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TUP - What TUP Covers > Focus Edition: Gaming

Open for subscription

Gaming Wherever the Fun Is
A Technology User Profile Focus Edition
Games wherever the fun is
                           
  Overview  
  Digital games have come a long way from the early days of playing “Pong” in the back of the pizza restaurant. Today consumers have multiple choices of gaming platforms from consoles to PCs, handhelds, mobile devices, set-top boxes, online, and arcades. Couple that with the multitude of game genres that are available, and the wide range of people who fall into different gaming segments – casual, hard-core, leisure, and occasional – and it makes for a fragmented market. For game publishers, hardware manufacturers, game developers, distributors, retailers and others making strategic product and marketing decisions, it’s important to understand the gaming market from the users’ perspective. Understanding the profiles of these users, which game platforms they use and how often, as well as their attitudes, spending habits and preferences is key for companies seeking to develop their long-term marketing strategies.  
     
  Benefits  
  A study aimed at a specific market segment – e.g. gaming enthusiasts -- could certainly paint a revealing picture of that segment (as long as the sample accurately represents the population). But to get the “big picture” of the consumer gaming market in the U.S., it’s important to study a truly representative sample of the market. Otherwise the results will be skewed toward a certain way of thinking. For example, let’s say that “gaming enthusiasts” tend to prefer high-powered, specialized game consoles such as the Xbox 360 or Playstation 3. If occasional gamers prefer other platforms, such as PCs or cell phones, and they are not accurately represented in the sample, then the study will not give an accurate description of platform usage in the overall gaming market. Also, if certain demographic groups are omitted or not properly represented, then perhaps key market opportunities might be overlooked.  
  This study is designed to be representative of gaming households in the U.S. The sample will be selected and weighted to be fully representative, not a convenience sample of ultra-enthusiasts. It will address such questions as:
  • What are the adoption rates for specific gaming platforms, such as PC, online, console, handheld, mobile, set-top boxes, and arcade?
  • What are the market segments that gamers fall into?
  • What are the profiles of consumers who fall into each of the segments?
  • What is the demographic landscape, both for key segments and specific target markets?
  • What are the usage patterns and spending habits by major segment?
  • What is the brand market share for various platforms? How does that differ by segment?
  • What are the major online gaming services?
  • What are user attitudes by segments on subjects such as in-game ads, discounting, and price sensitivity?
  • Which purchasing channels are used for buying games and gaming devices? Where do they shop for and where do they purchase?
 
     
  Areas Covered  
  This study is designed to be representative of gaming households in the U.S. The sample will be selected and weighted to be fully representative, not a convenience sample of ultra-enthusiasts. It will address such questions as:
  • What are the adoption rates for specific gaming platforms, such as PC, online, console, handheld, mobile, set-top boxes, and arcade?
  • What are the market segments that gamers fall into?
  • What are the profiles of consumers who fall into each of the segments?
  • What is the demographic landscape, both for key segments and specific target markets?
  • What are the usage patterns and spending habits by major segment?
  • What is the brand market share for various platforms? How does that differ by segment?
  • What are the major online gaming services?
  • What are user attitudes by segments on subjects such as in-game ads, discounting, and price sensitivity?
  • Which purchasing channels are used for buying games and gaming devices? Where do they shop for and where do they purchase?
 
     
  Benefits of Technology User Profile Focus Editions  
  Technology User Profile Focus Editions are based on the Technology User Profile (TUP) approach of representative research, not convenience samples. TUP is steeped in technology history, and has been conducted continuously since 1983. TUP’s coverage is broad, spanning many technology products and services as well as user segments. For more information about Technology User Profile, please visit the TUP Overview  
     
Gaming Wherever the Fun Is
A Technology User Profile Focus Edition
Games wherever the fun is

 

   
                           

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