Understanding The VR Gaming Market

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Meet the Oculus Quest Gamers

DEDICATED GAMER

Dedicated Gamers are serious tech fans.

As technophiles, Dedicated Gamers are eager to learn about new products and
want to know all the details about the products they buy. They are likely to
encounter VR hardware and content in gaming sites, blogs, and forums. They
respond especially well to trusted expert reviews.

Personality Traits

Impulsive Competitive

Boastful

Dedicated Gamers are estimated to comprise 18%


of the US gamer population (21 million).

They are mostly male The majority are between 25-44

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

They spend 2X more on games, devices,


accessories, and in-game purchases.

They regularly read about technology and upgrade their setups


regardless of platform, in order to boost their reputation.

Median Spend on Gaming Purchases per Year

Dedicated Gamers All Gamers

$200
$104

Video Games

$60
$31

Devices & Accessories

$40
$17

In-Game Purchases

DEDICATED GAMERS ARE MORE LIKELY TO UPGRADE TO NEW HARDWARE


AND CONTENT. TO ATTRACT THIS AUDIENCE, DEVELOPERS SHOULD FOCUS
ON DELIVERING TOP-OF-THE-LINE VR CONTENT.

Although Dedicated Gamers spend most


of their time in solo games, they play some
multiplayer games as well.

Dedicated Gamers love playing games socially, but their main motivations
are seeking out new challenges and earning achievements.

Top Games Played

(FPS) Action/Driving (RPG) General Third-Person Sports


First-Person Hybrid Role Action Shooter
Shooter Playing

Dedicated Gamers view VR as the future of gaming.

The majority of Dedicated Gamers (71%) are early adopters of VR.


They are highly knowledgeable about VR hardware and games.
They are also likely to be Core PC gamers.

61% intend to purchase VR

56% are familiar with VR

41% are VR owners

Dedicated Gamers are most familiar with competitive titles.

Creed: Rise to Glory Marvel Powers United VR VRChat Rec Room

They are also interested in


non-gaming VR content.

Entertainment Live Events Live Sports

Dedicated Gamers currently spend 2.4 hours/week with VR

VR GIVES DEDICATED GAMERS A NEW AREA TO COMPETE IN AND CONQUER.


DEVELOPERS SHOULD FOCUS ON PROVIDING CONTENT WITH NEW AND
UNIQUE AWARDS, STATUS STRUCTURES, AND MECHANICS TO REACH THE
DEDICATED GAMER AUDIENCE.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

PLAY-TO-WIN GAMER

Play-to-Win Gamers have earned their status as


the best gamers around—and they plan to keep it that way.

Play-to-Win Gamers strive to be the best and enjoy competing with or against their
friends. They don’t just feel superior to other gamers, they actually are. Messaging how VR
can enhance the competitive aspect of gaming will be critical to attract their attention.

Personality Traits

Determined Competitive

Focused

Play-to-Win Gamers are estimated to comprise 11%


(13.2 million) of the US gamer population.

They are mostly male The majority are between 18-34

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Play-to-Win Gamers spend more on devices


and accessories than the average gamer.

They buy games and devices that are popular among their competitive peer groups.

Median Spend on Gaming Purchases per Year

Play-to-Win Gamers All Gamers

$100
$104

Video Games

$50
$31

Devices & Accessories

$20
$17

In-Game Purchases

PLAY-TO-WIN GAMERS PRIORITIZE TITLES THAT ARE POPULAR AMONG


THEIR COMPETITIVE GAMER COMMUNITY. THEY FOCUS ON PERFECTING
THEIR SKILLS IN THIS SMALLER SET OF COMPETITIVE GAMES AND CARE
LESS ABOUT HAVING AN EXTENSIVE GAME LIBRARY. TO ATTRACT THIS
AUDIENCE, VR DEVELOPERS NEED TO CREATE GAMES THAT GIVE THIS
AUDIENCE A REASON TO BELIEVE VR IS COMPETITIVE AND CHALLENGING.

Whether solo or social, Play-to-Win Gamers are about


ranking their gameplay relative to others. They prefer playing
games solo, online, but will make time to play in-person with
friends and family.

Play-to-Win Gamers also like to act as a companion competitor,


helping friends achieve their gaming goals.

Top Games Played

(FPS) Action/Driving Third-Person Sports Fighting


First-Person Hybrid Shooter
Shooter

Play-to-Win Gamers are not yet convinced


that VR is for them.

37% of the Play-to-Win segment are early adopters of VR.


They know about VR, but many are not ready to take the
plunge. Content is key for this segment. They need a title
that will give them reason to believe.

