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	<title>Nielsen Wire &#187; video gaming</title>
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	<link>http://blog.nielsen.com/nielsenwire</link>
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		<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>
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		<category><![CDATA[video game consoles]]></category>
		<category><![CDATA[Video Game Tracking Survey]]></category>
		<category><![CDATA[video games]]></category>
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		<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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		<slash:comments>26</slash:comments>
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		<item>
		<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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		<slash:comments>21</slash:comments>
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		<title>The State Of The Video Gamer: Suitable For All Ages</title>
		<link>http://blog.nielsen.com/nielsenwire/media_entertainment/the-state-of-the-video-gamer-suitable-for-all-ages/</link>
		<comments>http://blog.nielsen.com/nielsenwire/media_entertainment/the-state-of-the-video-gamer-suitable-for-all-ages/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 19:00:48 +0000</pubDate>
		<dc:creator>Nielsen Wire</dc:creator>
				<category><![CDATA[Media + Entertainment]]></category>
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		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=10252</guid>
		<description><![CDATA[Video games are attracting more people than ever.  Traditionally the realm of younger males, gaming has grown increasingly popular among women, older players and other demographic groups.  And while the weak economy has had an effect on many forms of entertainment, video games have shown an amazing resilience, with sales of both gaming consoles and games continuing to show healthy growth.  These are just a few of the findings of a new comprehensive report on PC game and video game console usage from Nielsen Games.
In addition to gaming consoles such as PlayStation and Xbox, PC ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/game-controller.jpg"><img class="alignleft size-thumbnail wp-image-10254" title="game-controller" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/game-controller-150x150.jpg" alt="" width="120" height="120" /></a>Video games are attracting more people than ever.  Traditionally the realm of younger males, gaming has grown increasingly popular among women, older players and other demographic groups.  And while the weak economy has had an effect on many forms of entertainment, video games have shown an amazing resilience, with sales of both gaming consoles and games continuing to show healthy growth.  These are just a few of the findings of a new comprehensive report on PC game and video game console usage from Nielsen Games.</p>
<p>In addition to gaming consoles such as PlayStation and Xbox, PC gaming is alive and well, while new platforms like mobile phones offer new possibilities for game developers.  More than ever before, video games encompass a broad spectrum of genres, platforms and price.</p>
<p>Other key findings from Nielsen&#8217;s report include:</p>
<ul type="disc">
<li>PlayStation 3 and Xbox 360 attract the more engaged users, who are less likely to be watching prime time TV that users of other consoles.</li>
</ul>
<ul type="disc">
<li>PlayStation 2 still leads all other consoles in total minutes of usage, but continues to have the highest downward trend.  Data suggests that the PS2 will lose the top usage spot within the next few months.</li>
</ul>
<ul type="disc">
<li>Females 25 years and older make up the largest block of PC game players, accounting for 46.2 percent of all players and 54.6 percent of all game play minutes in December 2008.</li>
</ul>
<ul type="disc">
<li>The most played games on the PC are card games from Microsoft, with Solitaire being the most played game in December 2008 with over 17 million players.</li>
</ul>
<p>&#8220;Gaming, once the domain of kids and a small group of core fans, is now more mainstream than ever.  As the number of platforms continues to expand, we would expect that more people will be drawn to the entertainment video games can offer.  Along with this, the evolution of gaming consoles into multimedia devices has changed consumption habits of traditional media such as TV, movie and Internet content,&#8221; said Bradley Raczka, Marketing Manager for Nielsen Games.</p>
<p>View the complete State of the Video Gamer report <a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/stateofvgamer_040609_fnl1.pdf"></a><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/04/stateofvgamer_040909_fnl.pdf">here</a>.</p>
]]></content:encoded>
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		<item>
		<title>&#8220;Madden&#8221; Video Games Take Marketing Into 21st Century</title>
		<link>http://blog.nielsen.com/nielsenwire/consumer/madden-video-games-take-marketing-into-21st-century/</link>
		<comments>http://blog.nielsen.com/nielsenwire/consumer/madden-video-games-take-marketing-into-21st-century/#comments</comments>
		<pubDate>Wed, 05 Nov 2008 18:06:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://blog.nielsen.com/nielsenwire/?p=4242</guid>
		<description><![CDATA[At 70 million copies sold &#8212; and counting, since its release in 1988, &#8220;Madden NFL Football&#8221; is the most popular sports video game of all time.
What&#8217;s driving the wild success of EA Sports&#8217; star product? 
A marketing vision that combines a deep understanding of the game&#8217;s core fan base with an innovative, &#8220;three-screen&#8221; strategy that leverages TV, online, and mobile phone outlets for the game, Matt Foran of Nielsen Sports, writes in the November issue of Nielsen’s &#8220;Consumer Insight&#8221; online newsletter.

Thanks to websites like Xbox Live, &#8220;Madden&#8221; gamers can head online ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2008/11/ci_logo.jpg"><img class="alignleft size-medium wp-image-4246" title="ci_logo" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2008/11/ci_logo-300x104.jpg" alt="" width="150" height="52" /></a>At 70 million copies sold &#8212; and counting, since its release in 1988, &#8220;Madden NFL Football&#8221; is the most popular sports video game of all time.</p>
<p>What&#8217;s driving the wild success of EA Sports&#8217; star product? </p>
<p>A marketing vision that combines a deep understanding of the game&#8217;s core fan base with an innovative, &#8220;three-screen&#8221; strategy that leverages TV, online, and mobile phone outlets for the game, Matt Foran of Nielsen Sports, <a href="http://en-us.nielsen.com/main/insights/consumer_insight/issue_12/one_nation_under_madden" target="_blank">writes</a> in the November issue of Nielsen’s <a href="http://en-us.nielsen.com/main/insights/consumer_insight/issue_12/one_nation_under_madden" target="_blank">&#8220;Consumer Insight&#8221;</a> online newsletter.</p>
<p><span id="more-4242"></span></p>
<p><a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2008/11/madden.png"><img class="alignleft size-medium wp-image-4256" title="madden" src="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2008/11/madden.png" alt="" width="150" height="184" /></a>Thanks to websites like Xbox Live, &#8220;Madden&#8221; gamers can head online to play with friends and anonymous fans across the country &#8212; making the game a communal experience, Foran notes.</p>
<p>&#8220;Madden&#8221; is also one of the top ten mobile game downloads: 142,000 mobile users downloaded the game in July 2008, paying an average of $4.34 for the game, according to Nielsen’s latest Mobile Games Report. </p>
<p>Not surprisingly, the mobile version of &#8220;Madden NFL 2008&#8243; skews heavily male.  In Q2 2008, 78% of the game&#8217;s downloaders were male.  However, Foran notes, the game also skews more middle age than the overall mobile gaming population: 44% of &#8220;Madden NFL &#8216;08&#8243; downloaders were between the ages of 45 and 64.  In comparison, just 21% of the overall mobile gaming audience falls within that age group.</p>
<p>And because video gamers are <a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2008/11/games_nflviewers.pdf">avid football fans</a> (in 2008, NFL games have drawn 44% higher TV ratings among households with video game consoles than those without, according to Nielsen), EA Sports expanded the &#8220;Madden&#8221; franchise into TV. </p>
<p>The company partnered with ESPN to create &#8220;Madden Nation,&#8221; a &#8220;Survivor&#8221;-esque reality show airing on ESPN2, Foran notes.  The show, which draws an average of 300,000 viewers each week, has come up with innovative ways to integrate cross promotions of NFL teams and sports apparel.</p>
<p>&#8220;Madden&#8221; has also found success with other ESPN programs, such as &#8220;Sunday Countdown&#8221; and &#8220;Monday Night Countdown,&#8221; Foran notes.  The programs regularly feature &#8220;EA Sports Virtual Playbook&#8221; segments, in which ESPN analysts diagram the plays using the &#8220;Madden&#8221; video game with super imposed graphics. </p>
<p>The takeaway for marketers?</p>
<p>Follow the &#8220;Madden&#8221; marketing team&#8217;s lead: a strong presence across multiple media platforms and a commitment to authenticity are essential for reaching increasingly empowered 21st Century consumers.</p>
<p>Read the <a href="http://www.nielsen.com/consumer_insight/ci_story5.html" target="_blank">full article</a>.</p>
<p>View the <a href="http://www.nielsen.com/consumer_insight/index.html" target="_blank">latest issue</a> of &#8220;Consumer Insight.&#8221;</p>
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