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Gamer Segmentation 2012: The New Faces of Gamers - NPD Group

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<strong>Gamer</strong> <strong>Segmentation</strong> <strong>2012</strong>:<br />

<strong>The</strong> <strong>New</strong> <strong>Faces</strong> <strong>of</strong> <strong>Gamer</strong>s<br />

Copyright <strong>2012</strong>. <strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. All Rights Reserved. This presentation is Proprietary<br />

and Confidential and may not be disclosed in any manner, in whole or in part, to any third<br />

party without the express written consent <strong>of</strong> <strong>NPD</strong>.


Table <strong>of</strong> Contents<br />

Section<br />

Introduction<br />

<strong>Gamer</strong> Segment Definitions<br />

Key Findings<br />

<strong>Gamer</strong> Segment Overview<br />

Detailed Findings<br />

I. Usage, Acquisition, and Playing Time<br />

II. Microtransactions and Additional Content<br />

III. Multi-Functionality and Mobile<br />

IV. Retail<br />

V. Game Type<br />

VI. Preferences and Attitudes<br />

VII. Appendix<br />

Source line goes here, Arial 9pt, Black<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 2


Introduction<br />

Objective<br />

<strong>The</strong> objective <strong>of</strong> <strong>Gamer</strong> <strong>Segmentation</strong> <strong>2012</strong> is to provide an in-depth view <strong>of</strong> the U.S. gaming<br />

population by segmenting the market on the basis <strong>of</strong> attitudes, gaming behavior, usage, and spend.<br />

This year, our gamer segmentation has been updated to provide the latest market analysis.<br />

<strong>Gamer</strong> <strong>Segmentation</strong> <strong>2012</strong>: <strong>The</strong> <strong>New</strong> <strong>Faces</strong> <strong>of</strong> <strong>Gamer</strong>s focuses on various facets <strong>of</strong> gaming behavior<br />

with an emphasis on cross-segment behavior – that is, how segments relate to one another.<br />

Additionally, segment behavior will be benchmarked to total gamers to highlight key differences from<br />

the average gamer.<br />

Methodology<br />

<strong>The</strong> segments were created using a two-step cluster analysis in SPSS (a statistical s<strong>of</strong>tware<br />

package). This method enabled us to group people together based upon similarities in variables. <strong>The</strong><br />

variables used to group the panelists into the segments were responses to a block <strong>of</strong> attitudinal<br />

questions about their gaming behavior across all possible systems and devices. Certain defining<br />

characteristics were identified for each cluster, which then became the description <strong>of</strong> that segment.<br />

Each segment is unique, meaning each respondent can only belong to one segment.<br />

<strong>The</strong> data was collected March <strong>2012</strong>, and is based on a total <strong>of</strong> n=8,488 respondents age two and<br />

older. Responses for kids under age 13, as well as some kids in the 13-15 age range, were captured<br />

through surrogate reporting, where the parent answers on behalf <strong>of</strong> the child. <strong>The</strong> data is weighted<br />

and representative <strong>of</strong> the U.S. population age two and older. Statistical significance testing was<br />

employed at the 95 percent confidence level, meaning results can be recreated 95 out <strong>of</strong> 100 times.<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 3


Introduction<br />

Other Notes:<br />

■ <strong>Gamer</strong>s are defined as those who personally play games on at least one <strong>of</strong><br />

the systems/devices measured – see Pg. 5<br />

■ Unless noted otherwise, all numbers in charts are percentages.<br />

■ Bases <strong>of</strong> 200 or higher are considered by <strong>NPD</strong> to be the most reliable.<br />

Bases <strong>of</strong> 100-199 are denoted with an asterisk (*), and while results are<br />

reliable they should be interpreted with some caution due to lower base<br />

size. Bases <strong>of</strong> 75-99 are noted with a double-asterisk (**) and should be for<br />

directional use only.<br />

■ “Acquisition” refers to full games acquired in past three months for any<br />

system/device in any way (purchase, receive, gift card, etc.) – it does not<br />

include microtransactions/additional content.<br />

■ “Microtransactions/additional content” refers to expansion packs/maps/<br />

levels or any other kind <strong>of</strong> additional content, such as weapons/tools,<br />

clothing/armor, in-game money, etc.<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 4


