Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Thursday, May 3, 2012

Young fathers in America spend more on media than young mothers

"Young Dads …
Spend more money than Mom. Young fathers spend $400 a month on media, $100 more than young moms
Have cleaned up their act. 70% say the type of media they consume is more family-friendly
Give advice. 54% share advice with their friends and family about CPG products. 81% share advice about tech products
73% of young dads use social networking sites to communicate with others over the course of a typical week; 94% (of these social networking users) use Facebook for this purpose. 40% of young dads rely on internet voice/video calling to communicate, with the most popular being Skype (72% of voice/video calling users).
Are still gaming. But 79% use their console for streaming movies and other family-friendly content
Are brand loyal. 50% consider themselves loyal to a particular brand within the auto and tech categories
Use search. Online search and word-of-mouth influence decisions in the tech, telco, auto, CPG and financial categories
Pre-Family Men …
Spend $350 a month on media, $60 more than pre-family women
Give advice. 72% give advice to their friends and family about tech products
Are influenced by media. 66% are influenced by TV advertising, while 50% are influenced by online advertising and 44% are influenced by online search results
Spend the most time online researching autos . 44% of them are loyal auto and tech enthusiasts
Spend 10+ hours a day multitasking between their PC, smartphone, tablet and gaming console
Love gaming. 75% spend more than 7 hours a month gaming or using their console to download movies and other content"
Source:  Research by Microsoft, reported in a blog post, 24th April 2012

Friday, April 27, 2012

Monday, April 23, 2012

Xbox households in the US spend an average of 84 hours a month on online services

"Yusuf Mehdi, who heads up marketing and strategy for Microsoft's Xbox business, said households now spend an average of 84 hours a month on the Xbox Live online service playing games, watching videos and listening to music. That's up 30% from a year ago. Just over half that time is spent on videos and music.
By comparison, the average household spend about 150 hours a month watching television.
"What we're seeing is that people are turning on the Xbox to play games and then keeping it on afterwards to get other types of entertainment," Mehdi said."

Tuesday, March 27, 2012

Mobile game Cut The Rope has been downloaded more than 100m times

"Global gaming company ZeptoLab today announced the release of its award-winning, physics-based game, Cut the Rope, in the Mac App Store. The game, which has been optimized for MacOS, features stunning high-resolution artwork and innovative game mechanics that have been optimized for computer gameplay.
With more than 100 million downloads, Cut the Rope has seen great success on both mobile phones and tablets. Now, with the MacOS version, players take on the challenge of cutting ropes, popping bubbles, collecting stars and feeding candy to a little green monster named Om Nom on a much bigger screen. The levels on Cut the Rope for MacOS have been specifically tailored for landscape screen orientation, and the game retains its striking, crisp images on monitors up to 2560×1440 resolution."
Source:  Press release from ZeptoLab, 22nd February 2012

Tuesday, March 6, 2012

Americans spent $2.3bn on virtual goods in 2011

"Paying for all those virtual tractors and fences on "FarmVille" adds up. Spending on virtual goods in the U.S. rose 28% to $2.3 billion in 2011, per Visa-owned e-commerce company PlaySpan and Frank N. Magid Associates.
Among consumers, seven in 10 can be classified as gamers. Half of U.S. gamers bought virtual items last year, and one-third of the 600 gamers surveyed overall for the study. The average spent was $64 in 2011. U.S. male gamers were almost twice as likely as their female counterparts to purchase these virtual goods."

Wednesday, February 15, 2012

Zynga has 240m monthly active users

"Daily active users (DAUs) increased from 48 million in the fourth quarter of 2010 to 54 million in the fourth quarter of 2011, up 13%.
Monthly active users (MAUs) increased from 195 million in the fourth quarter of 2010 to 240 million in the fourth quarter of 2011, up 23%.
Monthly unique users (MUUs) increased from 111 million in the fourth quarter of 2010 to 153 million in the fourth quarter of 2011, up 38%.
Average daily bookings per average DAU (ABPU) increased from $0.055 in the fourth quarter of 2010 to $0.061 in the fourth quarter of 2011, up 11%.
Monthly Unique Payers (MUPs) increased from 2.6 million in the third quarter of 2011 to 2.9 million in the fourth quarter of 2011, up 13%.
Zynga launched 12 games during 2011, including 4 titles on web-based platforms and 8 titles on mobile platforms.
As of December 31, 2011, Zynga had the top 5 most played games on Facebook, based on DAUs, including CastleVille, which launched in the fourth quarter of 2011 and reached 7 million DAUs in two weeks.
Zynga saw strong growth from mobile games in Q4 primarily from titles Dream Zoo, Words with Friends and Zynga Poker. These three games were among the top 10 grossing games on the iOS platform during the quarter.
2011 Annual Financial Summary
Bookings: Bookings were at a record level of $1.16 billion in 2011, an increase of 38% on a year-over-year basis.
Revenue: Revenue was $1.14 billion in 2011, an increase of 91% on a year-over-year basis. Online game revenue was $1.07 billion, an increase of 85% on a year-over-year basis. Advertising revenue was $74.5 million, an increase of 226% on a year-over-year basis.
Adjusted EBITDA: Adjusted EBITDA was $303.3 million in 2011, a decrease of 23% year-over-year, largely due to our increased investment in developing new games.
Net income (loss): GAAP net loss was $404.3 million in 2011, which included $510 million of stock-based compensation expense for restricted stock units issued to employees that, in accordance with GAAP, was previously unrecognized until the occurrence of a liquidity event, triggered by the Company's initial public offering."
Source:  Zynga's 4th Quarter Results, released 14th February 2012

Thursday, February 9, 2012

Chinese gaming platform Mobile QQ Game Hall has over 200m registered users

"Shenzhen-based internet company Tencent recently announced on an official microblog account that its Mobile QQ Game Hall app had surpassed 200 mln registered users, with up to 13 mln users per day of the application and peak concurrent user (PCU) totals of over 1 mln users. With Symbian, KJava, Android, iOS, Windows Phone 7, and HTML 5 versions, Mobile QQ Game Hall clients are available on all major platforms. Several dozen casual games are available through the app, with more being added regularly - primarily casual card and board games such as Dou Dizhu, Chinese chess, and Tetris."
Source:  Tencent Tech, via Marbridge Daily, 8th February 2012

Tuesday, January 10, 2012

US device ownership



Click to enlarge

Source:  Data from Nielsen reported in NielsenWire, 6th January 2012
Note - more data on the Nielsen site

Chinese online game revenues rose 32% in 2011

"Sun Shoushan, deputy director of China's General Administration of Press and Publication (GAPP), said recently at the 2011 China Game Industry Annual Conference (CGIAC) in Xi'an that online game revenues in China reached a total of RMB 42.85 bln last year, up 32.4% YoY. Of that, domestically developed online games accounted for RMB 27.2 bln of revenue, up 40.7% YoY, and, beating performance of joint venture and foreign games for the seventh consecutive year, accounted for 63.4% of all game revenue in China in 2011. The mobile game market also continued to display strong growth, increasing 86.8% YoY to bring in RMB 1.7 bln in 2011. Spurred by innovative business models, sales revenue for single-player games rose 301.3% YoY to RMB 61 mln. "

Friday, November 25, 2011

Online game Bigpoint generated revenues of over €2m in 4 days on sales of just one virtual item

"German online games publisher and developer Bigpoint made over 2 million euros of revenue this month on a single in-game item purchase.
The company's free-to-play MMO space shooter DarkOrbit, which launched in December 2006, has seen 66 million registered users in total over its five year life.
Earlier this month, BigPoint sold a special in-game item called 'The 10th Drone', which cost 1,000 euros to purchase, for a total of four days.
Simon Davis, producer on DarkOrbit, has now told Gamesbrief founder and Gamasutra contributor Nicholas Lovell that over 2,000 of these items were sold, meaning that over 2 million euros was spent on this single item over the course of four days."
Source:  Gamasutra, 23rd November 2011

Tuesday, November 22, 2011

Over 20% of the UK Nintendo 3DS owners Bought Legends of Zelda: Ocarina of Time in the first 2 days of release

"Nintendo enjoyed a good week for 3DS thanks to the Zelda re-release.
Ocarina of Time 3D made it to No.2 in the chart upon its debut last week, and according to GfK Chart-Track data was bought by over 20 per cent of the handheld’s userbase in its first two days.
That sets the device up well for the summer selling season – a natural uplift for handheld games according to Nintendo UK head David Yarnton – and the crop of strong first-party games on the horizon."

Monday, November 21, 2011

Friday, November 18, 2011

Call of Duty: Modern Warfare 3 generated $775m in the first 5 days of sales

"Call of Duty: Modern Warfare 3 brought in $775 million in sales in its first five days on the market, gunning down the previous record.
It beat the record for five-day sales for movies and books too, Activision-Blizzard said today.
Activision-Blizzard's previous Call of Duty game held that last record. Call of Duty: Black Ops brought in $650 million in its first five days on sale, and Modern Warfare 2 brought in $550 million.
Gamers bought 6.5 million copies of Modern Warfare 3 the first day it was on sale, bringing in $400 million for Activision Blizzard. Black Ops brought in $360 million on its first day last year. Modern Warfare 2 brought in $310 million."

