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Gaming, A 360o View...2014/05/28  · Sony PlayStation 4 Microsoft Xbox One Wii U ~4% each . 7 TOTAL...

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HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S. Mike Flamberg, Nicole Pike, and Marissa Woodrick 28 May 2014 GAMING, A 360 O VIEW
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HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S.

Mike Flamberg, Nicole Pike, and Marissa Woodrick 28 May 2014

GAMING, A 360O VIEW

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TODAY’S PRESENTERS

MIKE FLAMBERG VP/GM, NIELSEN GAMES

NICOLE PIKE DIRECTOR, NIELSEN GAMES

MARISSA WOODRICK ANALYST, NIELSEN GAMES

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AGENDA

1 BACKGROUND & SCOPE

2 TODAY’S GAMING LANDSCAPE

3 SHARE OF CLOCK & WALLET

4 CONSOLE TRANSITION

5 KEY TAKEAWAYS

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• How much time and money is spent by teens and adults?

• What is the cross-console/handheld/mobile ownership and usage?

• What are trends in emerging and future tech adoption rates and interest?

BACKGROUND & SCOPE

HOW GAMING FITS IN THE ENTERTAINMENT ECOSYSTEM

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AGENDA

1 BACKGROUND & SCOPE

2 TODAY’S GAMING LANDSCAPE

3 SHARE OF CLOCK & WALLET

4 CONSOLE TRANSITION

5 KEY TAKEAWAYS

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MOBILE/TABLET SHOW GROWTH

Claimed Household Penetration of Gaming Devices (%): Q1 2014, Q1 2013

2014 2013

Sony PlayStation 4 Microsoft Xbox One

Wii U

~4% each

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TOTAL & CROSS-PLATFORM GAMERS ON THE RISE

Platform Playership by Type, Ages 13+: Q4 2013, Q4 2012, Q4 2011, Q4 2010

2010

6%

22%

58%

9%

29%

61%

2013

PLAYS 1+ TYPES

PLAYS 2+ TYPES

PLAYS 3 TYPES

7TH & 8TH GEN CONSOLES COMPUTER MOBILE / TABLET

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MOBILE, TABLET OFFER ADDITIONAL GAMING OUTLET

Console Player Share Who Do vs. Do Not Also Play Mobile / Tablet , Ages 13+ (%): Q4 2013, Q4 2012, Q4 2011, Q4 2010

20 26

35 46 50

80 74

65 54 50

2009 2010 2011 2012 2013

7th & 8th Gen Consoles

And Not Mobile / Tablet

And Mobile / Tablet

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TIME SPENT GAMING UP 12% IN THE PAST YEAR

Share of Weekly Video Game Time by Platform (%), Gamers 13+: Q4 2013, Q4 2012, Q4 2011

2013 2012 Sony PlayStation 4

Microsoft Xbox One Wii U

~1% each

Tablets double in share while PC declines (driven by free-to-play & pre-installed)

2011

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AGENDA

1 BACKGROUND & SCOPE

2 TODAY’S GAMING LANDSCAPE

3 SHARE OF CLOCK & WALLET

4 CONSOLE TRANSITION

5 KEY TAKEAWAYS

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MULTI-YEAR GROWTH OF GAMING’S SHARE OF LEISURE TIME

Share of Leisure Clock per Week (%), Gamers 13+: Q4 2013, Q4 2012, Q4 2011

Gamers spend ~11% of their free time playing video games

2013

2012

2011

OTHER TOP ACTIVITIES 2013

WATCHING TV ON A TV SCREEN 15.0

USING THE INTERNET ON A COMPUTER FOR GENERAL USE 11.5

SPENDING TIME WITH FAMILY/FRIENDS 10.2

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GAMING SPEND STABLE DESPITE ECONOMIC PRESSURE

Leisure Spend per Month, Gamers 13+: Q4 2013, Q4 2012, Q4 2011

Also contributing to growth in mobile entertainment spend

2013

2012

2011

OTHER TOP ACTIVITIES CONTRIBUTING TO GROWTH 2013

PARTICIPATING IN LEISURE ACTIVITIES SUCH AS DINING OUT, SHOPPING, GOING TO THE PARK, ETC. $86

REGULAR TV PACKAGES $51

PARTICIPATING IN NON-MEDIA RELATED ACTIVITIES AT HOME, SUCH AS HOBBIES $23

$32

$30

$26

$29

$26

$32

CELLULAR PHONE-RELATED ENTERTAINMENT

GAME CONTENT (NEW/USED GAMES, SUBSCRIPTIONS, RENTALS, DLC,

CONTROLLERS)

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ONLINE PLAY DOMINATES PS4 & XBOX ONE USAGE

Share of Console Time (%), Users Ages 13+: Q4 2013, Q4 2012, Q4 2011

Wii U gaming is primarily offline; 7th gen increasingly supports non-gaming media

Xbox

PlayStation

Wii

13

11

4

5

18

13

5

6

38

8

WATCH VIDEO-ON-DEMAND/STREAMING SERVICES

WATCHING DVDS / BLU-RAYS

WATCHING DOWNLOADED MOVIES, TV SHOWS

ALL OTHER (LISTENING TO MUSIC, USING THE INTERNET, ETC.)

