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#thinkGaming
#thinkGaming
thinkLA Gaming Breakfast
myths, facts and
the meaning
of video games
presented by
lisa welch
vice president
global consumer strategy & insights
activision
myth
male
niche
numbed-out
anti social
118 Million Active Gamer Households in US, UK,
France, Germany, Canada, Australia & New
Zealand
facts
Source: 2012 Activision Internal Research
facts
0
20,000
40,000
60,000
80,000
100,000
2012 2013 2014 2015 2016
$MM
(USD)
Global Forecasted Spend
4-YR CAGR
NEWSPAPER 1.5%
GAMES 7.3%
MUSIC 4.0%
MAGAZINES 0.0%
RADIO 2.2%
Source: PriceWaterhouseCoopers Forecasts; *Film & TV includes box office, home video, digital, etc.
FILM & TV* 3.1%
fastest growing entertainment category
more games = 13.5 games a year
more devices = console, PC, mobile, handheld
more hours = 27.2 hours per month
more price points = free to $60+
facts
Source: 2012 Activision Internal Research
facts
more demographic diversity than ever
Source: 2012 Activision Internal Research
facts
Gender Distribution Among All Active Gamers by Age
39%
43%
44%
47%
47%
42%
47%
48%
61%
57%
56%
53%
53%
58%
53%
52%
Female Male
Age 45+
Age 35-44
Age 25-34
Age 18-24
Age 13-17
Age 10-12
Age 8-9
Age 6-7
2.5MM
2.8MM
5.7MM
5.5MM
4.7MM
2.3MM
2.0MM
0.9MM
2.8MM
3.1MM
7.9MM
6.3MM
5.3MM
3.0MM
2.7MM
1.5MM
they’re not all dudes
Source: 2012 Activision Internal Research
gamers are active and social
More likely to hang out with friends every day
(Index: 165)
More likely to work out every day
(Index: 133)
More likely to play sports every day
(Index: 143)
Source: 2012 TRU Syndicated Study
facts
the meaning
why do we play?
the meaning
the drive to play is nothing new
the meaning
video games are just a different expression of this
fundamental human pursuit
the meaning
• gaming is…
– an emotional experience
– a creative expression
– a means of social connection
– a reflective experience
– and maybe the means to a higher good
the meaning
Gamers believe they are capable of changing the
world. The problem is they believe they are only
capable of changing virtual worlds, not the real
world.
That is the problem I am trying to solve.
–Jane McGonigal
#thinkGaming
thinkLA Gaming Breakfast

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thinkLA Gaming breakfast 2012 - Lisa Welch

  • 3. myths, facts and the meaning of video games presented by lisa welch vice president global consumer strategy & insights activision
  • 5. 118 Million Active Gamer Households in US, UK, France, Germany, Canada, Australia & New Zealand facts Source: 2012 Activision Internal Research
  • 6. facts 0 20,000 40,000 60,000 80,000 100,000 2012 2013 2014 2015 2016 $MM (USD) Global Forecasted Spend 4-YR CAGR NEWSPAPER 1.5% GAMES 7.3% MUSIC 4.0% MAGAZINES 0.0% RADIO 2.2% Source: PriceWaterhouseCoopers Forecasts; *Film & TV includes box office, home video, digital, etc. FILM & TV* 3.1% fastest growing entertainment category
  • 7. more games = 13.5 games a year more devices = console, PC, mobile, handheld more hours = 27.2 hours per month more price points = free to $60+ facts Source: 2012 Activision Internal Research
  • 8. facts more demographic diversity than ever Source: 2012 Activision Internal Research
  • 9. facts Gender Distribution Among All Active Gamers by Age 39% 43% 44% 47% 47% 42% 47% 48% 61% 57% 56% 53% 53% 58% 53% 52% Female Male Age 45+ Age 35-44 Age 25-34 Age 18-24 Age 13-17 Age 10-12 Age 8-9 Age 6-7 2.5MM 2.8MM 5.7MM 5.5MM 4.7MM 2.3MM 2.0MM 0.9MM 2.8MM 3.1MM 7.9MM 6.3MM 5.3MM 3.0MM 2.7MM 1.5MM they’re not all dudes Source: 2012 Activision Internal Research
  • 10. gamers are active and social More likely to hang out with friends every day (Index: 165) More likely to work out every day (Index: 133) More likely to play sports every day (Index: 143) Source: 2012 TRU Syndicated Study facts
  • 11. the meaning why do we play?
  • 12. the meaning the drive to play is nothing new
  • 13. the meaning video games are just a different expression of this fundamental human pursuit
  • 14. the meaning • gaming is… – an emotional experience – a creative expression – a means of social connection – a reflective experience – and maybe the means to a higher good
  • 16. Gamers believe they are capable of changing the world. The problem is they believe they are only capable of changing virtual worlds, not the real world. That is the problem I am trying to solve. –Jane McGonigal

Notas do Editor

  1. The chronic cultural myth of about videogames is this guy. A lonely numbed-out, anti social guy in his teens or twenties sitting in his basement playing video games.
  2. Big and diverse and engaged Based on our internal research, we know there are 118 Miiion Active Gamers in these countries. Active gamer households are those in which someone has played at least one hour in the last week and purchased a game on any platform in the last year. This means about half of all households are Active Gamer households. That percentage increases to 81% among households with kids age 6+. 83MM console 76MM mobile 94MM PC 48MM HH
  3. Note that Film includes all parts, not just box office ($33B, Games are way bigger) Most entertainment categories: Flat. Games are growing at a faster clip. There are other indicators that are pretty telling on this front too…
  4. And these people are engaged More gamers playing more games on more platforms for more hours. While number of households has remained steady vs. 2011, we’ve seen growth in the number of games played, driven by the proliferation of gaming options on all platforms. And importantly much of the growth has come from iOS and Android devices like smartphones and tablet. Mobile games have lowered the barrier to entry to nothing, creating almost frictionless access to the category. And the choices they’re finding are keeping them engaged and they’re willing to pay Gameplay hours are up for the 4th year in a row. We also seen in just the last year a growth in the number of hours per month gamers game, from 24 hours in 2011 to 27.2 in 2012. Part of what has swelled our ranks is the proliferation of devices on which to game, Variety of genres meeting a wide range of taste cultures How do people play? It’s part of their entertainment lifestyle. Most people, play a bit, pretty regularly. Not unlike watching TV most nights our of the week. If you average it out, in fact – It’s grown to about an hour a day. It also looks like gamers are playing games wherever they are – fewer and fewer are “Console gamers” or “PC gamers”
  5. Note: Male/female is pretty evenly split at all age ranges Becoming More Casual and More Hard Core We’re seeing growth at both ends of the spectrum, driven by different platforms Average Age Still 25… but Age Range is Expanding Share of gamers age 8-9 nearly doubled since 2010 60% are age 13-34
  6. Among all Active Games, Males are 55%, Females are 45% Female gamers age 35+ grew from 3.4 to 5.3 million in one year, mostly due to PC/Mac and Mobile gaming Console gamers/disc buyers still predominantly male How are male & female gamers different Genres, platforms, hours played– tasting vs. gorging What’s common is the fact that they do play
  7. Play is a fundamental human pursuit Playing video games is an extension of what we’ve always done Video games are just a different vehicle to express a human imperative to play Senet, the ‘game of passing’ or ‘journey of the dead’, was played in predynastic Egypt (3100 B.C) Chinese board game liubo was immensely popular during the Han Dynasty (202 B.C) Chaturanga , ancient Indian game that is the common ancestor of chess (1500 A.D) The British Mansion of Happiness (1843) was a 66 space spiral track game depicting various Christian virtues and vices
  8. Play is a fundamental human pursuit Playing video games is an extension of what we’ve always done– Marshall Mc Luhan Any tech that exists is merely an extension of some already existing human capacity. Video games are just a different vehicle to express the human imperative to play New devices and forms of video game play has just introduced videogaming to new day parts and new places. And iOS and android devices have made it more socially acceptible to bring play into places where it did not previous exist– e.g. meetings, trains, busses, toilet stall etc.
  9. It is not just entertainment-- The promise of gaming is bigger than just the business we’re building. Gaming can make a better world. Gaming is a parallel path of education. Kids in US spend as much time in school from 5th grade through high school as they do playing video games.
  10. Gamification/Games can make us better people Matching the DNA sequence Minecraft– educational use, creative expression, imagination stimulant, Henry– why do we make a distinction about the medium used for expression? Tell Jane McGonigal story about healing
  11. The skill set of the gamer is the same one needed for making a positive impact on the world– and it is cool to know there are This bigger promise of gaming is the application of the skillset to the meaningful problems of our time.