This study analyzes online gamers to provide consumer segmentation, discover how current gamers spend their time and money, and identify gaming solutions and services that will capture future spending. This research also identifies the influence of online gaming and digital distribution on traditional business and transaction models.

Analysis of Online Gamers

  • Consumer spending—online and social gaming
  • Trends in in-game microtransactions
  • Changes in entertainment habits
  • Effects of game mechanics/genres on monetization
  • Paying vs. free-to-play users
  • Online purchases of gaming content and services
  • Behaviors and usage and content preferences
  • Interest in new multiscreen services and business models

Despite the decline in the global economy, electronic gaming still shows strong growth in a variety of areas. Social gaming has become a $1 billion industry while Internet connectivity among different platforms has given consumers more online and multiplayer gaming options.

However, data on consumer spending and behaviors in areas such as virtual items are currently scarce. To compete for the consumer’s shrinking entertainment budget and remain on the leading edge of gaming, industry players must understand gamers and their preferences.

Online Gaming

  • Growth and changes in online gaming
  • Best opportunities for monetizing online games
  • Analysis of online gamers, including their spending habits, unique preferences, and processes for finding and choosing games

Social Gaming

  • Growth and changes in social gaming
  • Best opportunities for monetizing casual games
  • Ratio of paying to non-paying users
  • Analysis of social gamers, including their spending habits, unique preferences, and their processes for finding and choosing games

Hardware and Platforms

  • Shifts in platform usage/preferences over time
  • Changes in purchasing—peripherals and upgrades
  • Impact of smartphones, tablets, and other mobile gaming platforms
  • Current adoption of and demand for platforms and various peripherals
  • Differences between PC and console gamers

The Business of Gaming

  • Changes in expenditures due to economic climate
  • Impact and consumer perception of game advertising
  • The market for digital distribution
  • Factors that influence purchasing
  • Prevalence of and attitudes toward piracy among gamers
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