38% intend to purchase VR

41% are familiar with VR

37% are VR owners

VR GAMES THAT EMPHASIZE COMPETITION WILL ATTRACT THIS SEGMENT.

Play-to-Win Gamers are most familiar with competitive titles.

For Play-to-Win Gamers, VR is an opportunity to influence and


compete in a newer gaming market that isn’t yet oversaturated.

Marvel Powers United VR Creed: Rise to Glory Sprint Vector Space Pirate Trainer Rec Room

They have some interest


in using VR for non-
gaming content but it’s
not their priority.

Entertainment Live Sports Live Events

Play-to-Win Gamers currently spend 4.3 hours/week with VR

PLAY-TO-WIN GAMERS WILL HAVE ABOVE-AVERAGE KNOWLEDGE AND


INTEREST IN VR, BUT MANY STILL HAVE RESERVATIONS. THIS IS A SEGMENT
THAT PREFERS TITLES COMPATIBLE WITH THEIR CONSOLE PC.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

STEADY GAMER

Steady Gamers are heavily influenced


by what their friends buy and play.

Steady Gamers play what their friends are playing—they feel left
behind if they can’t participate. This segment will need to see their
friends in VR before they'll be convinced to buy their own headset.

Personality Traits

Eager Friendly

Enthusiasts

Steady Gamers are estimated to comprise the smallest


segment of the US gamer population at 6% (7.6 million).

They are mostly male The majority are between 18-34

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Steady Gamers spend more on devices, accessories,


and in-game purchases than the average gamer.

They are comfortable with their current gaming equipment but are always
keeping an eye on the new trends in gaming, including VR.

Median Spend on Gaming Purchases per Year

Steady Gamers All Gamers

$100
$104

Video Games

$40
$31

Devices & Accessories

$20
$17

In-Game Purchases

SINCE VR IS THE NEWEST FRONTIER IN GAMING, STEADY GAMERS WILL


EVENTUALLY EMBRACE VR FOR A GREAT DEAL OF THEIR GAMEPLAY.
ALL THEY NEED TO GET THERE IS A FOOTHOLD TITLE AND A STRONG
COMMUNITY OF FRIENDS TO PLAY GAMES WITH.

Steady Gamers want to be playing the game


everyone is talking about.

Whether playing solo or with friends, a major part of the fun in playing
games for this segment is talking about it after the fact.

Top Games Played

(FPS) Action/Driving Sports Third-Person Puzzle


First-Person Hybrid Shooter
Shooter

Steady Gamers have above-average knowledge of VR and state


an above-average interest in purchasing a VR headset in the future.

42% of Steady Gamers are early adopters of VR. They love games but tend to fall
on the competitive side of casual gamers. A small subset are core PC gamers.

46% intend to purchase VR

38% are familiar with VR

30% are VR owners

Steady Gamers are most familiar with competitive titles.

Creed: Rise to Glory Marvel Powers United VR Dead & Buried Beat Saber Budget Cuts VR Chat

Steady Gamers like competitive


games but also appreciate VR
content that's social, such as
entertainment, live events, and
live sports.
Entertainment Live Sports Live Events Attend
Virtual Events

Steady Gamers currently spend 2.2 hours/week with VR

DEVELOPERS SHOULD HIGHLIGHT THEIR GROWING, VIBRANT COMMUNITY OF


CURRENT PLAYERS TO POTENTIAL PLAYERS SINCE STEADY GAMERS DON'T
WANT TO BE LEFT OUT.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

PARTICIPANT PARENT

They play games predominantly with their children


as a fun way to spend time together.

While Participant Parents are unlikely to become dedicated VR


gamers, they look to VR as a new way to connect with their kids.
Showcasing how VR experiences can foster parent-child
connection will attract this group.

Personality Traits

Social Celebratory

Productive

Participant Parents are estimated to comprise 9%


(10.4 million) of the US gamer population.

They are mostly female The majority are between 25-44

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Participant Parents spend more on devices and accessories,


but average on video games and in-game purchases.

They want technology to make their home the ultimate gathering place, both for their
kids and themselves. They crave meaningful connections with their kids, so their buying
decisions are influenced by what their kids are interested in.

Median Spend on Gaming Purchases per Year

Participant Parents All Gamers

$100
$104

Video Games

$50
$31

Devices & Accessories

$20
$17

In-Game Purchases

PARTICIPANT PARENTS LIKE TO HOST EVENTS AND PARTIES FOR FRIENDS,


NEIGHBORS, AND THEIR KIDS. THEY WANT ACTIVITIES TO BE FUN, FAMILY
FRIENDLY, AND MOST IMPORTANTLY, SHAREABLE. TO ATTRACT THIS
AUDIENCE, DEVELOPERS SHOULD FIND WAYS FOR GROUPS OF PEOPLE
TO PARTICIPATE IN A SHARED EXPERIENCE, INCLUDING THOSE OUTSIDE
OF THE HEADSET.

Participant Parents enjoy competitive games


and playing with their family.

Participant Parents who are early adopters of VR are more male and affluent. They spend 40%
more on devices, accessories, and video games than the overall gamer segment. They are
competitive players who prioritize puzzle, action, and board games over card/casino games.
They are also interested in watching live events, such as sporting events, in VR.

Top Games Played

Puzzle (FPS) Board Games Classic Arcade Card/Casino


First-Person
Shooter

THEY FEAR VR WILL ISOLATE PLAYERS FROM FAMILY AND FRIENDS.


BY PROVIDING AVENUES FOR CONNECTION, LIKE SOCIAL FEATURES
AND SHAREABLE MOMENTS, DEVELOPERS CAN DEEPEN
ENGAGEMENT WITH VR CONTENT AMONG PARTICIPANT PARENTS.

Only 28% of Participant Parents are early adopters of VR.


They are somewhat less familiar with VR,
but have sizable purchase interest.

44% intend to purchase VR

26% are familiar with VR

36% are VR owners

Participant Parents are most familiar with competitive titles.

Creed: Rise to Glory Marvel Powers United VR Orbus VR

Participant Parents love to bring


family and friends together, and take
pride in doing so. Their greatest joy
is finding out their loved ones had a
blast at their gathering.
Entertainment Watch Live Events Watch
Content Live
with Friends Sports
& Family

Participant Parents currently spend 1.7 hours/week with VR

TO ATTRACT PARTICIPANT PARENTS, FOCUS YOUR MESSAGING ON HOW


GAMES KEEP FAMILIES CONNECTED. VR ENHANCES THE OVERALL EXPERIENCE
WHEN THEY PLAY TOGETHER, WHETHER IN-PERSON OR APART.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

STORY SEEKER

Story Seekers play games to escape


and immerse themselves in a different world.

Story Seekers love the art of the game—the story, the creation, the play. This
extends beyond gaming to entertainment as a whole. VR is enticing to this
segment because it opens up immersive new worlds and narratives to explore.

Personality Traits

Patient Amiable

Imaginative

Story Seekers are estimated to be the largest segment


of the US gamer population at 23% (27.7 million).

They are mostly female The majority are between 25-44

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Story Seekers are the largest, most gender-balanced segment


but they spend less than average on all things gaming.

They rely heavily on reviews when it comes to buying games and devices.
They prefer character and story-rich titles or franchises.

Median Spend on Gaming Purchases per Year

Story Seekers All Gamers

$90
$104

Video Games

$11
$31

Devices & Accessories

$10
$17

In-Game Purchases

STORY SEEKERS ARE WAITING FOR VR TO BECOME MORE MAINSTREAM


AND AFFORDABLE. STORY SEEKERS REPRESENT THE SINGLE LARGEST
GAMER SEGMENT, AND THEY ARE EVENLY SPLIT BETWEEN MEN AND WOMEN.

Story Seekers are primarily solo players because


their preferred games are about problem-solving, escapism,
and exploration—inherently solo experiences.

They love a unique back story, tend to fall in love with characters, and live for the epic moments.
Gaming is a way for this group to escape and immerse themselves in new worlds.

Top Games Played

Puzzle (RPG) (FPS) Board Games Life Simulation


Role First-Person
Playing Shooter

While VR sounds like something that would fit with their gaming habits,
they are skeptical if the technology is “there” yet.

Only 18% of Story Seekers are early adopters of VR.


Unlike the rest of the segment, these early adopters are
more often male, affluent, older, and married. When they
do play socially, it’s usually with their spouses or partners.

29% intend to purchase VR

31% are familiar with VR

24% are VR owners

Story Seekers have knowledge of VR,


but lower intent to purchase.

While their gaming preferences suggest a prime target for VR, Story Seekers remain unconvinced.
To win this segment, communicate the maturity of modern VR compared to earlier generations,
and show that it now supports robust narrative and adventure offerings.

They have some


interest in using VR for
non-gaming content.

