|
Diversified Online Games $4.4 billion by 2010 |
|
The report, based on survey of almost 2,000 online U.S. gamers, refutes the suggestion that games players can be organized into simply "hardcore" and "casual", instead suggesting six different categorizations of player, organized based on time spent gaming and motivation and attitudes – rather than revenue.
1. "Power gamers" represent 11 percent of the gamer market but account for 30 cents of every dollar spent on retail and online games.
2. "Social gamers" enjoy gaming as a way to interact with friends.
3. "Leisure gamers" spend 58 hours per month playing games but mainly on casual titles. Nevertheless they prefer challenging titles and show high interest in new gaming services.
4. "Dormant gamers" love gaming but spend little time because of family, work, or school. They like to play with friends and family and prefer complex and challenging games.
5. "Incidental gamers" lack motivation and play games mainly out of boredom. However, they spend more than 20 hours a month playing online games.
6. "Occasional gamers" play puzzle, word, and board games almost exclusively.
The report suggests that the middle market of social, leisure and dormant gamers accounts for 53 percent of the Internet gamer population and 56 percent of retail revenue.
Read the whole article on Gamasutra
|