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Published by: Ad-ology
Published: Nov. 24, 2008 - 46 Pages
Table of Contents
- I. Executive Summary
- II. Survey Findings
- III. Consumer Spending
- IV. Methodology+Definitions
- TABLE OF FIGURES
- 1. Percentage of U.S. Adults That Have Purchased Video Games, Video Game Systems Recently
- 2. Demographic Analysis of U.S. Adults That Have Purchased Video Games, Video Game Systems Recently
- 3. Preference of Purchase Location (U.S. Video Games, Video Game Systems Purchasers 18+)
- 4. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers (18+) That Prefer to
- Purchase Online
- 5. Factors that are Most Important in Product Purchase or Location of Purchase (U.S. Adults 18+)
- 6. Factors that are Most Important in Product Purchase or Location of Purchase by Age
- 7. Factors that are Most Important in Product Purchase or Location of Purchase by Gender
- 8. Factors that are Most Important in Product Purchase or Location of Purchase by Race
- 9. Factors that are Most Important in Product Purchase or Location of Purchase by U.S. Region
- 10. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Who Consider Price More
- Important than Product Quality
- 11. U.S. Video Games, Video Game Systems Purchasers (18+) Somewhat or Significantly Influenced by
- Information/Advertising from Online Media
- 12. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Social
- Networking and User-Generated Content
- 13. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Online Video
- 14. U.S. Video Games, Video Game Systems Purchasers (18+) Somewhat or Significantly Influenced by
- Information/Advertising from Traditional Media
- 15. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Newspapers
- 16. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Television
- 17. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Radio
- 18. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Direct Mail
- Advertising
- 19. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Magazines
- 20. Demographic Analysis of U.S. Video Games, Video Game Systems Purchasers Influenced by Out-of-Home
- Advertising
- 21. Percentage of U.S. Video Games, Video Game Systems Purchasers (18+) who consider Sports Marketing
- Somewhat or Very Important
- 22. Demographic Analysis of Video Games, Video Game Systems Purchasers who consider Sports Marketing
- Somewhat or Very Important
- 23. Percentage of U.S. Video Games, Video Game Systems Purchasers (18+) who consider Cause Marketing
- Somewhat or Very Important
- 24. Demographic Analysis of Video Games, Video Game Systems Purchasers who consider Cause Marketing
- Somewhat or Very Important
- CONSUMER SPENDING FIGURES
- 1. 2008 U.S. TV Market Comparison of Consumer Spending on Video game hardware and software (Estimated
- Total per Market)
- 2. 2008 U.S. TV Market Comparison of Consumer Spending on Video game hardware and software (Estimated
- Average Per Household per Market)
- 3. 2008 U.S. Consumer Spending on Video game hardware and software by Life Stage Cluster
AbstractThe U.S. video game industry is a growing, multi-billion dollar business and new hardware does more than just play games - it can open up a consumer’s home to TV, chat and more. The growing popularity of ‘social gaming’ in the form of massive multiplayer online games (MMOG) and virtual worlds mirrors the exponential growth of online social communities.
This report includes extensive detail on the level of influence 15 different types of online and traditional media had on purchases, and reveals significant influence by online product reviews. Online media covered: Manufacturer Web sites, Store Web sites, Other Web sites, Auction Web sites, Videos, Blogs, Product Reviews, Email, and Search Results. Traditional media types covered: Direct Mail, Magazine, Newspaper, Out-of-Home, Radio, and Television.
Many factors play a role in the purchase of video game systems and software and the report examines the importance of factors like product quality, product availability, price, and brand name.
The report also offers insights on how receptive consumers are to buying online instead of in a store, as well data on the importance of product availability in the decision on where to purchase.
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