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	<title>Nielsen Wire &#187; gaming</title>
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		<title>Breaking Teen Myths</title>
		<link>http://blog.nielsen.com/nielsenwire/online_mobile/breaking-teen-myths/</link>
		<comments>http://blog.nielsen.com/nielsenwire/online_mobile/breaking-teen-myths/#comments</comments>
		<pubDate>Mon, 03 Aug 2009 17:23:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Featured Insights]]></category>
		<category><![CDATA[Media + Entertainment]]></category>
		<category><![CDATA[Online + Mobile]]></category>
		<category><![CDATA[Reports + Downloads]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[Mobile]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[teens]]></category>
		<category><![CDATA[television]]></category>
		<category><![CDATA[texting]]></category>
		<category><![CDATA[TV]]></category>
		<category><![CDATA[Twitter]]></category>
		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=14825</guid>
		<description><![CDATA[The notion that teens are too busy texting and Twittering to be engaged with traditional media is exciting, but false. To develop the best strategy around teens and media, start by challenging popular assumptions about teens.]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" src="http://en-us.nielsen.com/etc/content/nielsen_dotcom/en_us/home/insights/consumer_insight/August2009/breaking_teen_myths.mbc.80326.ImageSrc.jpg" alt="" width="542" height="151" /></p>
<p><strong><em>Nic Covey, Director of Insights, The Nielsen Company</em></strong></p>
<blockquote><p><strong>SUMMARY: </strong>It’s easy to get caught up in the hype around teenagers. The notion that teens are too busy texting and Twittering to be engaged with traditional media is exciting, but false. To develop the best strategy around teens and media, start by challenging popular assumptions about teens. Don’t focus on the outliers, but on the macro-level trends of media and preferences for the segment. The averages will show you that teens can often be reached by the same means as their parents.</p></blockquote>
<p>In the recent report, <em><a class="OrangeSubhead" href="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/documents/pdf/white_papers_and_reports.Par.48571.File.dat/Nielsen_HowTeensUseMedia_June2009.pdf">How Teens Use Media</a></em>, Nielsen debunks many of the myths around teen media consumption. This article excerpts some of the most important findings of that study:</p>
<p><strong>Myth: Teens are abandoning TV for new media</strong></p>
<p><strong>Reality: Television still accounts for most of a teen’s media clock</strong><br />
In fact, they’ve been watching more TV than ever—up 6% over the past five years in the U.S. Nielsen’s A2M2 Three Screen Report showed that the typical teen television viewer watched 104:24 (hh:mm) of television per month in the first quarter of 2009. While less than the average for all television viewers (153:27), it tops teen Internet</p>
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<td><span style="font-size: small; color: #6ea3ba;"><strong>U.S. teens actually watch less television per day than most&#8230;</strong></span></td>
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</tbody>
</table>
<p>use over the course of a month considerably (11:32).</p>
<p>Compared to teens in other markets where TV viewing is measured electronically by Nielsen, U.S. teens actually watch less television per day than most. In South Africa, teens averaged more than five hours per day of TV viewing. In Taiwan, teens averaged just 2 hours and 47 minutes.</p>
<p>Online video is becoming an important part of the overall teen viewing experience. Twelve million U.S. teens—about two-thirds of those online—watched online video in May 2009.  Year-over-year, the audience grew 10% and the average number of minutes increased a stunning 79% to 3 hours and 6 minutes per month among viewers. Torrid growth, yes, but surprisingly, the average teen still lags behind viewing of adults 18-24, adults 25-32 and adults 35-44.</p>
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<td><span style="font-size: small; color: #6ea3ba;"><strong>Males make up 73% of the teen mobile audience&#8230;</strong></span></td>
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</table>
<p>As mobile network speeds and device capabilities improve, more teens are looking to their phones for video as well. In the first quarter of 2009, 18% of U.S. teens 13–17 with mobile phones watched some form of video content on their phone. The experience has been much more popular with teen males, who make up 73% of the teen mobile audience. Teens who watch mobile video do so much more than the average mobile video user—watching 6 hours and 30 minutes a month compared to just 3 hours and 37 minutes.</p>
