Title: Nielsen Interactive Entertainment:
1- Nielsen Interactive Entertainment
- The Mobile Entertainment Consumer
Active Gamer Studies - Emily Della Maggiora, Vice President
- March 29, 2006
2Presentation 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
3Mobile 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
4Research 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
5Mobile 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
6Mobile 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
7Entertainment 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
8Phones 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
9Interested 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
10Average 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
11Times 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
12Times 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
13Mobile Gamer Active Gamer Crossover
14Active 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
15What 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
16Who 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
17The 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)
18Economics 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
19Learnings 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
20Thank you!
- Questions please contact
- Emily.DellaMaggiora_at_NielsenEntertainment.com
- 323.860.4608