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Measuring The Online Gamer Measuring The Online Gamer: GDC Austin - September 2008
Measuring The Online Gamer Measuring The Online Gamer: GDC Austin - September 2008
Measuring The Online Gamer Measuring The Online Gamer: GDC Austin - September 2008
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
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Companies that use our data…
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comScore observes consumers’ online gaming
behaviors
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Additionally…
Edward Hunter,
from comScore <> Gordon Freeman,
from Half-Life
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The need for gaming audience measurement
Gamers
Ages: 18 – 24
Gender: Males
Country: U.S.
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The need for gaming audience measurement
Gamers
Gamers
Ages: 35+
Gender: Females
Ages: 18 – 24 Country: Worldwide
Gender: Males Genre:
Country: Worldwide Console/Fitness
Gamers
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The need for gaming audience measurement
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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?
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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
2007 2008
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So what’s the big idea?
Internet Savvy
Accustomed to advertising
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
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Three critical reasons to measure your audience
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It’s important to note that;
Much
Much about
about the
the gaming
gaming audience
audience has
has changed.
changed.
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
Online Gameplay
Average Session Times
Female Males
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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
Maturing Gamers
14-17 18 – 34
Traditional Notions
“Softer Gamers”
Grew up online with ads
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Audiences change, perceptions change
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…
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What does ‘Measuring the Online Gamer’ Mean?
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…
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
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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…
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”
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A difference in approaching the target…
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Market Sizing: How many people will play your
game?
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Audience Profiling: Who are these people anyway?
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?
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Build your games to be measured!!