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	<title>Nielsen Wire &#187; rock band</title>
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	<link>http://blog.nielsen.com/nielsenwire</link>
	<description>Consumer Insights, News, Research &#38; Reports</description>
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		<title>Will the Beatles Make it to the Rock Gaming Hall of Fame?</title>
		<link>http://blog.nielsen.com/nielsenwire/consumer/will-the-beatles-make-it-to-the-rock-gaming-hall-of-fame/</link>
		<comments>http://blog.nielsen.com/nielsenwire/consumer/will-the-beatles-make-it-to-the-rock-gaming-hall-of-fame/#comments</comments>
		<pubDate>Tue, 15 Sep 2009 19:44:02 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Consumer]]></category>
		<category><![CDATA[Media + Entertainment]]></category>
		<category><![CDATA[Nielsen News]]></category>
		<category><![CDATA[Online + Mobile]]></category>
		<category><![CDATA[Beatles]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[Metallica]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[Video Game Tracking]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=15846</guid>
		<description><![CDATA[Few can question the legacy The Beatles left on the music world in the 20th century, but will millennial video gamers (most born long after the band’s split 40 years ago) be abuzz with Beatlemania?]]></description>
			<content:encoded><![CDATA[<p>Few can question the legacy The Beatles left on the music world in the 20th century, but will millennial video gamers (most born long after the band’s split 40 years ago) be abuzz with Beatlemania?</p>
<p>Looking at Nielsen’s Video Game Tracking data 3 months prior to the release of <em>The Beatles: Rock Band</em> on September 9, consumers registered good awareness and modest purchase interest of the title at the time. However, during the week of its release, awareness and purchase interest numbers jumped substantially for <em>The Beatles: Rock Band</em> across almost all age ranges, most likely due to the mass media coverage of both the game and re-release of the band’s master recordings.</p>
<p>Purchase interest metrics for <em>The Beatles: Rock Band</em> within the 35 to 54 age bracket jumped higher this past week, perhaps due to widespread media coverage/buzz. The traditional audiences for The Beatles skew older than those of Aerosmith and Metallica, but so far purchase interest levels for <em>The Beatles: Rock Band</em> among this age range appear on-par with these two other band-themed games.</p>
<table class="chart" border="0">
<tbody>
<tr>
<th colspan="6"> % Aided Awareness</th>
</tr>
<tr>
<th> Title</th>
<th> Time Frame</th>
<th> Age 13-17</th>
<th> Age 18-24</th>
<th> Age 25-34</th>
<th> Age 35-54</th>
</tr>
<tr>
<td class="axis">The Beatles: Rock Band</td>
<td>Releasing This Week</td>
<td>72%</td>
<td>70%</td>
<td>72%</td>
<td>60%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>62%</td>
<td>56%</td>
<td>56%</td>
<td>50%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>42%</td>
<td>38%</td>
<td>41%</td>
<td>33%</td>
</tr>
<tr>
<td class="axis">Guitar Hero: Metallica</td>
<td>Releasing This Week</td>
<td>75%</td>
<td>66%</td>
<td>72%</td>
<td>68%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>72%</td>
<td>67%</td>
<td>67%</td>
<td>67%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>65%</td>
<td>59%</td>
<td>59%</td>
<td>57%</td>
</tr>
<tr>
<td class="axis">Guitar Hero: Aerosmith</td>
<td>Releasing This Week</td>
<td>78%</td>
<td>81%</td>
<td>72%</td>
<td>71%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>70%</td>
<td>70%</td>
<td>72%</td>
<td>72%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>61%</td>
<td>60%</td>
<td>69%</td>
<td>61%</td>
</tr>
<tr>
<td class="axis">Guitar Hero 5</td>
<td>Releasing This Week</td>
<td>72%</td>
<td>72%</td>
<td>65%</td>
<td>69%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>68%</td>
<td>69%</td>
<td>66%</td>
<td>53%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>63%</td>
<td>59%</td>
<td>55%</td>
<td>50%</td>
</tr>
<tr>
<td class="table_meta" colspan="6">Source: The Nielsen Company</td>
</tr>
</tbody>
</table>
<p><!-- end chart --></p>
<table class="chart" border="0">
<tbody>
<tr>
<th colspan="6"> % Definite Purchase Intent</th>
</tr>
<tr>
<th> Title</th>
<th> Time Frame</th>
<th> Age 13-17</th>
<th> Age 18-24</th>
<th> Age 25-34</th>
<th> Age 35-54</th>
</tr>
<tr>
<td class="axis">The Beatles: Rock Band</td>
<td>Releasing This Week</td>
<td>22%</td>
<td>18%</td>
<td>17%</td>
<td>16%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>22%</td>
<td>14%</td>
<td>11%</td>
<td>13%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>15%</td>
<td>13%</td>
<td>13%</td>
<td>12%</td>
</tr>
<tr>
<td class="axis">Guitar Hero: Metallica</td>
<td>Releasing This Week</td>
<td>24%</td>
<td>14%</td>
<td>15%</td>
<td>11%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>25%</td>
<td>19%</td>
<td>17%</td>
