Measuring The Online Gamer Measuring The Online Gamer: GDC Austin - September 2008

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MEASURING THE DIGITAL WORLD

Measuring the Online Gamer

GDC Austin – September 2008


Data Sourced From comScore’s Global Panel of
2MM Internet Users Worldwide

A
A Global
Global Measurement
Measurement of
of Audience
Audience and
and e-Commerce
e-Commerce 360°
360° View
View of
of Consumer
Consumer Behavior
Behavior

Web Visiting
and
and Viewing
Viewing

Demographics Online
Life Stages Transactions

Search
Search
Gameplay
Behavior

32 Individually Reported Countries Media


Exposure
172 Countries with Sample Presence

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Companies that use our data…

Technology Financial Retail Travel CPG Pharma Telcom

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comScore observes consumers’ online gaming
behaviors

We predict, with great


accuracy, the behaviors
of the entire World-wide
audience…

Starting with a large


sample of audiences in
nearly every country…

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Additionally…

Edward Hunter,
from comScore <> Gordon Freeman,
from Half-Life
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The need for gaming audience measurement

In the beginning things were easy.

Gamers
Ages: 18 – 24
Gender: Males
Country: U.S.

Throw a rock at a group of U.S. 18 – 24 males,


hit a gamer, hit five gamers…

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The need for gaming audience measurement

Those days are gone.

Gamers
Gamers
Ages: 35+
Gender: Females
Ages: 18 – 24 Country: Worldwide
Gender: Males Genre:
Country: Worldwide Console/Fitness
Gamers

Gamers Ages: 54+


Gender: Males
Ages: 25-24 Country: Worldwide
Gender: Females Genre: Online Multiplayer
Gamers
Country: Worldwide Board, Card
Genre: Offline Casual Ages: 14- 17
Gender: Females
Country: Worldwide
Genre: Online MMO

You’ll still hit a gamer if you throw a rock…


But unless your game is targeted at that specific type of gamer..

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The need for gaming audience measurement

Probably you’ll just have really angry gamers.

But understanding and measuring your audience(s) isn’t only


important to protect yourself from an angry mob..

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The Demand for `Hard Numbers` is rising…

Who
Who is
is making
making the
the demand?
demand? What
What are
are they
they demanding?
demanding?

■ Publishers ■ Reach/Frequency
■ Producers ■ Genre Preferences
■ Marketers ■ Market Size
■ Advertisers ■ Demographics
■ Venture Capitalists ■ Exposure data
■ Media outlets ■ Engagement
Take Away: Your elevator pitches had better start including
more numbers than just the floor your getting off on.
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Where are the changes in gamer audiences happening?

The short answer is: Everywhere.

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Where is this change occurring?

2007
2008

You are reading this correctly; 2.2 million more young girls
are playing online games than last year.
Source: comScore MediaMetrix, GamePlan
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Where is this change occurring?
Are we awake yet?

2007 2008

Then how about the 4 million new female gamers in the 35+
demo, up 21% over last year?
Source: comScore MediaMetrix, GamePlan
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Where is this change occurring?
Certainly though as we get older, our gameplay slows…right?

2007 2008

Apparently, one and a half million new male gamers


over 55 years old didn’t get that memo.
Source: comScore MediaMetrix, GamePlan
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Newsflash: Those numbers were all just U.S.

Here’s the world-wide picture.

2007 2008

The audience for online games worldwide grew 29% in the


last 12 months adding 68 million new gamers.
Source: comScore MediaMetrix, GamePlan
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So what’s the big idea?

The Gamer we used to know.


18 – 34 Male
Technically Savvy
Resistant to Marketing
Less frequent consumption of traditional media

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So what’s the big idea?

The Gamer today.

All ages, genders, ethnicities

Internet Savvy

Accustomed to advertising

Consuming less traditional media

The big idea is: The gaming audience has changed from unique to mainstream,
so creating and marketing games needs to become more mainstream.

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.
Key Takeaways

■ The overall gaming audience world-wide is growing fast


■ The demographics experiencing the most interesting growth are also
the unexpected demographics
■ These demographics are not all Gen-Y/Gen-X, you cannot reach them
with skateboards and Mountain Dew™.

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Three critical reasons to measure your audience

Marketing teams can


discover where to find
the target consumers for
the game
Producers and content
developers can
understand the lifestyle
and characteristics of
the audience being
targeted
Publishers and Studios
can get an accurate
estimate of the
consumer market for an
online game

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It’s important to note that;

Much
Much about
about the
the gaming
gaming audience
audience has
has changed.
changed.

1. More women play games online then men.


2. Game genres no longer dictate the audience for that game, where the game is played is now a
major contributing factor.
3. Attitudes of gamers have changed as the demographic compositions have been altered.
4. The most successful games today are marketed in traditional media channels, across a broad set
of target demographics
5. The behaviors or the online gaming audiences show little difference today than the audiences of
any other mainstream medium.

It will never return to the standard 18-24 Male audience it once was.

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Online Gamers Internet Persona - Demographics

Age Breakouts

Gender

Geographic Distribution

Incomes

Source: comScore MediaMetrix, GamePlan


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Online Gamers Internet Persona - Engagement

Online Gameplay
Average Session Times

Female Males

Women Prefer (Top 3 Preferences):


- Puzzle, Card and Arcade Games

Men Prefer (Top 3 Preferences):


- Action, Cards, Strategy

Source: comScore MediaMetrix, GamePlan


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Checkpoint

How much do you know about


your target audience(s)?

