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DEMOGRAPHICS
Gender
Age
Education*
Income
Work situation
Home situation
Hobbies and general interests
Sports actively watched/followed
Frequency of participating in sports
MEDIA, RETAIL & TECHNOLOGY
Time spent on / predominantly use mobile for
various activities (e.g. reading, listening to music,
watching (online) TV/video, social networks, online
shopping)
Mobile phone brand
Mobile network operator*
Social (mobile) networks and chat apps used*
TV channels watched*
Online shopping websites used (Amazon, Asos,
Ebay, AliExpress/Taobao, Walmart)
App stores used
Active use of tablets per brand (e.g. iPad (Mini/Air),
Kindle (Fire), Galaxy Tab, Microsoft Surface, Nvidia
Shield Tab)
Digital media subscriptions (Xbox Live Gold,
PlayStation Plus, Steam Subscription Plan, Spotify,
Netflix, HBO, Google Play Music, Individual Twitch
channel/Twitch Turbo, Amazon Prime streaming
services, Apple Music)
Brand attitude (Pepsi, AMD, Intel, Apple, Samsung,
Amazon, Coca Cola, Red Bull, Windows, Monster,
Sprite, Adidas, Nike)
Contexts in which virtual reality has been
experienced
GAME BEHAVIOR
Total number of (non-)gamers
Players per market segment
Casual game websites/Social networks: e.g. Pogo,
MiniClip, King.com, Facebook, Google+*
Mobile devices: smartphones and tablets
PC/ Laptop games: Downloaded/Boxed, Browser,
F2P/P2P
Consoles: including Vita and DS
Play frequency per market segment
Time spent playing per market segment
Money spent on gaming hardware
Ownership of gaming peripherals & brand ownership
Source to discover new games
Most important aspects when searching for a video
game
Competitive gaming behavior
Gaming video content (watch, live-stream, record)
on various platforms (e.g. Twitch, Youtube)
Type of game content watched (e.g. let’s plays,
gaming reviews, tips and tricks)
Gamers segmentation - Casual, Midcore, Core
Esports awareness
Frequency & time spent watching esports
Esports games regularly watched (e.g. CS:GO, FIFA,
LoL, Dota 2, Vainglory)
CONSUMER INSIGHTS GAMERS
2017 TOPIC LIST
Sander Bosman | VP Research [email protected] © Newzoo 2017
PAYMENT BEHAVIOR
General (online) shopping & payment preferences
Paying players per market segment
Money spent per market segment
Payment methods/provider used for PC/Laptop
games*
BROWSER PC GAMES
Casual game websites/Social networks/Chat apps*
Favorite genres casual/social games
Social/Casual Franchises (e.g. Bubble Witch 3 Saga,
Candy Crush Saga, FarmVille)
BOXED/DOWNLOADED PC GAMES
Brand used to play PC games
Favorite genres on PC/Laptop
Popularity ‘F2P’ games among all PC/Laptop players
Popularity ‘P2P’ games among all PC/Laptop players
PC/Laptop Franchises (e.g. World of Tanks, World of
Warcraft, Smite, Starcraft, Dota 2, LoL)
PC budget spent on (e.g. boxed/disc games,
downloaded/digital games, in-game purchases)
Frequency of downloading from Steam, Origin,
Battle.net, Facebook Gameroom, other
sites/applications/online shops, publishers web
shops, specific game sites, file sharing software
MOBILE GAMES
Chat apps used to play games in*
Mobile device used to play (e.g. tablet, smartphone,
iPod)
Source of mobile games played (e.g. pre-installed,
browser, downloaded/app store games)
Favorite genres mobile games
Mobile franchises (e.g. Candy Crush Saga, Clash of
Clans, Hay Day, Game of War, Vainglory)
CONSOLE GAMES
Console personally owned
Favorite genres on console
Console Franchises (e.g. Call of Duty, FIFA, NFS,
Assassin’s Creed, Battlefield, Grand Theft Auto,
Uncharted)
Console budget spent on (e.g. boxed/disc games,
downloaded/digital games, in-game purchases)
* Country specific topics.