<td>16%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>24%</td>
<td>15%</td>
<td>20%</td>
<td>14%</td>
</tr>
<tr>
<td class="axis">Guitar Hero: Aerosmith</td>
<td>Releasing This Week</td>
<td>37%</td>
<td>19%</td>
<td>20%</td>
<td>19%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>27%</td>
<td>14%</td>
<td>21%</td>
<td>16%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>25%</td>
<td>14%</td>
<td>16%</td>
<td>17%</td>
</tr>
<tr>
<td class="axis">Guitar Hero 5</td>
<td>Releasing This Week</td>
<td>27%</td>
<td>22%</td>
<td>15%</td>
<td>14%</td>
</tr>
<tr>
<td></td>
<td>1 Week Pre-Release</td>
<td>25%</td>
<td>18%</td>
<td>16%</td>
<td>13%</td>
</tr>
<tr>
<td></td>
<td>3 Months Pre-Release</td>
<td>29%</td>
<td>24%</td>
<td>20%</td>
<td>16%</td>
</tr>
<tr>
<td class="table_meta" colspan="6">Source: The Nielsen Company</td>
</tr>
</tbody>
</table>
<p><!-- end chart --></p>
<p><strong>Beatles still buzz</strong></p>
<p>Online buzz and media coverage for <em>The Beatles: Rock Band</em> peaked the day of the video game release, which coincided with the release of remastered versions of The Beatles&#8217; catalog (and false rumors the catalog would be available on iTunes). Buzz levels specific to <em>The Beatles: Rock Band</em> game soared to more than five times the levels of buzz generated by <em>Guitar Hero 5</em> on its launch date.<br />
<a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/09/beatles_rockband.png"><img class="aligncenter size-full wp-image-15871" title="The Beatles Rock Band buzz" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/09/beatles_rockband.png" alt="The Beatles Rock Band buzz" width="500" height="300" /></a></p>
<div id="_mcePaste" style="overflow: hidden; position: absolute; left: -10000px; top: 222px; width: 1px; height: 1px;">
<table style="border-collapse: collapse; width: 55pt;" border="0" cellspacing="0" cellpadding="0" width="73">
<col style="width: 55pt;" width="73"></col>
<tbody>
<tr style="height: 12.75pt;" height="17">
<td class="xl24" style="height: 12.75pt; width: 55pt;" width="73" height="17">78%</td>
</tr>
<tr style="height: 12.75pt;" height="17">
<td class="xl24" style="border-top: medium none; height: 12.75pt; width: 55pt;" width="73" height="17">70%</td>
</tr>
<tr style="height: 12.75pt;" height="17">
<td class="xl24" style="border-top: medium none; height: 12.75pt; width: 55pt;" width="73" height="17">61%</td>
</tr>
</tbody>
</table>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Video Game Engagement At All-Time High During Recession</title>
		<link>http://blog.nielsen.com/nielsenwire/media_entertainment/video-game-engagement-at-all-time-high-during-recession/</link>
		<comments>http://blog.nielsen.com/nielsenwire/media_entertainment/video-game-engagement-at-all-time-high-during-recession/#comments</comments>
		<pubDate>Mon, 06 Jul 2009 13:57:14 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Media + Entertainment]]></category>
		<category><![CDATA[Nielsen News]]></category>
		<category><![CDATA[Sports]]></category>
		<category><![CDATA[BestBuy]]></category>
		<category><![CDATA[economy]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Nielsen Games]]></category>
		<category><![CDATA[Nintendo Wii]]></category>
		<category><![CDATA[PC games]]></category>
		<category><![CDATA[PlayStation 2]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[recession]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[video game consoles]]></category>
		<category><![CDATA[Video Game Tracking Survey]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[video gaming]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=13325</guid>
		<description><![CDATA[How have gamers responded to the recession? While much of the conversation has focused on fluctuations in new game sales, a new study &#8220;The Value Gamer: Play and Purchase Behavior in a Recession&#8221; by the Nielsen Company shows there is much more to the story. Over the past several months, the number of hours that gamers claim to be playing is at an all time high, part of a rising trend in gameplay that began in 2007. Additionally, gamers have increased their purchase of used games to record-breaking totals since ...]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/game-controller-150x150.jpg" alt="" width="150" height="150" />How have gamers responded to the recession? While much of the conversation has focused on fluctuations in new game sales, a new study <a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/valuegamer_final1.pdf">&#8220;The Value Gamer: Play and Purchase Behavior in a Recession&#8221;</a> by the Nielsen Company shows there is much more to the story. Over the past several months, the number of hours that gamers claim to be playing is at an all time high, part of a rising trend in gameplay that began in 2007. Additionally, gamers have increased their purchase of used games to record-breaking totals since the Video Game Tracking survey began asking about this in 2006. The same is true for subscriptions to video game rental services by mail. Taken together, these trends point to gamers&#8217; continued engagement with the category even as their budgets have come under pressure. Overall, the recession has not abated the trend of increasing gameplay and may have in fact accelerated it as gamers look to get more value out of the games they own.</p>