55% OF TIME SPENT ON THE 7TH GEN Wii IS SPENT

WATCHING VIDEO-ON-DEMAND/STREAMING

SERVICES

Total Consoles (7th and 8th Gen) 7th Gen Consoles 8th Gen Consoles

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AGENDA

1 BACKGROUND & SCOPE

2 TODAY’S GAMING LANDSCAPE

3 SHARE OF CLOCK & WALLET

4 CONSOLE TRANSITION

5 KEY TAKEAWAYS

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Claimed 8th Generation Console Owners Profile (%): Q1 2014

PS3 OWNERS LEAD EARLY 8TH GEN ADOPTION

PlayStation 4 Xbox One Wii U

6 7

12

7 9 8

6 8

10

Wii-Owning HouseholdsXbox 360-Owning HouseholdsPS3-Owning Households

Total 8th Gen Household Ownership:

19% 16% 24%

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Claimed 8th Generation Consoles Owners Share of Wallet and Clock: Q4 2013

SHARE OF SPEND ON 8TH GEN CONTENT OUTPACES TIME SPENT ON THE SYSTEMS

Share of Wallet

31%

69%

Nintendo Wii U Owners Microsoft Xbox One Owners PlayStation 4 Owners

42% 58%

33%

67%

49% 51% 45% 55%

40%

60%

7th Generation

8th Generation

Share of Clock

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22%

19%

14%

PS4

Xbox One

Wii U

8th Generation Console Intent to Own (% Definitely or Probably Would Buy): Q4 2013

XBOX AND PLAYSTATION OWNERS SHOW BRAND LOYALTY

24%

21%

25%

35%

46%

17%

61%

26%

21%

Wii-owning Households

Xbox 360-owning Households

PS3-owning Households

Total Households

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OF CONSUMERS WHO WOULD CONSIDER BUYING AN 8TH GEN CONSOLE…

Require multiple price drops

Will wait until the price drops

Nearly

80% Nearly

40%

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AGENDA

1 BACKGROUND & SCOPE

2 TODAY’S GAMING LANDSCAPE

3 SHARE OF CLOCK & WALLET

4 CONSOLE TRANSITION

5 KEY TAKEAWAYS

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Gaming time and spend on the rise due to mobile and

tablet, growing both audience size and

engagement

New gaming devices being used for more

online play, while older systems transition to

media hubs

8th Gen consoles sourcing more from gamers’ wallets than

leisure time; adoption limited by price

KEY TAKEAWAYS

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Q & A

If you have follow-up questions or want more information, please contact:

Mike Flamberg

VP/GM, Nielsen Games

[email protected]

Nicole Pike

Director, Nielsen Games

[email protected]

Marissa Woodrick

Analyst, Nielsen Games

[email protected]

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• Data for the 2009-2014 waves of the 360° Gaming Report was collected via consumer online surveys using Nielsen's proprietary, high-quality ePanel in the United States.

- Data collection period for 2013: 12/19/2013 – 12/23/2013

- Data collection period for 2012: 10/22/2012 – 10/26/2012

- Data collection period for 2011: 10/13/2011 – 10/17/2011

- Data collection period for 2010: 10/7/2010 – 10/11/2010

- Data collection period for 2009: 9/28/2009 – 10/3/2009

• Additional post-holiday waves of the survey were fielded to assess adoption of gaming devices during the crucial holiday period.

- Data collection period for post-holiday 2014: 1/31/2014 – 2/4/2014

- Data collection period for post-holiday 2013: 1/16/2013 – 1/28/2013

- Data collection period for post-holiday 2012: 1/11/2012 – 1/17/2012

- Data collection period for post-holiday 2011: 1/6/2011 – 1/12/2011

• Groups surveyed 2009-2014:

- Total Ages 13+: 2000+ interviews among 50% Male / 50% Female sample

• Post-survey, raw data was weighted to ensure representation of the US General Population based on US Census data for 2013, 2012, 2011, 2010 and 2009, respectively.

METHODOLOGY


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