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2017年美国游戏360度报告英文版28页

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Copyright2017 The Nielsen Company1 NIELSEN GAMES GAMES 360 U.S. REPORT 2017Michael Flamberg Vice President and General Manager, Nielsen Games GAMES 3602017 This is a hugely exciting period for the games industry, with the launch of new platforms and devices, the rise of new technologies allowing for a shared, connected experience like never before, and evolving gamer habits necessitating changes to strategies and business models. Charting these changes and mapping out what the future of the industry may look like requires careful analysis; for the 8th year in a row, Nielsen Games has done just that, conducting extensive research into how Americans feel about – and consume – gaming in general, the devices and platforms they prefer, the ways in which those platforms and devices are being used, where gaming fts alongside alternative forms of entertainment and how these trends are changing over time. The result is this 360 report, an essential annual resource for anyone working – or considering getting involved – in the games industry. This year’s headline results show that although the number of people playing games has remained stable, they are spending more time gaming overall. Mobile gaming time has also leveled of but the penetration of 8th Generation consoles and the release of the mid-cycle console upgrades have driven increased engagement on those devices. It is also shifting the way 7th Generation devices are used – they have transitioned from pure gaming machines to multimedia devices, used for streaming and consuming other media. The continued growth of eSports and the excitement and investment in virtual and augmented reality, along with the increasing prevalence of downloadable content, expansion packs and full digital games, only underline the buoyancy of the industry in 2017. We hope you enjoy the report as we continue to follow the exciting new experiences the video game industry has in store for us all. “ FOR THE 8TH YEAR IN A ROW, NIELSEN GAMES HAS CONDUCTED EXTENSIVE RESEARCH INTO HOW AMERICANS FEEL ABOUT – AND CONSUME – GAMING.” Copyright2017 The Nielsen Company3 CONTENTS 1|GAMING INDUSTRY OVERVIEW The gaming audience, how they’re playing and what they’re buying. 2|EVOLUTION OF THE GAMER Playing time, purchasing habits and the way gamers are using consoles. 3|TRENDS TO WATCH eSports, virtual and augmented reality and the growing relationship with gaming. 0420 METHODOLOGY Data collection Annual data for the Nielsen Games 360 Report is collected via consumer online surveys in Q1 of each year using Nielsen’s proprietary, high-quality ePanel in the United States. Sample Groups surveyed – General Population/Teens/Adults aged 13+:
2000+ interviews among 50% male/50% female sample. Representivity Post-survey, raw data is weighted to ensure representation of the U.S. General Population based on U.S. Census data. 4The rise of augmented reality games and downloadable content are among the trends being closely monitored by the games industry.
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