<p style="text-align: center;"><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/hoursplayed.png"><img class="aligncenter size-full wp-image-13340" title="hoursplayed" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/hoursplayed.png" alt="" width="516" height="273" /></a></p>
<p style="text-align: left;">&#8220;Primarily, we believe mainstream gamers are playing more of  the broadly appealing games (i.e Wii Fit, Guitar Hero and Rock Band) pushing their hours of gameplay up,&#8221; said Michael Flamberg, director  of client consulting, Nielsen Games. &#8220;The social aspects of these games have engaged them. We don’t believe hardcore gamers are driving up the usage averages we&#8217;ve  observed. Second, gamers may be looking to stretch their entertainment dollar  further through playing games they own more. The importance of value for them is  evident in the findings on used game purchase.&#8221;</p>
<p style="text-align: left;"><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/usedgames.png"><img class="aligncenter size-full wp-image-13335" title="usedgames" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/usedgames.png" alt="" width="525" height="311" /></a></p>
<p><span id="more-13325"></span>In terms of why new game sales have been soft, Nielsen offers three contributing factors that explain this:</p>
<ol>
<li> Used game purchasing is at all-time highs in 2009, looking back since 2006. Claims about how many used games are being purchased in absolute terms and as a share of the total (used vs. new) have increased substantially (see graph). This is corroborated by GameStop’s record-breaking first quarter financial results, on the strength of <a href="http://games.ign.com/articles/985/985478p1.html" target="_self">used game sales</a>.  Best Buy <a href="http://www.gamasutra.com/php-bin/news_index.php?story=24161" target="_blank">recently announced</a> it was getting into the used game market as well and Wal-Mart is testing this out.</li>
<li>There has been an uptick in claimed subscriptions to video game rental services by mail, to all-time highs since 2006 (14% of gamers in May). This is a plausible substitute for new game purchasing.</li>
<li>New game sales have been soft compared to last year in part because of unfavorable title comparisons in terms of how popular the releases have been this spring vs. last spring. This is a hit driven business and there haven’t been as many hits. Awareness of new titles, when prompted with their names, has dipped in 2009 to lows not seen since 2007.</li>
</ol>
<p>For more, download <a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/07/valuegamer_final1.pdf">The Value Gamer: Play and Purchase Behavior in a Recession</a> and read the coverage in the <a href="http://www.latimes.com/business/la-fi-ct-games6-2009jul06,0,5757905.story" target="_blank">Los Angeles Times</a>.</p>
<p>A gamer is defined as claiming to have purchased a title in the past 6 months and played for at least 1 hour per week on any of the current consoles or the PC.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Every Gaming System Has Its Fans, But Women Like Wii</title>
		<link>http://blog.nielsen.com/nielsenwire/consumer/every-gaming-system-has-its-fans-but-women-like-wii/</link>
		<comments>http://blog.nielsen.com/nielsenwire/consumer/every-gaming-system-has-its-fans-but-women-like-wii/#comments</comments>
		<pubDate>Tue, 17 Feb 2009 15:18:13 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Consumer]]></category>
		<category><![CDATA[Media + Entertainment]]></category>
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		<category><![CDATA[Sports]]></category>
		<category><![CDATA[Call Of Duty]]></category>
		<category><![CDATA[grand theft auto]]></category>
		<category><![CDATA[Guitar Hero]]></category>
		<category><![CDATA[Halo Wars]]></category>
		<category><![CDATA[Killzone 2]]></category>
		<category><![CDATA[MadWorld]]></category>
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		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Resident Evil 5]]></category>
		<category><![CDATA[rock band]]></category>
		<category><![CDATA[Street Fighter IV]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[Wii]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=8271</guid>
		<description><![CDATA[The choice of which gaming system to buy can be difficult: Wii, Xbox 360 and PS3 all have their pros and cons.  But according to recent metered usage data from Nielsen, each console tends to appeal to different demographic groups.
