Nielsen Entertainment Study Shows Video Gaming is Increasingly a Social Experience More Than Half of the Nation's 117 Million Active Gamers Play Online, and

64% are Women

Teens Spend 7 Hours a Week Playing Socially



    LOS ANGELES, Oct. 5 /PRNewswire/ -- Nielsen Entertainment today
 released its third annual Active Gamer Benchmark Study, which shows that
 the social elements of video games are becoming an increasingly important
 part of the overall gaming experience. The research found that among the
 roughly 117 million Active Gamers in the U.S. in 2006, more than half (56%)
 play games online, and that 64% of all online gamers are women.
     Moreover, while gaming has conventionally been thought of as a solitary
 experience, the new study reveals that Active Gamers spend upwards of 5
 hours a week playing games socially, led by teenagers who are socially
 involved in gaming about 7 hours per week.
     The research also shows that although teenagers continue to comprise
 the largest percentage (40%) of Active Gamers, more than 15 million of
 these gamers (almost 13%) are now 45 years or older. While women make up
 nearly two-thirds of all online gamers, men still outnumber women in the
 overall video game universe by more than two-to-one.
     Among the study's other key findings:
 
     * Though older females make-up the largest percentage of casual gamers,
       active gamer teens and young adults also comprise a considerable portion
       of this market, with more than half playing casual games an hour or more
       a week.
 
     * Demonstrating a loyal fan base, the majority of Active Gamers who say
       they usually pre-order a title, or buy it the first day of its release,
       choose Role Playing games.  But while such games typically are thought
       of as catering to the older gaming audience, they are the most popular
       genre among active game playing teens.
 
     * With next-generation gaming building steam, what will drive Active
       Gamers to these advanced console platforms will be the desire for better
       graphics and richer game play experiences.
     "The Active Gamer 2006 Report comes at a pivotal time in the evolution
 of the video game industry," said Emily Della Maggiora, Senior Vice
 President of Nielsen Interactive Entertainment. "The expansion of next
 generation hardware and technology in the marketplace is simultaneously
 delivering new ecosystems of social exchange, interactive entertainment,
 media experiences and advertising models. We see everyday how important
 online gaming is in terms of connecting people and bringing communities of
 gamers together. From a simple battle in Halo to a more immersive communal
 experience, online gaming has the power to unite gamers across the street
 and/or around the world."
     PC-Based Online Gaming Makes a Comeback
     Just a few years ago, talk within the gaming industry speculated
 whether the personal computer could survive as a viable gaming system and
 successfully compete against console giants and handhelds. Nonetheless,
 PC-based gaming recently has evolved into a platform that provides a unique
 gaming experience for vastly different gaming audiences.
     Among casual gamers, for example, online games offer simple and
 engaging encounters that are attracting both existing and new gamer
 audiences, especially older women. Plus, the growth in broadband access has
 helped redefine Massively Multiplayer Online Games (MMOG) that let
 communities of gamers connect in ways that consoles and handheld platforms
 can't match.
     Even so, handhelds, like online games, have themselves experienced the
 most growth year-over-year, thanks to innovative software and hardware,
 plus expanding multimedia options.
     Examining the Forces Driving the Growth of Video Gaming
     This Nielsen Entertainment study examines the dynamics influencing the
 growth of the video game industry. Analyzing recent attitudes, activities
 and purchasing behavior of more than 2,000 consumers over the age of 13 who
 play games at least one hour a week, the new research identifies several
 compelling factors, including changing demographics within sectors of the
 Active Gamer population and the resurgent popularity of PC and handheld
 games.
     Video Game System Ownership and Usage
     Given the penetration of personal computers in U.S. households, it is
 not surprising that 64% of Active Gamers play on PC-based systems. These
 systems offer users connected experiences through Massively Multiplayer
 Online Games that other platforms cannot match. Personal computers also are
 the platform of choice for players of casual games, especially among women,
 64% of whom play video games online.
     Among the console universe, Sony's PlayStation 2 dominates overall
 ownership at 59%. This is followed by nearly matching levels of ownership
 between Microsoft's Xbox (33%) and Nintendo's GameCube (30%). With
 Microsoft's Xbox 360, the newest console entr�e into the market, having 15%
 ownership among Active Gamers. Notably, there is large cross ownership
 among Active Gamers and systems. The majority of Active Gamers also own at
 least a console and one other platform, with the level of cross-ownership
 between consoles and handhelds more than doubling (7% to 16%) between 2005
 and 2006 to date. This is due, in large part, to the Nintendo DS and the
 Sony PSP and the unique gaming experiences they provide to millions of
 gamers
     But unlike consoles, handheld ownership among Active Gamers is
 significantly more gender balanced. Furthermore, there is surprising power
 in portability. Active Gamers generally average about 14 hours a week on
 their consoles, while they often play as much as 17 hours a week on
 handhelds. About one quarter (24%) of Active Gamers also play games on
 their mobile phones.
     Video Games as an Entertainment Experience
     During the past six months, Active Gamers purchased, on average, four
 games. Of those, 90% were bought in retail stores, with the remaining 10%
 purchased online. On average, Active Gamers spend 47 hours playing each
 individual game they've purchased.
     But video games must compete for wallet share and clock time with other
 forms of entertainment. Active Gamers spend an average of $58 a month on
 entertainment, $16 of which goes to video games. They also average about a
 quarter of their weekly leisure time (13 out of 55.3 hours) playing video
 games. After gaming, music is the second most popular activity among the
 majority Active Gamer groups, though it is tied for first among females at
 nine hours.
     Methodology
     Surveys for the 2006 Active Gamer Benchmark Study were conducted online
 from July 3rd to July 9th with 2,200 Active Gamers, who were 13 years old
 or over, owned a gaming device and played games at least one hour per week.
     To help get a better understanding of the gamer and their thoughts,
 emotions and social groups the report included two additional
 methodologies. First is an immersive behavioral segmentation analysis,
 where the research identified and defined 5 distinct groups of gamers.
 Second is a qualitative element where focus groups were conducted that
 serve as ancillary support and aid discovery to the quantitative findings.
     The Active Gamer Benchmark Study can be purchased by contacting Nielsen
 Entertainment at emily.dellamaggiora@nielsenentertainment.com or
 323.860.4608.
     About Nielsen Entertainment
     Nielsen Entertainment is a leading consulting and research partner to
 clients focused on Actionable Entertainment Intelligence in the film,
 television, home entertainment, music, interactive, mobile, book and live
 event verticals. Nielsen Entertainment is comprised of the following
 businesses: National Research Group (NRG), EDI and EDI International,
 Television and On Demand Services, SoundScan, Broadcast Data Systems, Music
 Control, VideoScan, Market Navigator, BookScan, BookData, and Interactive
 Entertainment. In today's convergent media world, Nielsen's
 cross-leveraging of VNU businesses such as sister companies Nielsen Media
 Research (television ratings), Nielsen//Net Ratings and Nielsen BuzzMetrics
 (internet measurement) strive to deliver the whole media point of view,
 demanded by clients facing the digitization of content.
     VNU is a global information and media company with leading market
 positions and recognized brands in marketing information (ACNielsen), media
 information (Nielsen Media Research), business publications (Billboard, The
 Hollywood Reporter, Computing, Intermediair) and trade shows. The privately
 held company is active in more than 100 countries, with headquarters in
 Haarlem, the Netherlands, and New York, USA. VNU employs nearly 41,000
 people.
     For more information, please visit the VNU website at www.vnu.com
 
 

SOURCE Nielsen Entertainment

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