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Entries in research (3)

Wednesday
Feb232011

Mobile Gaming Audience is Younger, Has Strong Female Presence

In the charts provided, Flurry shows how the age and gender demographics are divvied up between the various platforms. On mobile phones, the average gamer age is 28, compared with 34 on consoles. Mobile gamers are also more heavily female (53%) than traditional gamers (only 40% female).

Flurry MobileSocialGamerReport vsESA byAge resized 600

Flurry MobileSocialGamerReport vsESA byGender resized 600

More importantly (well, to game publishers at least), is the fact that there's a greater density in the 18-49 demographic on mobile than on traditional platforms. That means more disposable income. Says  Flurry: "iOS and Android devices are attracting users during their earning years versus, in particular their teenage years, where they likely cannot afford more expensive mobile devices."

Remarkably, the audience for mobile gaming is also very, very large - larger, in fact, than the worldwide install base of console game leaders (Wii, Xbox, PlayStation) combined. That traditional console audience is estimated at 180 million. Mobile gaming is even larger than portable gaming (Nintendo DS and Sony PSP), estimated at 200 million. And it's larger than primetime TV watching, too, as has been reported previously - as any given primetime TV show can top just 20 million viewers.

So how large is it? Flurry says it alone detects 250 million unique devices with over 750,000 coming online daily. It has seen over 300 million user sessions across all its games and apps, 37% of which are from games alone. But Flurry is only seeing a portion of the overall market - it only sees those devices where apps using Flurry's services are running. But it extrapolated from a sample of its users (around 60,000+ users) who self-reported age, gender and location to take a look at audience demographics in more detail - specifically, U.S. mobile gamer demographics.

You can see those findings in the charts below.

Flurry MobileSocialGamerReport byRegion resized 600

 

Flurry MobileSocialGamerReport byAge Gender resized 600

Flurry MobileSocialGamerReport bySex resized 600

Flurry MobileSocialGamerReport byAge resized 600

Flurry MobileSocialGamerReport byHHI resized 600

Flurry MobileSocialGamerReport byEducation resized 600

Flurry MobileSocialGamerReport byRace resized 600

via readwriteweb.com

 

I would have to add to this with the majority of the kids' I see playing on the phones, they are using their "mom's" phone and requesting games to be purchased and downloaded.  This could add to the data for the female range of gamers between older age categories.  Having said this, the moms are also playing some of the games which are discovered by their kids.     

I would like to see the breakout of the type of games which the demographics are playing. 

 

 

Friday
Jan282011

Playfish In Numbers Infographic: Online Gaming Is Bigger Than You Think!

A new infographic released today by Playfish is proving that online gaming is bigger than you might think.  Would you believe that if all the Playfish gamers lived in one country it would have a population bigger than England?  It’s true, along with a ton of other surprising facts illustrated on the ‘Playfish In Numbers’ infographic.
 
‘Playfish In Numbers’ offers great examples to help you wrap your head around the sheer numbers of gamers playing all sorts of Playfish games, from Restaurant City to Madden NFL Superstars, Pet Society, My Empire, EA Sports FIFA Superstars, and Hotel City.  The stats are pretty impressive.

Check out the infographic below and let us know what you think.  Did you know that 10.9 million people have built their own ancient Roman city in My Empire?  That’s more than 10 times the population of Rome in its prime!

Playfish in numbers UK

 

Thursday
Jan202011

Tbe gamification summit 2011 M2 Research presentation

A good friend Wanda is giving the keynote at the Gamification Summit this week. Here is her presentation.

The conference is focused on the idea of taking game mechanics and game thinking to solve the various problems, engage the users and provide fun way to achieve goals. Applications are now branching out to the various industries outside the normal entertainment such as health and productivity to help engage the users. We'll see more and more of this as this area develops.

Everyone has the common thread of playing games, look at how many people are playing "Farmville" each day. Those same emotional attachment and engagement are an attractive theme to other industries.

Cheers,