&#8220;All three of the consoles have their fans, and sales of consoles and games have been some of the few bright spots in an otherwise bleak retail environment,&#8221; said Bradley Raczka, Marketing Manager for Nielsen Games.  &#8220;It will be interesting to watch the continued migration to the current generation consoles in 2009, and see how releases ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/02/game-controller.jpg"><img class="alignleft size-thumbnail wp-image-8277" title="game-controller" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/02/game-controller-150x150.jpg" alt="" width="150" height="150" /></a>The choice of which gaming system to buy can be difficult: Wii, Xbox 360 and PS3 all have their pros and cons.  But according to recent metered usage data from Nielsen, each console tends to appeal to different demographic groups.</p>
<p>&#8220;All three of the consoles have their fans, and sales of consoles and games have been some of the few bright spots in an otherwise bleak retail environment,&#8221; said Bradley Raczka, Marketing Manager for Nielsen Games.  &#8220;It will be interesting to watch the continued migration to the current generation consoles in 2009, and see how releases of titles such as Halo Wars, Resident Evil 5, MadWorld, Killzone 2 and Street Fighter IV impact usage trends in the first half of the year.&#8221;</p>
<ul>
<li><strong>Wii</strong>: The best-selling of the three systems, appeals to boys age 6-11 and women age 25-34. Usage of Wii by women 35+ is much higher than with the Xbox 360 and PS3. Games such as Wii Fit, Guitar Hero and Rock Band appear to have engaged an older female gamer like never before.</li>
</ul>
<p style="padding-left: 30px;">Usage of Wii by the 18-24 age group, considered the core/hardcore gaming segment, is low for both genders compared to the other two consoles.  However, Wii has been successful in broadening the gaming market to a wider demographic audience.</p>
<ul>
<li><strong>Xbox 360</strong>: For males, the largest percentage of usage is in the 12-17 age group, older than Wii, but younger than PS3. For females, the 25-34 age group had the highest percentage of usage. These consumers may also be attracted to the other services featured such as Xbox Live, which offers online play, onlineaudio/videochat, and the ability to download movies (now with Netflix as part of the NXEXbox Live update),classic video &amp; user generated games, additional game contentand music videos.</li>
</ul>
<ul>
<li> <strong>PS3</strong>: The Sony console skews the oldest of the three consoles, and that could be the result of consumer brand loyalty, since Sony has been the dominant market player since it introduced the PS One in 1994 and PS 2 in 2000. Gamers who owned one or both of these consoles in their youth may have &#8220;graduated&#8221; to the PS3 in their assumed adulthood. For both males and females, the highest usage came from the 18-24 age group.</li>
</ul>
<p>In terms of overall usage, males using the Xbox 360 are playing almost twice as many days per months as females (10.2 vs. 5.4 in December), but on the other two consoles, usage days for males and females are much closer.  On average, the least used console is the Wii.</p>
<p>During the fourth quarter, November had higher than average usage days on all three consoles, due largely to the fact that the bulk of game releases occur during October and November in advance of the holidays.  In 2008, a number of highly anticipated titles were released, such as Gears of War 2,  Wii Fit, Grand Theft Auto IV, Dead Space, Guitar Hero: World Tour, Call of Duty: World at War and  Left 4 Dead .</p>
<p>A complete comparison of console usage during the fourth quarter can be viewed in PDF form <a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/02/4th-qtr-2008-console-gender-usage-abridged.pdf">here</a>.</p>
<p>Nielsen Games&#8217; GamePlay Metrics service provides measurement of console activity from the National TV Panel of homes.</p>
]]></content:encoded>
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