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Audiences change, perceptions change

18 – 34

Traditional Notions
“Hardcore Gamers”
Game Advertising Resistant

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Audiences change, perceptions change

As young teens Bringing with them the


age, they enter behavioral
the next characteristics of
demographic the previous demo.

Maturing Gamers
14-17 18 – 34

Traditional Notions
“Softer Gamers”
Grew up online with ads

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Audiences change, perceptions change

New gamers enter the


gaming demographic with
a completely different set
of characteristics
Traditional Notions
“Light Gamers”
No preconceptions New
Open to most gaming models Gamers
And those become
part of the
demographic too.

18 – 34

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Audiences change, perceptions change

Traditional Notions
“New adopters
console New
online casual Gamers

MATURING
GAMERS
18 – 34 35+

Traditional Notions
“Mixed Gamers”
Lifestyle changes

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Audiences change, perceptions change

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What everyone knows: Online Gamers have changed…

So, how do we track and measure this change?

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What does ‘Measuring the Online Gamer’ Mean?

■ Change in the online gaming audience


has taken place in:
 Age
 Gender
 Nationality
 Locale
 Media Consumption
 Spending Habits
 Online behaviors
 Offline (lifestyle) behaviors

Why
Why does
does the
the gaming
gaming audience
audience seem
seem to
to have
have such
such broad
broad attributes?
attributes?

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All online gamers are not created alike…

■ ‘Connected’ or Online Games come in


many shapes and sizes
– MMO
– Shooters
– Casual and hard core card games
– Casual ‘widget’ games
– More…

■ Gameplay crosses genres…


sometimes.
■ Interests and behaviors differ greatly
between gaming audiences
■ Reaching and understanding ‘online
gamers’? Too large of a target.

Lets
Lets start
start thinking
thinking about
about Online
Online Gamer
Gamer ‘Segments’
‘Segments’

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What the heck is an ‘Online Gamer Segment’?

EXAMPLE: COMPARING THE ‘HEAVY ONLINE GAMER’ TO THE ‘LIGHT ONLINE GAMER’

Heavy
Heavy Online
Online Gamer
Gamer Light
Light Online
Online Gamer
Gamer

Behaviors Behaviors
■ Online 57 hours a month ■ Online 36 hours a month
– And 24% of that is online gaming – Only 1% of that is online gaming

■ Leans towards Instant messaging, ■ Consumes more traditional


Gaming Information Sites entertainment and retail content
■ Demographically Trends towards ■ Demographically Trends towards
Male 18-24 Female 25-30
■ Online game genre favorites are ■ Online game genre favorites are
MMO, FPS, RTS puzzle, card, strategy

Source: comScore (c) 2008


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And that means what exactly?

While significant overlap in online


gamer behaviors exist, behaviors
overall between groups can be
dramatic.

Obvious overlap in behaviors


can be self-evident, but the
devil is in the details...

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Show of hands: Which category of online gamers
exhibits the highest traffic to online computer
hardware retailers?

Light gamers
visitation to Retail
Computer Hardware
sites ranks #1 in
overall retail site
visitation

Medium online
gamers rank #2…

Heavy online
gamers rank it #4…

After books…

And Department
Stores…

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Lets try again: Rank Light, Medium and Heavy Online
gamers by musical entertainment consumption
online…

Light online gamers


have the highest
consumption of
music entertainment
online

Heavy online
gamers rank #2…

Medium gamers
come in third…

After television…

And kids
entertainment…

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A difference in approaching the target…

Psst! I’m a
big huge
target…

“ONLINE GAMERS”

The old way…

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A difference in approaching the target…

Heavy online gamers


Male (18 – 34)

Heavy online gamers


Female (18 – 34)

Medium online gamers


Male (12 – 18)

Light online gamers


Female (18 – 34)

The NEW way…

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Market Sizing: How many people will play your
game?

The measurement of online behaviors that pertain to


online gaming effectively establish the market size
potential of an online game.

Online content consumption


Search terms and search volume
Online purchasing
Game play/Cross Play
Genre, platform, interactivity preferences

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Audience Profiling: Who are these people anyway?

Once you have established the online behaviors of


your target audience, defining who they are is a
matter of documenting;

Age, Gender, Geographic and Income Demographics

Internet connection speed

PC or console details
Gameplay behaviors (e.g Subscriptions to games, Widget game play)
Offline behaviors, lifestyle, viewpoints, attitudes

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Marketing to the Masses: You know how many,
you know who, so…where are they?

Marketing to your target audience is simple: find out where


the audience hangs out online.

Anyone can figure that out.

Honing in on other behaviors = competitive advantage:

Traditional Media Consumption (Television, Print, etc)


Lifestyle, habits and hobbies
Travel, electronics and media purchasing
And all of the other measurements too….

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Build your games to be measured!!

■ Don’t go radio silent


■ Make traditional internet calls
■ Signal user actions
– Ad exposure
– Session start/Session stop
– Significant actions
– Insert (thing you want to measure) here
All
Present
ation
Data
Sources
provide
d by
comSco
re
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Got Questions?

Let’s open the floor for a few questions!

You can also email me with


any questions at:
erhunter@comscore.com

Want a copy of today’s presentation?


Visit http://www.comscore.com/request/gamers.asp
Proprietary and Confidential Do not distribute without written permission from comScore All Presentation Data Sources provided by comScore ©2008

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