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