Introduction<br />

Systems/Devices Measured<br />

(Note: Abbreviations used in report are in parenthesis)<br />

Consoles<br />

■ Nintendo Wii (Wii)<br />

■ PlayStation 2 (PS2)<br />

■ PlayStation 3 (PS3)<br />

■ Xbox 360 (360)<br />

Portables<br />

■ Game Boy (Advance,<br />

Advance SP or Micro)<br />

(GB)<br />

■ Nintendo DS/DS Lite<br />

(DS/Lite)<br />

■ Nintendo DSi/DSi XL<br />

(DSi/XL)<br />

■ Nintendo 3DS<br />

■ Sony PSP (PSP)<br />

■ Sony PSPgo (PSPgo)<br />

■ Sony PS Vita<br />

Phones & Devices *<br />

■ Cell phone (not incl. iPhone or<br />

other Smartphones) (Cell phone)<br />

■ iPhone<br />

■ Android Smartphone – LISTED<br />

SEPARATELY FOR <strong>2012</strong><br />

Other Smartphone (not incl. iPhone or<br />

Android; for ex., a Blackberry)<br />

(Smartphone)<br />

■ Portable digital music player (for<br />

ex., iPod, Sansa, Zune, etc. - Not<br />

incl. iPod touch) (PDMP)<br />

■ iPod touch<br />

■ iPad<br />

■ Other tablets (Samsung Galaxy,<br />

Kindle Fire, Nook Color; etc. Not<br />

including iPad)<br />

(Note: Underlined = “i-Devices”)<br />

*Phones/devices also referred to as “mobile”<br />

Computers/Laptops (PC)<br />

■ Personal desktop computer<br />

(Desktop)<br />

■ Laptop/Netbook (combined<br />

for <strong>2012</strong>)<br />

Other Systems<br />

■ Kid-oriented systems (for ex,<br />

Leapfrog Leapster, Vtech<br />

V.Smile, etc.) (Kid-system)<br />

■ Plug & Play/all-in-one<br />

systems (for ex, Namco TV<br />

Games, Atari Classics, etc.)<br />

(P&P)<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 5


Meet the <strong>Gamer</strong>s<br />

CORE<br />

GAMERS<br />

FAMILY+KID<br />

GAMERS<br />

“I usually buy<br />

blockbuster hits as<br />

soon as they<br />

come out…”<br />

“I get most <strong>of</strong> my<br />

games as a gift<br />

from my parents<br />

or relatives…”<br />

“Me too!”<br />

DIGITAL<br />

GAMERS<br />

AVID PC<br />

GAMERS<br />

“I like to rent<br />

games…”<br />

“I pay for a<br />

subscription to<br />

play games…”<br />

MOBILE<br />

GAMERS<br />

LIGHT PC<br />

GAMERS<br />

Base: Total <strong>Gamer</strong>s: 5,687; Avid PC <strong>Gamer</strong>s: 718; Light PC <strong>Gamer</strong>s: 742; Mobile <strong>Gamer</strong>s: 1,259; Digital <strong>Gamer</strong>s: 883;<br />

Family & Kid <strong>Gamer</strong>s: 862; Core <strong>Gamer</strong>s: 1,222<br />