<p><strong>Myth: Teens are the biggest users of the Internet </strong></p>
<p><strong>Reality: With fewer hours at a connected desk, teens actually use the Internet less than most</strong><br />
Many consider teens of today to be the Internet generation: Born roughly between 1990 and 1996, today’s teens grew up with a mouse in their hands. They are portrayed as Digital Natives, perpetually connected, guided by both the opportunities and constraints of worldwide connectivity. Indeed, some 90% of U.S. teens have access to the Internet at home, and 73% have access on a school PC. Among teens with Internet access at home, 55% say they have a wireless connection at home.</p>
<p>Teens spend 11 hours and 32 minutes per month online—far below the average of 29 hours and 15 minutes. As with other media, the gap between teen and adult time spent is less an indication of interest and more a function of access. Unlike adults, many of whom spend hours of the work day with a broadband Internet connection, much of a teen’s waking moments are spent in the classroom, at extracurricular activities, at a part-time job and moving about an otherwise hyper-social high school ecosystem.</p>
<p><img id="/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009#Par.29860.Image " src="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009.Par.29860.Image.gif" alt="Time Online" /></p>
<p class="MsoNormal">Across the markets, teen Internet use mirrors the Internet use of adults in many ways. The most popular online categories for teens—general interest portals and search—are the same as for their elders. Member</p>
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<td><span style="font-size: small; color: #6ea3ba;"><strong>Teen Internet use mirrors the Internet use of adults..</strong><strong>.</strong></span></td>
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</table>
<p>communities (social networks and blogs) do have a unique place within the teen experience, though. In the U.S., nearly half of online teens 12–17 visited MySpace and Facebook in May 2009 (45% and 44%, respectively). Reach of these sites among teens is still slightly higher than among all U.S. Internet users, though the demographics of social networking are expanding (41% of U.S. Internet users visited Facebook and 33% visited MySpace in May 2009). Teens make slightly more prolific online publishers, too. Two-thirds (67%) of teen social networkers say they update their page at least once a week, compared to just half (53%) of all social networkers.</p>
<p class="MsoNormal"><strong style="mso-bidi-font-weight: normal">Myth: The only way to reach Teens over the phone is through texting</strong></p>
<p><strong style="mso-bidi-font-weight: normal">Reality: Teens are early adopters of ALL mobile media</strong><br />
Teens do text at phenomenal rates, but that’s not all they do on their phones. Increasingly, the mobile phone plays a critical role in the media lives of teens. In the U.S., 77% of teens have their own mobile phone and another 11% say they regularly borrow one.</p>
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<td><span style="font-size: small; color: #6ea3ba;"><strong>83% of U.S. mobile teens use text-messaging&#8230;</strong></span></td>
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</tbody>
</table>
<p class="MsoNormal">Of all the mobile behaviors of teens, texting is most talked about. Fingers flying and phone cameras flashing, 83% of U.S. mobile teens use text-messaging and 56% use MMS/picture messaging. The average U.S. mobile teen now sends or receives an average of 2,899 text-messages per month compared to 191 calls. The average number of texts has gone up 566% in just two years, far surpassing the average number of calls, which has stayed nearly steady.</p>
<p class="MsoNormal"><img id="/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009#Par.54263.Image " src="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009.Par.54263.Image.gif" alt="Average Texts" /></p>
<p class="MsoNormal">Still, texting isn’t the only means of communicating with teens over the mobile phone. Teens are avid users of a wide variety of advanced mobile data features. More than one-third of teens download ringtones, instant message or use the mobile Web, while about one-quarter of U.S. teens download games and applications. To a lesser extent, teens are using video messaging (26%), watching mobile video (18%) and using location-based services on their phone (16%).</p>
<p class="MsoNormal"><img id="/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009#Par.87719.Image " src="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/images/pictures/consumer_insight/august_2009.Par.87719.Image.gif" alt="Mobile Media" /></p>
<p class="MsoNormal"><strong style="mso-bidi-font-weight: normal">Myth: All gamers are teens and all teens do is game</strong></p>
<p><strong style="mso-bidi-font-weight: normal">Reality: Teens account for just 23% of the console audience and less than 10% of PC gaming minutes</strong><br />
When we think of teen media use, gaming is often one of the first activities that come to mind. Over the course of the past 20 years, though, the gaming audience has broadened. New devices and games have extended gaming beyond boys to girls, young adults, and with the introduction of Nintendo’s Wii, people on the younger and older sides of the demographic spectrum. In the fourth quarter of 2008, teens 12–17 made up 23% of the U.S. console gaming audience, over indexing for their overall audience composition, but still leaving three-quarters of console minutes for older and younger gamers. On the PC, teens account for fewer than 10% of all game minutes played in a typical month—a medium that has done a better job attracting females ages 25–54.</p>
<p class="MsoNormal">Though teens don’t make up the entirety of the video gaming audience, the medium does reach most of them in some way. Today, 83% of U.S. teens have at least one console in their home. Seventy-five percent of males 12–17 and 57% of females 12–17 used a console at least once during the fourth quarter of 2008 (compared to 36% of the total population, two and older). The typical teen averaged 25 minutes of console use per day last year—considerably less than they spent on TV, but comparable to their time spent online. The average time spent is significantly higher for teen boys (41 minutes) than teen girls (8 minutes).</p>
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<td><span style="font-size: small; color: #6ea3ba;"><strong>The games they choose to play may surprise some&#8230;</strong></span></td>
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<p class="MsoNormal">The games they choose to play may surprise some, who think teens spend all of their time on shooter games. Of the top five most anticipated video games among teens since 2005, just two were rated “Mature” by the Entertainment Software Rating Board (ESRB), two were rated “Teen” and one was rated “Everyone”. The most anticipated video game among gamers 13–17 since 2005 has been <em style="mso-bidi-font-style: normal">Halo 3</em>, a first-person shooter game rated “Mature” by the ESRB. At its peak, 61% of active gamers said they had a definite interest in <em style="mso-bidi-font-style: normal">Halo 3</em>. The other Mature-rated game in the top five was <em style="mso-bidi-font-style: normal">Grand Theft Auto IV</em>, which—with a 37% “definite interest” among teens—tied <em style="mso-bidi-font-style: normal">Guitar Hero: Aerosmith</em> (rated Teen) for the second most anticipated video game. <em style="mso-bidi-font-style: normal">Mario Party 7</em> (33%) and <em style="mso-bidi-font-style: normal">Guitar Hero: World Tour</em> (32%) round out the list of the five most anticipated games. Play-along music and fantasy driving games, it turns out, are as relevant to the teen gaming experience as some more violent or mature ones.</p>
<p><strong style="mso-bidi-font-weight: normal">In a word, teens are more “normal” than most think</strong><br />
It’s true: the media universe is expanding for teens. Social networks are playing an increasingly important role and many teens are accessing the Web over their phones. Teens are time-shifting video with DVRs and place-shifting on their video MP3 players. Yet teens are not unique in this media revolution. The media experience has evolved, and cross-platform engagement will be critical to reaching all consumers, not just teens. Media innovations have impacted everyone’s experience—not just the <em style="mso-bidi-font-style: normal">High School Musical</em> set.</p>
