Industria de los videojuegos - GamePlay Metrics - Parte 1

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    Nov 2000

    Industria de los videojuegos - GamePlay Metrics - Parte 1

    Estimados, quería hacerles accesible esta información ya que muchos están interesados en contar con números de la industria de los videojuegos, tendencias, métricas, plataformas, usos y demás.

    Es un reporte de la consultora Nielsen y espero que les resulte útil a los interesados en conocer más sobre este mundo

    The State of the Video Gamer

    The State of the Video Gamer

    Key Takeaways

    • More sophisticated consoles such as the PlayStation 3 and Xbox 360 attract the more engaged console users, who are less likely to be watching television in Prime Time than users of other consoles.
    • The PlayStation 2, while still leading all other consoles in total minutes of usage, continues to have the highest downward trending rate of usage. Trending data suggests by the end of 2009, the PlayStation 2 will no longer be the most used console in the United States.
    • Females 25 years of age and older make up the largest block of PC game players accounting for 46.2 percent of all players and 54.6 percent of all game play minutes in December 2008.
    • The most played games on the PC are card games from Microsoft, with the most played game being Solitaire with over 17 million players for the month of December 2008.
    • Females 55+ over index in terms of their PC game play versus all other demographic groups.


    Video games have grown in popularity as a form of entertainment over the past several years.
    Video game sales have thus far been little affected by the downturn in the economy. Both game consoles sales and video game sales continue to have healthy growth. As game consoles have matured into multimedia hubs, the average age of the user of the game console has steadily increased.
    Video game growth is not confined to the console. PC gaming is alive and well, handheld console games continue their popularity, and new platforms such as mobile phones offer new possibilities for game developers. Video games encompass a broad spectrum of genres, platforms and price.


    Data in this analysis comes from two national panels which are then processed by the GamePlay Metrics syndicated reporting system. The source for console metered data is Nielsen’s National People Meter (NPM) sample of more than 17,000 US television households. When metering sample households, Nielsen monitors not just television activity on all metered televisions but the usage of any device attached to the television including video game consoles – old or new.

    When a video game console is the detected source, we collect and process usage and demographic data for the console just as we would a television viewing source. This NPM sample provides the ratings data which is used as the currency for the $70 billion television advertising industry.

    For electronic measurement of PC games, the Nielsen MegaPanel® sample of more than 185,000 US tracked PC’s is used. The software based metering technology allows for individual programs to be identified. When a program is run on a PC, the program name as well as the person(s) using the PC is collected by the meter.

    Characteristics of the Console User
    Using Nielsen’s National People Meter sample, we have the opportunity in a single source panel to see television viewing patterns of video game console users. Using the December 2008 data in GamePlay Metrics, we can see the predominant characteristics of console users as shown in Figure 1.

    The PlayStation 3 and Xbox 360 are regarded as the console of choice for the hardcore gamer.

    Both PlayStation 3 and Xbox 360 console user type’s fall into the ‘Heavy’ category of usage classified by terciles. Television usage for PlayStation 3 and Xbox 360 users is primarily medium to light. Primary PlayStation 3 users are older than users of any other console tracked. The most active gamers tend to be younger males in the 12 to 17 range, living in homes that have incomes of $75,000 or more.

    Figure 1 December 2008 Console User Primary Characteristics

    Source: The Nielsen Company – GamePlay Metrics

    The active user percent tells us how often a person used their console out of the total amount of time the console could have been used during the measurement period. The PlayStation 3 and Xbox 360 are the most used consoles with the highest active user percent. The Wii owner’s have the fewest average usage days and the shortest daily average number of sessions.

