Nielsen Interactive Entertainment: - PowerPoint PPT Presentation

1 / 20
About This Presentation
Title:

Nielsen Interactive Entertainment:

Description:

Learning curves. Product delays. SKU planning. Challenges of 11 platform options ... Women are Playing: While online-enabled console, MMO and gambling gamers are ... – PowerPoint PPT presentation

Number of Views:41
Avg rating:3.0/5.0
Slides: 21
Provided by: lee54
Category:

less

Transcript and Presenter's Notes

Title: Nielsen Interactive Entertainment:


1
  • Nielsen Interactive Entertainment
  • The Mobile Entertainment Consumer
    Active Gamer Studies
  • Emily Della Maggiora, Vice President
  • March 29, 2006

2
Presentation Agenda
  • NIE Overview / Research Background
  • Mobile Entertainment Market Opportunity
  • Mobile Attitudinal Segmentation
  • Mobile Segments vs. Standard Demos
  • Mobile Gaming through lens of NIE Segmentation
  • Mobile Gaming and Active Gamer Crossover
  • Active Gamer Market Opportunity
  • Economics of the Video Game Marketplace

3
Mobile Entertainment Consumer Active Gamer
Studies prepared by
  • Nielsen Interactive Entertainment (NIE) is a
    dedicated unit of Nielsen Entertainment, a VNU
    company
  • We aim to provide our clients the benefits of
    both global scale and industry specialization
  • A client proactive division focused on the
    interactive entertainment industries delivering
    tactical research and strategic services
  • Our goals are based upon a disciplined and
    creative approach to market information and
    research
  • To better understand and provide for
    entertainment and interactive consumers
  • To maximize clients profit potential and
    increase the overall commercial prospects of the
    industry

4
Research Background
  • For the first time in 2004/2005 videogame sales
    eclipsed US box office figures and the discussion
    of the third screen regarding mobile was
    gaining fast momentum
  • Marketplace factors were dictating the need for
    consumer insights and a distinctive benchmark of
    consumer behavior to be trended over time
  • Subsequently Nielsen embarked on 6 months of
    marketplace interviews with industry stakeholders
    to define the research scope identify the need to
    know information in mobile and gaming
  • In October 2005 Nielsen conducted 2,000
    interviews per study, online, and weighted to
    offline incidence checks to deliver statistically
    significant results

5
Mobile Entertainment Market Opportunity
Nielsen Media Research Home Tech Report provided
offline incidence statistics
Mobile Market Defined US Population 2004 US
Census 13-54 years Cell Phone Owner Have
active contract with US carrier (50/50
male/female) Mobile Ringtone Have downloaded a
ringtone Mobile Gaming Have downloaded a game
Mobile Video Have downloaded and viewed
mobisodes, mobile-exclusive commercials, movie
trailers, music videos, broadcast TV, or
watchtones onto their cell phone
6
Mobile Attitudinal Segmentation
  • In addition to providing marketers the
    traditional media breaks (age/gender) Nielsen
    chose to also pursue a multi-variant attitudinal
    segmentation strategy
  • Consumer were exposed to a list of 20 statements
    regarding their attitudes about cell phones and
    asked to rate the question on a scale of 0 does
    not describe at all to 10 describes me very
    well
  • Five market segments emerged out of question
    battery Communicators, Busy Bees, Spearheaders,
    Technophobes Utilitarian's

7
Entertainment gluttons view their phones as
entertainment devices and spend a significant
amount of their time on gaming, watching DVDs and
movies in theatre and internet
Spearheaders
Highest Priority Segment 20 of mobile pop 29
million people
45 to 54
35 to 44
13 to 17
18 to 24
25 to 34
Feature Usage
8
Phones are a means to socialize and seek features
that enhance their ability to communicate they
are the biggest fans of movie-going and DVD
watching during off hours
Communicators
High Priority Segment 15 of mobile pop 20
million people
45 to 54
35 to 44
13 to 17
18 to 24
25 to 34
Feature Usage
9
Interested In Dowloading Games In Future
  • Males under 25 (11) show the highest interest in
    future downloads, while the Spearheaders have an
    appreciable number of people interested in
    downloading. Important to note that Spearheaders
    have a notable 25-34yr constituency

Highlights broader market segment
10
Average Cost Paid Downloading Games
  • Traditional media segmentation highlights men
    under 25 as driving the price point for
    downloading games at 4.77 however the
    opportunity becomes more robust when you unveil
    the profile of the Communicator segment as 56
    female and also over indexing to the total at
    4.51 per game

11
Times Downloaded a Game in 3months
  • Spearheader segment skews male and has the
    highest frequency of game downloads during the 3
    month period at 2.9 games, which synchronizes
    with the males lt25 segmentation at 3.1 games

12
Times Played a Mobile Game in 3months
  • A reported average of 16.7 for 13-17 years is the
    second highest frequency of gaming however on
    either side of the 13-17 segment lands very
    robust figures for both the Communicators at 17.8
    and Spearheaders at 13.9 where 52 of these
    segments are 18-34 years an audience with
    clearly a higher discretionary income/market
    opportunity

13
Mobile Gamer Active Gamer Crossover
14
Active Gamer Market Opportunity
  • The Active Gamer is defined by being a minimum of
    13 years old, own and personally plays on a
    gaming device and play at least one hour per week

8,958,394
6,146,578
33,143,801
9,130,101
18-34 representing 36 of the total marketplace
11,408,625
20,861,550
11,578,197
11,602,929
15
What Do They Game On?
  • There is significant levels of platform cross
    ownership with the majority owning at least a
    console (Playstation2, Xbox or Nintendo GameCube)
    and then one other platform PC or handheld
    device. Interesting three in ten or 29 of gaming
    own all three platforms demonstrating category
    commitment

16
Who Do They Game With?
  • Gaming is largely an independent activity however
    when someone else is involved it is more likely
    to be a friend or family member. In essence a
    game receives on average 1.9 exposures to
    consumers each time it is played

The connected experience has growing importance
17
The WOW Factor
  • World of Warcraft currently the most popular
    MMO game as of February 2006 reporting over 5
    million subscribers paying an average of 12 per
    month and it is not just men
  • Current console connectivity has moderate numbers
    of adoption where next gen hardware is designed
    for an online experience (Xbox 360 / PS3 /
    Nintendo Revolution)

18
Economics of Video Game Marketplace
  • Marketplace economics
  • Royalties
  • Development costs
  • Porting costs
  • Next Gen Programming
  • Learning curves
  • Product delays
  • SKU planning
  • Challenges of 11 platform options
  • Smaller penetration levels of next gen consoles

19
Learnings Summary Gaming
  • Next Gen 50 of active gamers stating they may
    wait until both the Xbox 360 and the PS3 are
    released before making a final decision
  • Moving Online 57 of active games have played
    online
  • Women are Playing While online-enabled console,
    MMO and gambling gamers are disproportionately
    male - 76 vs. 24 - casual gamers who play free
    online games such as puzzles are just as likely
    to be women as men, 49 vs. 51 respectively
  • Good Scores on Mobile Gaming 18 of active
    gamers have downloaded a game to their cell
    phone, with nearly two-thirds (63) rating their
    experience from good to excellent

20
Thank you!
  • Questions please contact
  • Emily.DellaMaggiora_at_NielsenEntertainment.com
  • 323.860.4608
Write a Comment
User Comments (0)
About PowerShow.com