of Video- Game Player


Moderate Players More Likely to Pay Attention to Product Placement in Video Games


Table 11-20: Attitudes of Video-Games Players toward Product Placement in Video Games by Category of Player


Videogamers More Attuned to Product Placement Efforts in TV Shows


Table 11-21: Attitudes toward Product Placement, Video-Game Players vs. Others by Gender






Chapter 12 Leisure and Entertainment Choices of Video-Game Players






Overview of Leisure Activities


Videogamers Work Out


Table 12-1: Exercise Participation by Gender, Video-Game Players vs. Others


Fitness Walking Popular


Table 12-2: Favorite Sports of Men, Video-Game Players vs. Others


Table 12-3: Favorite Sports of Women, Video-Game Players vs. Others


Videogamers More Active than Other Adults


Table 12-4: Participation in Leisure Activity/Hobby by Men in Last 12 Months, Video-Game Players vs. Others


Table 12-5: Participation in Leisure Activity/Hobby by Women in Last 12


Months, Video-Game Players vs. Others


Listening to Music Important to Videogamers


Table 12-6: Purchase of Music in Last 12 Months by Gender, Video-Game Players vs. Others


Table 12-7: Purchase of Music in Last 12 Months by Gender and Category of Video-Game Player


Videogamers Still Read Books


Figure 12-1: Percent Buying Books in Last 12 Months, Video-Game Players vs. Others






Going Out


Gamers Go Out More


Table 12-8: Attendance at Live Entertainment Events in Last 12 Months by Gender, Video-Game Players vs. Others


Table 12-9: Attendance at Live Entertainment Events in Last 12 Months by Gender and Category of Video-Game Player


Fast Food Attracts Videogamers


Figure 12-2: Percent Using Family Restaurants by Gender, Video-Game Players vs. Others


Figure 12-3: Percent Using Fast-Food Restaurants by Gender, Video-Game Players vs. Others


Table 12-10: Use of Fast-Food and Family Restaurants by Gender and Category of Video-Game Player


Video-Game Players More Likely to Go to the Movies


Figure 12-4: Percent Attending Movie in Last 6 Months by Gender, Video- Game Players vs. Others


Table 12-11: Movie Attendance by Gender, Video-Game Players vs. Others


Table 12-12: Movie Attendance by Gender and Category of Video-Game Player






Appendix Addresses of Selected Videogamer Market Resources




Abstract

This groundbreaking Packaged Facts report provides a detailed analysis of the consumer attitudes and behavior of the 114 million American adults who play video games. Videogamers represent more than half of the adult population and have an aggregate income of $4 trillion.

Through the innovative use of data from the Simmons Market Research Bureau National Consumer Survey, this report challenges numerous stereotypes of videogamers. For example, videogamers are far from being slackers who do nothing but sit for hours on end in front of a gaming console or computer screen. In fact, videogamers are exceptionally active consumers. They work out more, go out more and shop more than adult Americans who don’t play video games. Although video games are a primary form of entertainment for many gamers, traditional forms of media and entertainment such as watching television, going to the movies and dining out remain a central part of the leisure-time habits of most video-game players.

The report also shows how the population of videogamers is rapidly diversifying beyond the core young male gamer. The prototypical videogamer is now as likely to be a woman as a man. The videogamer population includes 25 million adults in the 55+ age bracket, 13 million retirees and 28 million grandparents.

The report begins with an overview of the videogamer market, which is divided into “Avid,” “Moderate” and “Occasional” segments based upon gamers’ degree of involvement with video games. It includes chapters on trends and opportunities in the videogamer market as well as an assessment of the size and growth of the market.

The next section of the report provides a detailed analysis of key segments in the videogamer market. Separate chapters present demographic profiles of video-game players and video-game buyers and include detailed data on the types and brands of games played and purchased. Another chapter provides an assessment of three gamer segments of increasing importance to the video-game industry: women, mature videogamers and family gamers.

Another section of the report analyzes the consumer behavior of video-game players. One chapter provides an overview of the in-store and online shopping behavior of videogamers. Another chapter provides in-depth profiles of the consumer behavior of videogamers in the areas of financial services, food, fashion and automotive. Other chapters analyze the connection of videogamers with consumer electronics, computers and the Internet.

The report continues with a chapter discussing how videogamers use the media and relate to advertising. It concludes with a chapter on the leisure and entertainment choices of videogamers.



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