<p class="MsoNormal">As the Nielsen report, <em style="mso-bidi-font-style: normal"><a href="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/documents/pdf/white_papers_and_reports.Par.48571.File.dat/Nielsen_HowTeensUseMedia_June2009.pdf">How Teens Use Media</a></em>, argues more fully, it isn’t necessary to reconfigure the playbook to reach this highly-buzzed about audience. Discard the assumption that, as a rule, teens are “alien” and plan for them as you would any demographic segment—with careful attention and calculus, not panic. Keep your eye on the averages, keep your head on your shoulders and before you rewire the system, remind yourself: Teens are people, too.</p>
<p class="MsoNormal"><em style="mso-bidi-font-style: normal">For additional insights on teen media use, including further detail on these categories plus theatrical activity, DVR and DVD use, newspaper readership, music consumption and advertising engagement, download a free copy of Nielsen’s full report, <a href="http://en-us.nielsen.com/etc/medialib/nielsen_dotcom/en_us/documents/pdf/white_papers_and_reports.Par.48571.File.dat/Nielsen_HowTeensUseMedia_June2009.pdf">How Teens Use Media</a>.</em></p>
]]></content:encoded>
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		<title>Who Won The Battle For Gamers’ Hearts At E3?</title>
		<link>http://blog.nielsen.com/nielsenwire/media_entertainment/who-won-the-battle-for-gamers%e2%80%99-hearts-at-e3/</link>
		<comments>http://blog.nielsen.com/nielsenwire/media_entertainment/who-won-the-battle-for-gamers%e2%80%99-hearts-at-e3/#comments</comments>
		<pubDate>Wed, 17 Jun 2009 14:46:27 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Media + Entertainment]]></category>
		<category><![CDATA[Nielsen News]]></category>
		<category><![CDATA[E3]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[God of War III]]></category>
		<category><![CDATA[Halo]]></category>
		<category><![CDATA[New Super Mario Brothers Wii]]></category>
		<category><![CDATA[online buzz]]></category>
		<category><![CDATA[video gaming]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=12816</guid>
		<description><![CDATA[Since the end of E3, a major gaming industry conference, many have speculated about which titles generated the most hype (and consumer interest) out of the gate. In terms of online buzz volume, several newly announced titles grabbed the lion&#8217;s share of attention with New Super Mario Brothers Wii leading the pack with 4.6 percent of E3 buzz. But looking at gamer sentiment in Nielsen&#8217;s Video Game Tracking survey shows that Halo ODST and God of War III lead in consumer purchase interest as of last week.
The table below shows total ...]]></description>
			<content:encoded><![CDATA[<p>Since the end of E3, a major gaming industry conference, many have speculated about which titles generated the most hype (and consumer interest) out of the gate. In terms of online buzz volume, several newly announced titles grabbed the lion&#8217;s share of attention with <em>New Super Mario Brothers Wii</em> leading the pack with <a href="http://blog.nielsen.com/nielsenwire/online_mobile/major-e3-announcements-fuel-big-buzz-for-gaming-companies">4.6 percent of E3 buzz</a>. But looking at gamer sentiment in Nielsen&#8217;s Video Game Tracking survey shows that <em>Halo ODST</em> and <em>God of War III</em> lead in consumer purchase interest as of last week.</p>
<p>The table below shows total positive purchase interest (definitely or probably interested in buying the title) for games that garnered at least 30 percent on this metric and will be released at least a month from now.  For most of these twelve titles, either a trailer was released or gameplay was demoed in some form at E3. But interestingly, there were not massive spikes in consumer interest in purchasing these titles from pre- to post-E3. Most moved up or down 1-2 percent at most, which is well within the margin of error. In other words, games that already tugged at gamers&#8217; hearts held on.</p>
<table class="chart" border="0">
<tbody>
<tr>
<th>Title</th>
<th>1 Week post-E3 (June 7-June 14)</th>
</tr>
<tr>
<td class="axis">Halo ODST (9/22/09)</td>
<td>53%</td>
</tr>
<tr>
<td class="axis">God of War III (March 2010)</td>
<td>49%</td>
</tr>
<tr>
<td class="axis">Wii Sports Resort (7/28/09)</td>
<td>45%</td>
</tr>
<tr>
<td class="axis">Guitar Hero 5 (9/1/09)</td>
<td>42%</td>
</tr>
<tr>
<td class="axis">Final Fantasy XIII (April 2010)</td>
<td>37%</td>
</tr>
<tr>
<td class="axis">Madden 2010 (8/14/09)</td>
<td>35%</td>
</tr>
<tr>
<td class="axis">Guitar Hero: Van Halen (12/1/09)</td>
<td>34%</td>
</tr>
<tr>
<td class="axis">Assassins Creed 2 (11/17/09)</td>
<td>32%</td>
</tr>
<tr>
<td class="axis">Need for Speed: Shift (9/22/09)</td>
<td>32%</td>
</tr>
<tr>
<td class="axis">Need for Speed: Nitro (10/17/09)</td>
<td>32%</td>
</tr>
<tr>
<td class="axis">NCAA Football 10 (7/14/09)</td>
<td>32%</td>
</tr>
<tr>
