Published: Monday, November 21, 2005 Online-Casinos.com
VIRTUAL GAMING AND MOBILE MAGIC
Latest survey shows both virtual gaming and cellphone usage is booming
Joining the series of intriguing consumer studies this week is the latest document from Nielsen Entertainment, which takes a look at video gaming and cellphone usage in the States. Although not gambling-specific this survey shows encouraging growth in mobile entertainment, an area running parallel with the rapid rise of m-gambling.
The two separate reports, each one surveying over 2,000 consumers engaged actively in either video games or in their use of mobile services were surveyed online in September 2005 and results were weighted and projected to the United States population through a national probability sample frame using random digital dial methodology.
Subjects such as the impact of expanding demographics, average and competitive entertainment spending amidst the total landscape of entertainment spending, awareness, attitudes and purchase interest in new consoles, platforms, and devices, service and genre preferences, influential sources of information and psychodemographic segmentation is revealed in each report.
Said Andy Wing, President and CEO of Nielsen Entertainment: "The inter-connection between video games and mobile devices is undeniable given consumer demand for flexibility. High technology adopters are more likely to use the internet, use their cell phones and play video games spending greater amounts of time and money on these media. The details revealed in these reports raise actionable items for marketers and developers alike and the result is clear: "emerging" media, they are no longer. Games and Mobile entertainment have arrived as powerful channels to consumers and influencers of our culture."
Neilsens says the mobile entertainment marketplace is poised for unprecedented growth throughout the next year as media companies test and refine new business models. Highlights from the Mobile Benchmark Report include:
Said Emily Della Maggiora, VP Nielsen Interactive Entertainment: "The direct-to-consumer opportunity afforded by the broad penetration of phones, and the consumer's increasing desire for mobile entertainment, sets the perfect stage for exponential growth in the mobile entertainment marketplace."
Video Game Benchmark Report
Since Nielsen Entertainment's first report on video games earlier this year, our focus has shifted to the active gamer, qualified by owning a console and spending at least one hour a week playing on it. Still, what has emerged in this first look at the active gamer, are some surprises, about how the active gamer defines "games," identifying a games category with gender parity, the rising importance of MMOs (Massively Multiplayer Online), and attitudes on the connection of games to mobile devices.