Entertainment Live Events Watch


Content
with Friends
& Family

Story Seekers currently spend 3.3 hours/week with VR

STORY SEEKERS ENJOY VR BECAUSE OF ITS IMMERSIVE AND ISOLATING


EFFECTS, WHICH ARE OFTEN DETERRENTS TO OTHER SEGMENTS.
ONCE THERE ARE MORE HIGH-QUALITY, STORY-FIRST VR GAMING
EXPERIENCES SUCH AS RPGS, THIS GROUP WILL QUICKLY BECOME
ADOPTERS AND EVANGELISTS.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

BENCH PLAYER

Bench Players are casual gamers.


VR gaming is not a high priority for them.

Bench Players don't prioritize VR, but they see the medium as a way to enhance casual gaming experiences.

Personality Traits

Social Transitioning

Spirited

Bench Players are estimated to comprise 21%


of the US gamer population (25.6 million).

They are mostly male The majority are between 25-44

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Bench Players generally spend less than average


on gaming compared to other gamers.

Bench Players use gaming as a way to reconnect with friends


and their past gaming experiences.

Median Spend on Gaming Purchases per Year

Bench Players All Gamers

$77
$104

Video Games

$25
$31

Devices & Accessories

$10
$17

In-Game Purchases

Bench Players are casual players.

They play when they have free time. They mostly play
by themselves and enjoy a variety of genres.

Top Games Played

(FPS) Puzzle Action/Driving Sports Board Games


First-Person Hybrid
Shooter

Bench Players have minimal interest in VR.

Bench Players enjoy the benefits of technology but are not early adopters of VR.
They often wait for others to try things out and report back.

32% intend to purchase VR

27% are familiar with VR

32% are VR owners

Developers should know that this group will be motivated by VR


because of its immersive and isolating qualities,
which are often deterrents for other gamers.

Once there are more high-quality social VR gaming experiences, such as first-person
shooters, this group will quickly become adopters and evangelists.

They have some


interest in using VR for
non-gaming content.

Entertainment Live Sports Live Events

Bench Players currently spend 2.2 hours/week with VR

BENCH PLAYERS ARE AN UNLIKELY TARGET FOR VR BUT, SIMILAR TO


STORY SEEKERS, THEY COULD BE PERSUADED AS THE TECHNOLOGY
MATURES AND THE CONTENT BECOMES MORE MAINSTREAM.

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.
Meet the Oculus Quest Gamers

TIME PASSER

The most casual of all players, Time Passers play games


when they have free time, predominately on mobile devices.

Time Passers view gaming as a way to relax or keep their minds occupied during
pockets of free time. Competition is less about playing to win against other people
and more about developing their own skills and mental acuity.

Personality Traits

Easily Like
Distracted Little Wins

Active

Time Passers are estimated to comprise 12%


(14.4 million) of the US gamer population.

They are mostly female The majority are between 25-54

13-17 18-24 25-34 35-44 45-54

Male Female

They earn an average of

are married/ have children <18


have a partner

Time Passers spend very little on all things gaming:


devices, accessories, and content.

Time Passers primarily play video games on mobile devices (70%).

Median Spend on Gaming Purchases per Year

Time Passers All Gamers

$40
$104

Video Games

$0
$31

Devices & Accessories

$0
$17

In-Game Purchases

TIME PASSERS SEE FAST-PACED, CASUAL GAMES AS A MEANS FOR MENTAL


STIMULATION—SOMETHING TO KEEP THEM OCCUPIED FOR SHORT
STRETCHES OF TIME WITH QUICK CHALLENGES AND WINS. VR WOULD
REPLACE THESE WITH EXPERIENCES AND GAMES THAT ENRICH THEIR MINDS,
POSSIBLY CAUSING THEM TO SEE CASUAL GAMING IN A WHOLE NEW LIGHT.

Time Passers play video games when they have nothing better to do
and are looking to pass some time—mostly on their phone.

They are not into highly competitive games or fantasy world gameplay.
Casual and puzzle games offer the right balance of distraction and engagement.

Top Games Played

Puzzle Card/Casino Board Games Classic Arcade

Time Passers do not see VR as the future of gaming


and they are not early adopters.

Time Passers are the segment of gamers least familiar with and interested in VR.

19% intend to purchase VR

19% are familiar with VR

25% are VR owners

A “VR System” feels like an endeavor and they are apprehensive


about the time commitment it would require.

Setting up a VR headset and learning a new technology sounds like a big commitment to Time Passers.
Some hesitate that VR will cause motion sickness.

Time Passers are not


very interested in VR for
non-gaming content.

Entertainment Live Events

Time Passers currently spend 1.2 hours/week with VR

Sources: Oculus VR/Gamer Segmentation. 2019. n=2,500 gamers age 13-54 in the US.

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