<td class="axis">Beatles Rock Band (9/8/09)</td>
<td>30%</td>
</tr>
<tr>
<th class="table_meta" colspan="4">Source: The Nielsen Company</th>
</tr>
</tbody>
</table>
]]></content:encoded>
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		<title>The Sims 3 Virtually Poised for Solid Release into Real World</title>
		<link>http://blog.nielsen.com/nielsenwire/media_entertainment/the-sims-3/</link>
		<comments>http://blog.nielsen.com/nielsenwire/media_entertainment/the-sims-3/#comments</comments>
		<pubDate>Fri, 29 May 2009 13:41:34 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Media + Entertainment]]></category>
		<category><![CDATA[Nielsen News]]></category>
		<category><![CDATA[Sports]]></category>
		<category><![CDATA[demographics]]></category>
		<category><![CDATA[Game Play Metrics]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[online buzz]]></category>
		<category><![CDATA[The Sims]]></category>
		<category><![CDATA[Video Game Tracking Survey]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=12193</guid>
		<description><![CDATA[EA will release The Sims 3 on June 2nd, marking a new chapter for this immensely popular life simulation franchise. As EA begins its marketing push, the title appears quite healthy based on a variety of metrics. Fully 72% of female PC gamers and 64% of male PC gamers were aware of The Sims 3 in Nielsen&#8217;s most recent Video Game Tracking survey. Furthermore, 43% of females are definitely or probably interested in buying the title compared to 28% for males.
This high level of interest and gender disparity is to ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/05/sims3.png"><img class="alignleft size-full wp-image-12196" title="sims3" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/05/sims3.png" alt="" width="100" height="150" /></a>EA will release <em>The Sims 3</em> on June 2nd, marking a new chapter for this immensely popular life simulation franchise. As EA begins its marketing push, the title appears quite healthy based on a variety of metrics. Fully 72% of female PC gamers and 64% of male PC gamers were aware of <em>The Sims 3</em> in Nielsen&#8217;s most recent Video Game Tracking survey. Furthermore, 43% of females are definitely or probably interested in buying the title compared to 28% for males.</p>
<p>This high level of interest and gender disparity is to be expected based on PC audience measurement for the previous edition of <em>The Sims</em> which can be gleaned from <a href="http://en-us.nielsen.com/rankings/insights/rankings/video_games">GamePlay Metrics</a>. <em>The Sims 2</em> released in 2004 but has kept gamers engaged through numerous expansion packs (generally adding gameplay) and stuff packs (generally adding new items) which have been released through 2008. The most recent metered data from March indicates that <em>The Sims 2: The Celebration Stuff</em>, a stuff pack, had the third largest audience (146,000 unique players) of any simulation game. Additionally, the various <em>Sims 2</em> packs and the core title occupy six of the top 20 rankings for simulation games by audience, accounting for a combined 749,000 unique players. <em>The Sims 2: Mansion</em>, an expansion pack, and <em>The Sims 2: Garden Stuff</em> had the most engaged Sims players for the month with gamers averaging 5 sessions and a little over 6 hours of gameplay per week. Looking at demographics, the players of <em>The Sims 2</em> base title skew female, age 12 to 17 and play moderate amounts.</p>
<p><span id="more-12193"></span></p>
<p>Turning to online buzz, The Sims 2 maintains strong engagement with consumers, perhaps through the various expansion packs. Buzz volume YTD for <em>The Sims 2</em> is comparable to the upcoming title, until reports of leaked and pirated copies of <em>The Sims 3</em> emerged on May 18.</p>
<p style="text-align: center;"><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/05/sims_buzz.png"><img class="aligncenter size-full wp-image-12199" title="sims_buzz" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/05/sims_buzz.png" alt="" width="525" height="420" /></a></p>
<p>Buzz for the new title has remained at an elevated level since.  Even though The Sims series has a reputation of appealing to the female and casual gaming audience, this audience is not heavily engaged in online discussion of the title. The top sources of discussion for both The Sims 2 and The Sims 3 are gaming sites Neoseeker.com, Eyesonff.com, Electronicarts.co.uk, and Gametrailers.com, which skew male and attract hard core gamers.</p>
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