    Consoles tend to be used similarly in three distinct groups. The first group includes the Xbox 360 and PlayStation 3. These two consoles have the highest active user percent measures of any other console Nielsen measures. They also have the highest average usage days and daily average number of sessions. The PlayStation 3 and Xbox 360 have more features and functions than other consoles Nielsen measures. The next set of consoles which have similar primary
    usage characteristics are the PlayStation 2 and the Xbox. Primary users in the set play at least once a week for more than an hour. The average usage days and daily average number of session are almost identical for users of both the Xbox and PlayStation 2.
    The third set of like used consoles are the Wii and GameCube. The Wii and GameCube have similar, and the smallest numbers in terms of daily average number of sessions, average usage days, and active user percent. Predominant users of the Wii and GameCube are likely to use these consoles at most once a week and for fewer minutes and the fewest number of sessions compared to the other two groups of consoles.

    The other key finding when analyzing the console groupings is the PlayStation3 and Xbox 360 set tends to be in the medium to light tercile for television usage. Conversely the PlayStation 2 and Xbox set are in the heavy television tercile. The Wii and GameCube set are all in the light tercile for television usage.

    The Console Users Television Consumption

    To understand when consoles are utilized during the day, we will examine PlayStation and Xbox console users who are 18 to 24 years old and have household incomes $75,000 or more. The majority of console usage occurs between 3pm and 10pm. There is a noticeable dip around 7pm for all consoles as demonstrated by Figure 2. The graph in Figure 2 also visually shows the
    engagement of the console user with the console via the active user percent. PlayStation 3 console users clearly use their consoles as a group more than any other console type we track.

    Figure 2 December 2008 Persons Console Hourly Analysis Active User % [Age 18-24, Income 75K+]

    Source: The Nielsen Company – GamePlay Metrics

    Since a good portion of PlayStation 3 console usage occurs during the television prime time hours, the question of what programs are heavy console users watching, and when are they watching is important.
    For December 2008, we can look specifically at program viewing for persons who used their console during the month. For males in the heavy console usage tercile ages 18 to 24 who used the PlayStation 3 in December 2008, the top 30 programs viewed on broadcast networks were not in prime time. The most popular dayparts were weekday afternoon and late fringe.
    Conversely, when cable network viewing is examined, 17 percent of the top programs viewed were in prime time. The bulk of the remaining viewing occurs in late fringe, weekday mornings and afternoons.

    The trend for top television programs outside of prime time is not restricted to just PlayStation 3 console users. Figure 3 shows which cable and broadcast programs were most viewed by male console users ages 18 to 24 in the heavy usage tercile. Cable television has three programs in prime time within the top ten, and Broadcast television has no prime time programs in the top ten.

    Figure 3 December 2008 Male 18 to 24 Heavy Video Gamer most viewed television programs

    Source: The Nielsen Company – GamePlay Metrics

    While Figure 3 focuses on the heavy tercile of console users looking at males aged 18 to 24, the top programs remain very similar when looking at the medium and light console usage terciles.

    Time-shifted Viewing and Console Usage

    Looking at the top 30 broadcast network programs viewed in prime time by the heaviest active users of the PlayStation 3, 23 percent of the programs consumed had some time shifted viewing.
    For the top 30 cable network programs in prime time for the same group, 47 percent of the programs consumed have some time shifted viewing.
    Examining all heavy console users in prime time, some key patterns emerge. For the top 20 broadcast network shows having the most time-shifted viewing, females are the primary consumers of the time-shifted programming. Males and females age 18 to 24 consumed the majority of time-shifted programs. The program with the highest percent of time shifted viewing for females age 18 to 24 is Telemundo’s Dona Barbara at 87 percent. For males age 18 to 24
    the program with the highest percent of time shifted viewing is NBC’s Heroes at 23 percent.

    For cable network viewers who are in the heavy console tercile, the split between male and female time shifted viewers in the top 20 programs is roughly even. The program with the highest percent of time shifted viewing on cable networks for males is G4’s X-Play at 43 percent and is most popular for the age group of 25 to 34. X-Play is a television program about video games.

    For females, the cable network program with the highest percent of time shifted viewing is MSNBC’s The Rachel Maddow Show at 47 percent.

    Continúa en: Industria de los videojuegos - GamePlay Metrics - Parte 2
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