Monday, November 14, 2011

118.5m people in the US & UK play social games at least once a week

"PopCap Games, maker of some of the world’s most popular video games, today unveiled the results of a survey updating a 2010 report targeting social gamers in the U.S. and U.K.  The survey found that 118.5 million people now play social games at least once a week, up 71%.  Among other results in the new survey, players are now significantly more likely to spend real-world money to buy content within social games, with 31 million players having purchased in-game currency, up 86%.
The full report, conducted by Information Solutions Group is available for download at 2011 PopCap Social Gaming Research.
The report examines play habits, attitudes and regional/demographic differences among social gamers, who represent the fastest-growing segment of the video game industry. The social game sector is anticipated to generate $5 billion by 2015 according to market research firm Parks and Associates.
The survey found that 30%, or 35 million people who now play social games are new to the category since February 2010, and that 17% percent of people who play social games regularly are new to gaming altogether, having never previously played a video game, representing 20 million new gaming consumers.  And while the average age of social gamers has gone down from 43 to 39, the average first time new social gamer is a 50+ year-old woman.
The report also uncovered regional differences in attitudes about cheating in social games, finding U.K. social gamers (11%) cheat at a higher rate than U.S. gamers (7%). Deeper insight into social gamers’ attitudes and habits surrounding cheating will be provided in a separate upcoming report.
Other key findings in the report include:
- 81 million people, or 68% of social gamers, play social games at least once a day
- 49 million people, or 41% of social gamers, play social games multiple times a day
- 33% of social gamers who played games on other platforms prior to playing social games reported spending less time playing games on other platforms
- Female social gamers outnumber men 55% to 45%
- The percentage of social gamers under 30 years old jumped from 19% to 30%
- 20% of all social gamers in the US are over 60, compared to only 7% in the U.K.
- Social gaming is a newer phenomenon in the U.K., where only 38% of social gamers have played for two years or more, versus 51% in the U.S."
Source:  Press release from PopCap, 14th November 2011
Full report here

Call of Duty: Modern Warfare 3 sold 6.5m copies on the first day of sale

"Last week, the Call of Duty franchise yet again redefined our measly definition of “success” by selling 6.5 million copies of Modern Warfare 3 in one day, which translates into $400 million from just the U.S. and the U.K. That might be the single biggest currency-for-entertainment exchange in the history of pop culture. (By comparison, movie record-holder Harry Potter and the Deathly Hallows — Part 2 made a mere $91 million in its first 24 hours.) It’s the third straight record year for Activision Blizzard, which has essentially created a new early-November holiday by steadily releasing a new Call of Duty game every November. We talked to Activision CEO Bobby Kotick about the franchise’s mega-success, and the vision for the future."

Friday, November 11, 2011

US Portable Game Software by Revenue 2009-2011



Click to enlarge

Source:  Lurry Analytics, NPD Group and other estimates, reported on the Flurry blog, 9th November 2011
Note - I don't normally put projections in, but this contains more real data than projections

Wednesday, November 9, 2011

A Call of Duty gamer plays for an average of 170 hours per year

"Even before the launch of Modern Warfare 3, the Call of Duty community is already one of the strongest there is. More than 30 million people have played online this year and 20 million players play each month. On average, the Call of Duty player plays 170 hours of the game per year. That’s as much time spent as watching the full series of the Sopranos and Lost, combined."
Source:  Data from Activision Blizzard, reported by VentureBeat, 8th November 2011

Tuesday, November 8, 2011

The demographics of American gamers



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Also this killer stat:
"Women age 18 or older represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%)"
Source:  Entertainment Software Association, Essential Facts about the Computer and Video Games Industry 2011

Monday, November 7, 2011

Zynga has 58m active daily users in 175 countries

"The company updated its stats, noting it has 230 million monthly active users, down from 232 million when it first file for an IPO in June. It has 58 million daily active users in 175 countries. Those users play 2 billion minutes a day and engage in 4 billion in-game user-to-user connections a day.
Zynga said that, according to AppData, its games are played by more daily active players than the next 14 social game developers combined. Zynga said it has four of the top five social games on Facebook, based on daily active users."
Source:  Data revealed by Zynga, and reported by VentureBeat, 4th November 2011

Wednesday, November 2, 2011

Angry Birds has been downloaded 500m times



"Rovio today announced 500 million total downloads of Angry Birds games across various platforms. This remarkable milestone makes Angry Birds one of the most downloaded games in the history of gaming, with no signs of slowing down.
Angry Birds Fans around the world have so far played a total of 200,000 years of Angry Birds, with 300 million minutes of playing time daily. Moreover, more than 266 billion levels of Angry Birds have been played, with 400 billion birds launched into action, and over 44 billion Stars collected in the process."
Source:  Press release from Rovio, 2nd November 2011