Online gaming, like many other markets tends to have a few big winners, in the case of China's major game sites, three companies enjoy up more than 50 percent of the market share.Tencent Holdings--20.2 percent of the market and 1.24 billion yuan ($181 million) in revenue Shanda Games--20 percent of the market and 1.23 billion yuan ($180 million) in revenue NetEase.com--12.7 percent of … Read more
As market research firm NPD Group prepares to release sales data data for the U.S. game market next Thursday, other analysts have predicted a return to double-digit growth after six months of decline.
According to Edge Online, Wedbush Morgan Securities analyst Michael Pachter and Electronic Entertainment Design and Research's Jesse Divnich expect monthly software sales of $750 million (up 21 percent year over year) and $715 million (up 16 percent), respectively. And while these are still just estimates, it shows that consumers are still willing to spend on high-quality new games.
EEDAR's top 10 forecast: Halo 3: … Read more
Video games are indeed an easy target for many societal ills, not just addiction. Driving home that point, Neils Clark, co-author of "Game Addiction: The Experience and the Effects," on Saturday described in a blog post what he deems 10 game addiction fallacies.
The list of fallacies includes the fact that games aren't drugs, which means that treatment will vary greatly. In addition, because definitions and methodologies used in studies are varied, criteria by which addiction … Read more
New data released by Gambit, a micro-transaction platform provider, illustrates the complexity of both customer targeting and analyzing micro-transaction buying patterns. The major takeaway: older players seem like a good target market until you dig in to find out that they don't spend a whole lot.
But, it takes a minute to understand the data, as Gambit's Susan Su points out in a blog post on how age impacts social-gaming monetization. While it would appear that older users are a good target market thanks to their high revenue-per-user statistic, they are actually pretty meaningless in terms of revenue. … Read more
While certainly not your average 24-year-old, he's clearly in touch with how video games can make us all feel better. He's also apparently a Mac fan.
Well, I view video games as something of an emotional therapy, a mundane level of emotional therapy for me. We all have emotions whether we're Buddhist practitioners or not, all of us have emotions, happy emotions, sad emotions, … Read more
Humanoid robots developed at the Beijing Institute of Technology can do more than perform T'ai Chi maneuvers and answer simple questions when interacting with humans. Duan Xingguang, the professor in charge of the efforts, believes we are heading into an era where robots will become part of our daily lives.
The bots were introduced in 2003 and have been updated with a new mechanical design and properties that allow for better interaction and fluidity of movement.
Professor Duan Xingguang said that they will continue to improve the robots' functionality and reliability while striving to lower production costs. He also … Read more
A Swedish organization called the Youth Care Foundation claims that computer gaming addiction is reaching pandemic proportions around the world. This is the same group that called World of Warcraft "the cocaine of the computer games world" back in February.
In an interview with Sweden's English paper, The Local, Sven Rollenhagen of the Youth Care Foundation touts his position as one that helps young people in Sweden recognize and manage computer gaming addiction.
Already ahead of the curve by "daring" to view gaming addiction as something distinct from other common problems facing young people, Sweden'… Read more
New research from video game market research firm VGMarket sponsored by Playspan reveals that gamers are actively making purchases to enhance their gaming experience, with free-to-play games leading the way to monetization. Playspan is a provider of monetization and payment solutions for games and virtual worlds.
Three out of four virtual goods buyers purchased in-game currency in the last 12 months and spent approximately $50 each. This statistic is interesting to me as I am always surprised when users buy in to currency that only works on one site. But, I suppose if it's the only option then you will eventually give in.
Of further interest in the report is the fact that free-to-play games may actually be monetizing better than MMOs (massive multiplayer online games) and social networks.58 percent made purchases in free-to-play (F2P) games over the last 12 months. 34 percent made purchases in MMOs. 23 percent made purchases in social network games. The average respondent is currently playing three online games and 80 percent report buying digital goods for their own use while 20 percent said they purchase for gifts.
U.S. regulators may consider a single ratings system that would warn parents of programming on television, video games, and wireless telephones that could be inappropriate for children, according to a Bloomberg News report in late August.The Federal Communications Commission (FCC) launched an inquiry into the universal rating system with a goal "to shield children from inappropriate content in this rapidly changing media environment." That sounds great, but it's something that should be handled by parents and not the federal government.
Accordingly, it's fortunate that in a report this week (PDF) regarding the implementation of the Child Safe Viewing Act, the FCC found that the video game ratings scheme is a success and that "the video game industry already provides one of the most robust voluntary rating systems available." The report also concludes that the variety and variables within each media segment make it extremely difficult to manage. … Read more
It's no secret that Japan has better mobile phones than the rest of the world. The country has also had access to better phone-based Internet services since the launch of NTT DoCoMo's i-mode service all the way back in 1998.
Recent data from japan.internet.com (translated by whatjapanthinks.com) suggests that Japan's mobile phones offer users enough functionality that 49 percent of the respondents to a recent survey say a "mobile phone is enough" when asked what kind of mobile device they would most like to carry.Mobile phone is enough 49.2 percent Smartphone 22 percent Netbook 16.3 percent Notebook computer 8.9 percent MID/UMPC 0.3 percent Other 0.3 percent Don't want to carry anything 3 percent
In addition to the wealth of services and games, with the character-based typing you really don't need an iPhone or other smartphone unless you need to access corporate e-mail. While this can also be delivered directly to mobile phones, in my experience most companies don't allow access unless it's through a VPN. … Read more