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Playfirst:男性玩家和女性玩家在游戏类型和时间上的差异

发布时间:2010-10-13 10:39:48 Tags:,,

对于所有喜欢玩游戏的用户来讲,还有一个相当重要的区别。据playfirst和Frank N. Magid Associates的研究显示,男性玩家和女性玩家在游戏类型和游戏时间消耗上有着相当大的差异。

playfirst1

playfirst1

该报告研究取样数为5524份,针对对象为18岁或者以上的男性和女性用户。数据取样时间是2010年6月份。

该调查显示,三分之二的美国用户数游戏玩家,三分之一的美国用户玩休闲游戏,掌机和手机游戏玩家也有27%。在这份数据中,游戏的比例已经超过了用户观看电影、欣赏音乐、阅读、收听广播、阅读报刊杂志等的比例,仅次于看电视和使用因特网的数据。

playfirst2

playfirst2

而在游戏玩家中,男性和女性用户的区别主要表现在59%的女性用户并不认为他们是一个游戏玩家,并且高达46%的女性用户更加乐意玩他们熟悉的品牌(游戏名称),还相当乐于玩经营招待类型的游戏。而在男性方面,则更倾向于更有挑战性的游戏以获得属于自己的成就感。

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playfirst3

在游戏类型付费意愿方面,PC和在线游戏领域付费意愿低于20%;在社交游戏领域,5%的玩家已经实现付费,约25%的用户有潜在付费意愿;在智能手机游戏领域,6%的玩家已经实现付费,约25%的用户有潜在付费意愿。(本文由游戏邦/gamerboom.com编译)

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playfirst4

In game advertising is a big part of social marketing lately, but targeting the right consumers with the right message has proven to be more challenging. Why? Because while all gamers enjoy playing, the games they play and the time they spend with games are quite different. A recent study from Playfirst and Frank N. Magid Associates sheds light on the difference between two gaming segments: male and female.

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playfirst5

The study indicates:

• 66% of American adults play games

• 33% of American adults play casual games

• Games now rank higher than movies, music and books on consumers’ to do lists

• Only watching TV, surfing the ‘Net rank higher than game playing

Where are consumers playing? On all three platforms – mobile, computer/online and in the social sphere. Because consumers are playing across platforms, game publishers and in-game advertisers have a greater chance of engaging these players.

What may be most striking about the findings are the differences between male and female gamers.

First of all, most women (59%) do not consider themselves ‘gamers’ and most (46%) prefer to play the games of brands they know. Women are also most interested in playing ‘entertaining’ games. Men, on the other hand, do consider themselves ‘gamers’ (36%) and are more likely to want state of the art technology as part of their playing experience (58%). Men also want games which will challenge them so that they get that feeling of accomplishment.

Although this study exclude so-called ‘hard core’ gamers, the researchers included players of console, handheld and mobile games. The study data was collected in June 2010 from men and women over age 18.(source:bizreport)


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