Post by Morreion on Dec 15, 2009 7:04:56 GMT -5
Study: 20% of U.S. Game Spending Devoted To MMOs, Portals (Gamasutra)
China to Claim Half of Online Game Market, Report Says (WSJ)
Nearly three-fifths of users buy items in free-to-play games (Massively)
New study reveals insights into gender in MMOs (Massively)
Twenty percent of total video game spending in the U.S. goes toward MMOs and game portals, primarily for monthly subscriptions and online credits, according to a new international study. Home and handheld consoles comprise 57 percent of the nation's gaming budget, including second-hand trade and digital distribution sales.
China to Claim Half of Online Game Market, Report Says (WSJ)
Videogames are serious business in China. The country’s online game market will reach 41 billion yuan ($6 billion) by 2012, accounting for half the global market, according to newly released data from Cnzz.com, a Beijing-based data analysis firm.
The Cnzz.com report says that almost two-thirds of China’s 338 million Web users are now online gamers. The online-game industry, which currently accounts for more than half of the total Internet economy, will see strong annual growth at a rate of 20% future years, the report says.
The mainstream remains the awkwardly named sector of Massively Multiplayer Online Role Playing Games (MMORPGs). In October, six out of the 10 most popular online games in China are MMORPG games, according to the report. World of Warcraft by Activision Blizzard still tops the list with the most registered players and peak simultaneous online users. But the current government regulatory fighting over its Chinese license, held by Netease, may yet have a negative impact on the game, according to the report.
The Cnzz.com report says that almost two-thirds of China’s 338 million Web users are now online gamers. The online-game industry, which currently accounts for more than half of the total Internet economy, will see strong annual growth at a rate of 20% future years, the report says.
The mainstream remains the awkwardly named sector of Massively Multiplayer Online Role Playing Games (MMORPGs). In October, six out of the 10 most popular online games in China are MMORPG games, according to the report. World of Warcraft by Activision Blizzard still tops the list with the most registered players and peak simultaneous online users. But the current government regulatory fighting over its Chinese license, held by Netease, may yet have a negative impact on the game, according to the report.
Nearly three-fifths of users buy items in free-to-play games (Massively)
There's a strong sense in most free-to-play games that the playerbase consists of two people: those who refuse to pay any money unless absolutely necessary, and those who will happily part with their income on a voluntary basis. This is largely true. What's apparently less true is the notion which goes hand-in-hand, that there are a decided minority of players forking over cash for in-game perks. As it turns out, according to a recent survey, 58% of users in free-to-play games have bought items through the in-game store. On average, users who did pay apparently dropped around $75 over the period of one year.
New study reveals insights into gender in MMOs (Massively)
Utilizing EverQuest II, the study uses a sample size of over 7,000 players to measure player interactions along gender lines and learn more about the gamers behind the keyboards. Surprisingly enough, while males exhibited predicted aggressiveness and achievement-oriented gameplay, it was the female gamers that exhibited more "hardcore" behavior. The top 10% of male gamers only played an average of 48 hours a week, while the top 10% of female gamers played an average of 56 hours a week. Yet, during the study, females under-reported their playing habits more than male gamers, as if unconsciously reacting to a stereotype.