“I enjoy gaming<br />

on my i-devices…”<br />

“I like to play<br />

free games…”<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 6


Meet the <strong>Gamer</strong>s<br />

% <strong>of</strong> Total <strong>Gamer</strong>s:<br />

% Difference<br />

from 2011:<br />

CORE<br />

GAMERS<br />

21%<br />

-2%<br />

Very engaged<br />

across all systems,<br />

especially consoles.<br />

Higher use <strong>of</strong> Xbox<br />

360 and PS3 than all<br />

other segments.<br />

Most time spent<br />

gaming overall (15<br />

hrs/wk). High<br />

likelihood to acquire/<br />

purchase games.<br />

While digital game<br />

purchasing is<br />

average, most likely<br />

to purchase<br />

microtransactions/<br />

additional content.<br />

DIGITAL<br />

GAMERS<br />

16%<br />

+4%<br />

Engaged in a variety<br />

<strong>of</strong> gaming, from PC<br />

to mobile, console to<br />

portable, online and<br />

<strong>of</strong>fline. <strong>The</strong>ir focus<br />

is on digital<br />

acquisition. Heaviest<br />

game acquirers <strong>of</strong> all<br />

segments. Also<br />

highest number <strong>of</strong><br />

digital games and<br />

apps acquired.<br />

More so than others,<br />

they like the<br />

immediate access<br />

that digital provides.<br />

MOBILE<br />

GAMERS<br />

22%<br />

:<br />

+9%<br />

Segment is defined<br />

mainly by use <strong>of</strong><br />

mobile devices<br />

(phones and other)<br />

for gaming.<br />

Particular emphasis<br />

on i-devices. Time<br />

spent gaming on<br />

mobile devices is<br />

almost half <strong>of</strong> total<br />

gaming time.<br />

Highest percentage<br />

<strong>of</strong> free digital games<br />

though paid digital<br />

acquisition is on par<br />

with the average<br />

gamer.<br />

FAMILY & KID<br />

GAMERS<br />

15%<br />

m 2011:<br />

-7%<br />

Segment most likely<br />

to use Wii for<br />

gaming. Also a high<br />

incidence <strong>of</strong> “kid<br />

system” use – e.g.,<br />

Leapfrog Leapster,<br />

etc. Both game<br />

acquisition and<br />

number <strong>of</strong> games<br />

personally<br />

purchased are below<br />

average, and dollars<br />

spent on digital<br />

games is lower than<br />

total gamers.<br />

AVID PC<br />

GAMERS<br />

Heavy PC gaming<br />

focus, especially<br />

online. PC/casual<br />

game play driven by<br />

females/age 35+.<br />

Non-casual game<br />

play driven by<br />

males/under age 35.<br />

Below average for<br />

physical and paid<br />

digital game<br />

acquisitions and<br />

average for free<br />

digital acquisitions,<br />

but they do<br />

purchase/acquire<br />

games, both digital<br />

and physical, as well<br />

as<br />

microtransactions.<br />

LIGHT PC<br />

GAMERS<br />

Also focused on PC<br />

gaming, but not<br />

nearly to the extent<br />

<strong>of</strong> Avid PC <strong>Gamer</strong>s.<br />

<strong>The</strong>ir primary and for<br />

the most part only<br />

genre preference is<br />

casual games (card,<br />

puzzle, word, etc.)<br />

<strong>The</strong> vast majority<br />

prefer free games.<br />

Low purchase<br />

likelihood overall,<br />

regardless <strong>of</strong><br />

content type.<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 7<br />

13%<br />

Base: Total <strong>Gamer</strong>s: 5,687; Avid PC <strong>Gamer</strong>s: 718; Light PC <strong>Gamer</strong>s: 742; Mobile <strong>Gamer</strong>s: 1,259; Digital <strong>Gamer</strong>s: 883;<br />

Family & Kid <strong>Gamer</strong>s: 862; Core <strong>Gamer</strong>s: 1,222<br />

-2%<br />

13%:<br />

-2%


Contact Us<br />

For more information about <strong>Gamer</strong> <strong>Segmentation</strong> <strong>2012</strong>, contact<br />

your <strong>NPD</strong> account manager, call Charles Camarato at<br />

866-444-1411, or email contactnpd@npd.com.<br />

<strong>The</strong> <strong>NPD</strong> <strong>Group</strong>, Inc. | Proprietary and Confidential 8

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