尼尔森-2018年游戏360报告(英文)-2019.1-44页.pdf.pdf
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1、NIELSEN GAMES GAMES 360 U.S. REPORT 20182Michael FlambergVice President and General Manager, Nielsen GamesGAMES 360 2018Change is inevitable and nowhere is that more so than in video games, where transformation can happen in the blink of an eye thanks to the velocity inherent in digital media. This
2、report marks the 9th year Nielsen Games has closely gauged the overarching consumer attitudes and economic trends that have shaped the industry. From this unique vantage point, weve been able to chart both the most recent developments and how they fit into the broader trajectory of the games industr
3、y as it continues to grow, steadily attracting new gamers and gaining wider mainstream acceptance.This past year, the sheer volume of digital titles gave gamers unprecedented choice, but the costs of developing and marketing those games have also grown. And although organic marketing methods have op
4、ened the doors to more consumers through a multitude of social channels, it has also added to the noise. At the same time, consumer preferences and expectations have shifted from a product-centric era to a relationship-centric model. In this crowded environment, having a strong brand is critical to
5、developing a long-term relationship with consumers that goes beyond merely transactional. Gamers increasingly want game experiences that are tailored to them, delivered by brands that understand their needs and whose core values match with their own.Amid the whirl of innovation and change, understan
6、ding the consumer perspective and what it means for your business is more important than ever. At Nielsen Games, our team is comprised of passionate gamers with proven experience assisting clients through actionable insights and tailored recommendations to help them succeed in this ever evolving ind
7、ustry. Were also uniquely positioned to combine our global expertise in entertainment and technology with our knowledge of games to give clients the important context and clarity needed to find opportunities and grow their businesses. This report represents an initial step towards gaining that cruci
8、al understanding. We hope it provides you with insights to guide your strategy in this vibrant and dynamic industry.“GAMERS INCREASINGLY WANT GAME EXPERIENCES THAT ARE TAILORED TO THEM, DELIVERED BY BRANDS THAT UNDERSTAND THEIR NEEDS AND WHOSE CORE VALUES MATCH WITH THEIR OWN”Copyright 2018 The Niel
9、sen Company3CONTENTS1 | GAMING INDUSTRY OVERVIEW Growth of the gaming audience2 | EVOLUTION OF THE GAMER Playing time, purchasing habits and the way gamers are using consoles3 | TRENDS TO WATCH 051529METHODOLOGYData collection Annual data for the Nielsen Games 360 Report is collected via consumer on
10、line surveys in Q1 of each year using Nielsens proprietary, high-quality ePanel in the United States.Sample Groups surveyed general population/teens/adults aged 13+: 2,000+ interviews among 50% male/50% female sample.Representivity Post-survey, raw data is weighted to ensure representation of the US
11、 general population based on U.S. Census data.New consoles, virtual and augmented reality, esports audience broadens, delivering past experiences to todays gamers4166%OF THE U.S. POPULATION (AGED 13+) ARE GAMERS.Copyright 2018 The Nielsen Company5In 2018, two-thirds of the U.S. population 13 years a
12、nd older are gamers, up from 58% in 2013. The steady growth of self-identified gamers illustrates how far the medium has evolved to become an integral component of the mainstream entertainment diet. This has as much to do with supply as demand. The past year has seen a bounty of new titles and exper
13、iences designed to appeal to a deeper and broader audience, continuing a decade-long trend of games designed to reach more types of people with varying gameplay preferences, platforms and interests.Nintendo continued to draw in a new generation of players with its accessible Switch console, launched
14、 in March 2017, and its broadly appealing titles, with Super Mario Odyssey and The Legend of Zelda: Breath of the Wild being among the most anticipated titles of 2017. Gamers were treated to more-powerful hardware in the form of the PlayStation 4 Pro and the Xbox One X, along with a slew of AAA rele
15、ases in all major genres, such as Call of Duty: WWII (shooter), FIFA 18 (sports), Horizon Zero Dawn (role playing and action-adventure) and PlayerUnknowns Battlegrounds (battle royale). Meanwhile, PC and mobile platforms served up a smorgasbord of titles for every demographic in between with Opus Ma
16、gnum, Fortnite and Lineage 2 Revolution.INDUSTRY OVERVIEWGROWTH OF THE GAMING AUDIENCE2014 I 61%2015 I 63%2016 I 63%2017 I 64%2018 I 66%2013 I 58%PERCENTAGE OF GAMERS6More players are consolidating their gaming to one or two platforms, with fewer gamers saying they played on three platforms. This co
17、uld be due to influx of more casual gamers who start off on one console before later exploring other platform options. It could also be the result of more established gamers gravitating to one platform experience after having sampled multiple options.WHERE ARE GAMERS PLAYING? % of gamers who play on
18、 two device types% of gamers who play on three device types% of gamers who play on only one device typePLATFORM PLAYERSHIP % OF CONSUMERS (AGED 13+)41% of the general population, aged 13+, are mobile/tablet players.DEVICE TYPEConsolesMobile/TabletComputer38%18%17%42%38%38%48%13%46%40%201620172018Cop
19、yright 2018 The Nielsen Company760%40%2018CONSOLE PLAYERS GAMING ON MOBILE/TABLET DEVICES WHICH OF THE FOLLOWING, IF ANY, DO YOU PERSONALLY PLAY GAMES ON? % OF CONSOLE GAMERS (AGED 13+)Gaming on a mobile or tabletThe majority of console players (60%) continue to embrace mobile and tablet gaming, alb
20、eit at a slightly lower rate than in 2017, when 62% of console gamers also played on mobile or tablet devices. Looking at the long-term trend, mobile and tablet gaming has gained ground overall, rising from 46% in 2013 to 60% in 2018, signalling sustained health in the mobile-gaming ecosystem.MOBILE
21、 AND TABLET46%54%201350%50%201457%43%201566%34%201662%38%2017Not gaming on a mobile or tablet8PLATFORM PREFERENCE AMONG GAMERSWHICH OF THE FOLLOWING DO YOU MOST PREFER TO PLAY GAMES ON? % OF CONSOLE, PC AND MOBILE/TABLET GAMERS (AGED 13+)The blockbuster launch of Nintendos Switch console, along with
22、 releases of more-powerful versions of so-called 8.5 gen consoles, including Sonys PlayStation 4 Pro and Microsofts Xbox One X, likely cut into the popularity of PC gaming. In addition, the computers tradition as a platform for more avid gamers may have contributed to its decline in share of overall
23、 preference as new gamers enter the market. Nevertheless, the PC historically has a core group of players who passionately prefer the platform for gaming.PLATFORM PREFERENCESGAMING CONSOLEXbox One X, PlayStation 4, Wii U, Xbox 360, Wii, PlayStation 3, Switch, etc.MOBILE DEVICE Smartphone or tabletCO
24、MPUTER47%49%2017201826%30%27%21%Copyright 2018 The Nielsen Company9INCREASING OVERALL AWARENESS OF CONSOLESHistorically, each console launch is typically supported by advertising and marketing campaigns that go into the hundreds of millions of dollars. Last year saw the release of two new consolesth
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