游戏邦在:
杂志专栏:
gamerboom.com订阅到鲜果订阅到抓虾google reader订阅到有道订阅到QQ邮箱订阅到帮看

NPD数据显示2011年游戏产业发展形势良好

发布时间:2011-02-12 11:33:51 Tags:,,,,

在2011年DICE大会上,来自NPD公司的分析师Anita Frazier公布的一组数据显示了游戏产业近期的发展趋势:

Anita Frazier on DICE

Anita Frazier on DICE

·59%的13岁以上美国用户会玩电子游戏,他们每周至少玩5小时游戏;

·用户对游戏的兴趣从6岁开始大为提升;

·74%的家庭已可连接到互联网,有71%家庭使用的是高速网络;

·三分之一的社交游戏用户是新手玩家,22%用户同时在掌机和社交网络平台玩游戏;

·用户每月在电子游戏上的消费比例为四分之一;

·除了新游戏(物理游戏)之外,2010年全美用户在游戏内容上的消费约54至56亿美元,新游戏仍然占据最大份额。

游戏邦获悉,Frazier还指出,随着经济的发展,手机及社交游戏的成长,DLC(可下载内容)的持续增加,更高速的宽带网络及3D游戏等条件的成熟,2011年整个游戏行业仍将持续向前发展。(本文为游戏邦/gamerboom.com编译,转载请注明来源:游戏邦)

Representing the NPD Group at D.I.C.E. is analyst Anita Frazier. She provides data for current gaming trends.

In a recent study, 59 percent of people age 13 or above in the U.S. plays video games. They play at least five hours a week

Gaming habits in individuals typically ramp up at age 6

74 percent of households have internet access, 71 percent of which is high speed

Frazier covered avenues of portable gaming on mobile devices, or “bite-sized gaming” as she called it. She also discussed social gaming. One-third of social network game users are new to gaming. 22 percent play games on both standard consoles and social networks

Video games capture one-fourth of consumer monthly spend

Total consumer spend on content outside of new games (physical) estimated at 5.4 to 5.6 billion in the U.S. in 2010. New games are still the largest share of purchases. |

Frazier ends the presentation by stating a few reasons the industry will grow in 2011: Improved economy, mobile/social gaming growth, continued DLC, more broadband connectivity to prompt digital impulse buys, and 3D gaming.(source:gameinformer)


上一篇:

下一篇: