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2018年美国游戏市场全景报告-英文版

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2018年美国游戏市场全景报告-英文版2018年美国游戏市场全景报告2019年1月3CONTENTS1|GAMINGINDUSTRYOVERVIEWGrowthofthegamingaudience2|EVOLUTIONOFTHEGAMERPlayingtime,purchasinghabitsandthewaygamersareusingconsoles3|TRENDSTOWATCH051529METHODOLOGYDatacollectionAnnualdatafortheNielsenGames360Reportiscollectedviacon...

2018年美国游戏市场全景报告-英文版
2018年美国游戏市场全景 报告 软件系统测试报告下载sgs报告如何下载关于路面塌陷情况报告535n,sgs报告怎么下载竣工报告下载 2019年1月3CONTENTS1|GAMINGINDUSTRYOVERVIEWGrowthofthegamingaudience2|EVOLUTIONOFTHEGAMERPlayingtime,purchasinghabitsandthewaygamersareusingconsoles3|TRENDSTOWATCH051529METHODOLOGYDatacollectionAnnualdatafortheNielsenGames360ReportiscollectedviaconsumeronlinesurveysinQ1ofeachyearusingNielsen’sproprietary,high-qualityePanelintheUnitedStates.SampleGroupssurveyed–generalpopulation/teens/adultsaged13+:2,000+interviewsamong50%male/50%femalesample.RepresentivityPost-survey,rawdataisweightedtoensurerepresentationoftheUSgeneralpopulationbasedonU.S.Censusdata.Newconsoles,virtualandaugmentedreality,esportsaudiencebroadens,deliveringpastexperiencestotoday’sgamers4166%OFTHEU.S.POPULATION(AGED13+)AREGAMERS.5In2018,two-thirdsoftheU.S.population13yearsandolderaregamers,upfrom58%in2013.Thesteadygrowthofself-identifiedgamersillustrateshowfarthemediumhasevolvedtobecomeanintegralcomponentofthemainstreamentertainmentdiet.Thishasasmuchtodowithsupplyasdemand.Thepastyearhasseenabountyofnewtitlesandexperiencesdesignedtoappealtoadeeperandbroaderaudience,continuingadecade-longtrendofgamesdesignedtoreachmoretypesofpeoplewithvaryinggameplaypreferences,platformsandinterests.NintendocontinuedtodrawinanewgenerationofplayerswithitsaccessibleSwitchconsole,launchedinMarch2017,anditsbroadlyappealingtitles,withSuperMarioOdysseyandTheLegendofZelda:BreathoftheWildbeingamongthemostanticipatedtitlesof2017.Gamersweretreatedtomore-powerfulhardwareintheformofthePlayStation4ProandtheXboxOneX,alongwithaslewofAAAreleasesinallmajorgenres,suchasCallofDuty:WWII(shooter),FIFA18(sports),HorizonZeroDawn(roleplayingandaction-adventure)andPlayerUnknown’sBattlegrounds(battleroyale).Meanwhile,PCandmobileplatformsservedupasmorgasbordoftitlesforeverydemographicinbetweenwithOpusMagnum,FortniteandLineage2Revolution.INDUSTRYOVERVIEWGROWTHOFTHEGAMINGAUDIENCE2014I61%2015I63%2016I63%2017I64%2018I66%2013I58%PERCENTAGEOFGAMERS6Moreplayersareconsolidatingtheirgamingtooneortwoplatforms,withfewergamerssayingtheyplayedonthreeplatforms.Thiscouldbeduetoinfluxofmorecasualgamerswhostartoffononeconsolebeforelaterexploringotherplatformoptions.Itcouldalsobetheresultofmoreestablishedgamersgravitatingtooneplatformexperienceafterhavingsampledmultipleoptions.WHEREAREGAMERSPLAYING?%ofgamerswhoplayontwodevicetypes%ofgamerswhoplayonthreedevicetypes%ofgamerswhoplayononlyonedevicetypePLATFORMPLAYERSHIP%OFCONSUMERS(AGED13+)41%ofthegeneralpopulation,aged13+,aremobile/tabletplayers.DEVICETYPEConsolesMobile/TabletComputer38%18%17%42%38%38%48%13%46%40%201620172018760%40%2018WHEREAREGAMERSPLAYING?CONSOLEPLAYERSGAMINGONMOBILE/TABLETDEVICESWHICHOFTHEFOLLOWING,IFANY,DOYOUPERSONALLYPLAYGAMESON?%OFCONSOLEGAMERS(AGED13+)GamingonamobileortabletThemajorityofconsoleplayers(60%)continuetoembracemobileandtabletgaming,albeitataslightlylowerratethanin2017,when62%ofconsolegamersalsoplayedonmobileortabletdevices.Lookingatthelong-termtrend,mobileandtabletgaminghasgainedgroundoverall,risingfrom46%in2013to60%in2018,signallingsustainedhealthinthemobile-gamingecosystem.MOBILEANDTABLET46%54%201350%50%201457%43%201566%34%201662%38%2017Notgamingonamobileortablet8PLATFORMPREFERENCEAMONGGAMERSWHICHOFTHEFOLLOWINGDOYOUMOSTPREFERTOPLAYGAMESON?%OFCONSOLE,PCANDMOBILE/TABLETGAMERS(AGED13+)TheblockbusterlaunchofNintendo’sSwitchconsole,alongwithreleasesofmore-powerfulversionsofso-called8.5genconsoles,includingSony’sPlayStation4ProandMicrosoft’sXboxOneX,likelycutintothepopularityofPCgaming.Inaddition,thecomputer’straditionasaplatformformoreavidgamersmayhavecontributedtoitsdeclineinshareofoverallpreferenceasnewgamersenterthemarket.Nevertheless,thePChistoricallyhasacoregroupofplayerswhopassionatelyprefertheplatformforgaming.PLATFORMPREFERENCESGAMINGCONSOLEXboxOneX,PlayStation4,WiiU,Xbox360,Wii,PlayStation3,Switch,etc.MOBILEDEVICESmartphoneortabletCOMPUTER47%49%2017201826%30%27%21%9INCREASINGOVERALLAWARENESSOFCONSOLESHistorically,eachconsolelaunchistypicallysupportedbyadvertisingandmarketingcampaignsthatgointothehundredsofmillionsofdollars.Lastyearsawthereleaseoftwonewconsoles—theNintendoSwitchandtheXboxOneX.Adsfloodingmainstreamchannels,includingNintendo’sSuperBowladvertisingdebutspotin2017,haveboostedawarenessacrossgamersandnon-gamersalikeofnearlyallmajorgamingconsolesinthemarket.AwarenessamongthegeneralpopulationoftheNintentoSwitch,forexample,morethandoubledyear-on-year,whilethosewhohaveheardoftheXboxOneXnearlytripled.Overall,86%ofthegeneralpopulationage13yearsorolderin2018haveheardofatleastoneofthecurrentgenerationconsoles,upfrom82%ayearearlier.10DEFINITELY/PROBABLYWILLBUYAWARENESSOFCURRENTGENERATIONCONSOLES59%XboxOneX54%XboxOne/XboxOneS48%NintendoSwitch72%PlayStation429%PlayStation4Pro14%Noneoftheabove37%PlayStation4Pro66%XboxOneX64%XboxOne/XboxOneS78%PlayStation458%NintendoSwitch7%NoneoftheabovePlayStation4Pro15%NintendoSwitch29%XboxOneX45%PlayStation460%35%XboxOne/XboxOneS28%NoneoftheaboveGENERALPOPULATION(AGED13+)GAMERS(AGED13+)NON-GAMERS(AGED13+)11MicrosoftCorp.’sNovember2017launchoftheXboxOneX—billedas“theworld’smostpowerfulconsole”—significantlyelevatedthedevice’sprofile,particularlyamongavidgamerswhoalreadyownan8thGenconsole(XboxOne,NintendoSwitch,PlayStation4)andarelookingforanupgrade.Totapintothatdemand,consolemanufacturerslaunchedmid-cycleupdatestotheir8thGendeviceswithSonyintroducingthePlayStation4ProinNovember2016,followedayearlaterbyMicrosoftwiththeXboxOneX.Whilemorepowerfulandmoreexpensivethantheirearliercounterparts,theseupdatedconsolesusethesameoperatingsystemastheirbasecounterparts,allowingconsumerstoplaytheirexistinglibraryofgamesontheupgradeddevice.Nevertheless,PlayStation4andPlayStation4Pro’spositionsastheoverallmarketleadershavehelpedthemtogainappealin2018amongownersofpriorgenerationconsoleslookingtoenterthecurrentgeneration.AlthoughthefervorfortheSwitchhassomewhatdiminishedayearaftertheconsole’slaunch,itcontinuestoperformwell,selling14.9millionunitsworldwideinthefirst10monthsoflaunching,accordingtoNintendo,makingitoneofthefastest-sellinggameconsolesinhistory.GeneralPopulation(Aged13+)Gamers(Aged13+)20%14%MicrosoftXboxOne/XboxOneS23%16%NintendoSwitch24%17%SonyPlayStation422%14%SonyPlayStation4Pro22%15%MicrosoftXboxOneXHOWLIKELYAREYOU,ORANYONEELSEINYOURHOUSEHOLD,TOBUYEACHOFTHEFOLLOWINGGAMESYSTEMS?*DEFINITELY/PROBABLYWILLBUY12AmongthemostpronouncedandhistoricallypersistentcharacteristicsofthegamingpopulationisthedividebetweenPCgamersandconsolegamers.Thosewhoprefertoplayonconsoleshaveastrongpreferenceforphysicalpackagedmedia,buttendtospendlesstimeplayingthanplayerswhopreferPCs.TheoppositeistrueofPCgamers,whovastlypreferdigitalmediaandwhotendtospendmoretimeplayinggames.PCgamersalsotendtospendmoremoneyongamesthanconsolegamers.Overthepastyear,however,thosepreferenceshavebecomeslightlylesspronouncedaspublisherscontinuetoenhancetheappealoftheirdigitalshopswithmoretitlesandimproveduserexperiences.Spendingongamesjumpedsignificantlyacrossallplayergroupsin2018comparedto2017,exceptforconsolegamerswhopreferdigitalpurchases.Meanwhile,timespentongamesdeclinedforallplayergroupsexceptforPCgamerswhopreferphysicaldiscs.PHYSICALVSDIGITAL13VIDEOGAMEFORMATPREFERENCEConsoleGamers(Aged13+)66%34%PCGamers(Aged13+)29%71%PreferPhysicalPreferDigitalWHICHOFTHEFOLLOWINGTYPESOFCONSOLEGAMES/COMPUTERGAMESDOYOUMOSTPREFER?WEEKLYGAMINGHOURS–OVERALLGAMINGTIME5.06.4ConsoleGamers(Aged13+)PCGamers(Aged13+)6.07.6PreferPhysicalPreferDigitalINATYPICALWEEK,HOWMANYHOURSOFYOURLEISURETIMEDOYOUPERSONALLYSPENDONVIDEOGAMES?MONTHLY$SPENDONVIDEOGAMESPCGamers(Aged13+)$38$15$23$15ConsoleGamers(Aged13+)PreferPhysicalPreferDigitalINATYPICALMONTH,ABOUTHOWMUCHMONEYDOYOUSPENDONVIDEOGAMES?142Gamersarespendingaboutthesameamountoftheirleisuretimeaslastyearplayingvideogamesorengaginginesportsactivities.15Gamershavedevotedaremarkablystableportionoftheirleisuretimetovideogameactivitiesovertheyears.Thisyear,gamersarespending11%oftheirleisuretimeeitherplayingvideogamesorengaginginesports.Asinpastyears,gamingtimefallsbehindtimespentontelevisionprogramming,moviesandInternetactivities,whichincludesocialnetworking.Interestingly,timespentonin-personsocialactivitiescapturedmoresharethisyearamonggamers,pointingtoapotentialforcontentcreatorstofurtherengagegamersthroughsocialorgroupplayexperiences.EVOLUTIONOFTHEGAMERPLAYINGTIME,PURCHASINGHABITSANDTHEWAYGAMERSAREUSINGCONSOLES11%OFU.S.GAMERS’LEISURETIMEISSPENTONVIDEOGAMES.1611%2018OVERALLTIMESPENTGAMINGINATYPICALWEEK,ABOUTHOWMANYHOURSOFYOURLEISURETIMEDOYOUSPENDONVIDEOGAMES?11%201312%201412%201711%201511%2016SHAREOFWEEKLYLEISUREHOURS,GAMERS(AGED13+)Copyright©2018TheNielsenCompany17Internet(General&SocialNetworking)23%SocialActivitieswithFamily&Friends17%Music8%Reading4%Other4%Sports&Wellness10%11%TV&Movies23%SHAREOFCLOCKFORLEISUREHOURS201818Current8thGenconsolesgainedgroundthisyear,capturing33%ofgamingtimeandbecomingtheplatformwheregamersspentthemostamountoftheirtimeplaying.Thecurrentwaveofenthusiasmforconsolesbeganinlate2016withthelaunchofPlayStation4Proandcontinuedwiththe2017launchesofNintendoSwitchandXboxOneX.Gamingonmobiledevices,includingtablets,remainedlevelwithlastyear.GAMINGTIMEBYPLATFORM33%OFGAMINGTIMEISSPENTON8THGENERATIONCONSOLES.Copyright©2018TheNielsenCompany19PLATFORMSPLITSABOUTWHAT%OFYOURGAMINGHOURSARESPENTPLAYINGONEACHOFTHEFOLLOWING?(AGED13+)8thGenerationConsoles28%33%PC27%22%29%29%Mobile/Tablet13%10%7thGenerationConsoles3%2%Handhelds2017201820GAMINGTIMEBYDEVICEAlthoughthePCtopsthelistofindividualdeviceswhereplayersspendtheirgamingtime,itssharedeclinedin2017.Theshiftmakessensegiventhreehigh-profileconsolelaunchesoverthepast18monthsdrawingtheattentionofgamers.Whentakenasawhole,consolesclaim43%ofgamingtimethisyear.Copyright©2018TheNielsenCompany214%3%NintendoWiiWEEKLYGAMINGTIMEBYDEVICE%GAMERS(AGED13+)22%Computer(usedforplayingPC/videogames)14%MicrosoftXboxOne/XboxOneS/XboxOneX11%Androidphone(usedforplayingvideogames)8%iPhone(usedforplayingvideogames)5%MicrosoftXbox360NintendoSwitch4%Androidtablet(usedforplayingvideogames)3%iPad(usedforplayingvideogames)3%Nintendo2DS/3DS/3DSXL3%SonyPlayStation32%NintendoWiiU1%Othertablet(usedforplayingvideogames–otherthaniPadorAndroid)PCREMAINSTHESINGLEDEVICEGAMERSSPENDMOSTTIMEPLAYINGON,AHEADOFTHEMAJORCONSOLESANDSMARTPHONES.TABLETUSEISLOWER–4%OFGAMINGTIMEISSPENTONANDROIDTABLETSAND3%ONIPAD.14%SonyPlayStation4/SonyPlayStation4Pro22Withconsolemanufacturerscontinuingtoaddmorenon-gamingapplicationstotheirdevices,consumerscontinuetoturntoconsolesforawiderangeofentertainmentoptions.Gaming,however,remainstheNo.1useforconsoles,claiming43%ofthetimeconsoleownersspendinanaverageweekonthedevices.ForXboxandPlayStationconsoles,8thGengamersspendmoretimeplayingonlinegamesthanoffline,whileplayerson7thGenallocatemoretimeplayingoffline.ForbothgenerationsofNintendoconsoles,consumersspendmoretimeplayingoffline.CONSOLEUSES60%OFTIMESPENTON7THGENERATIONCONSOLESISONNON-GAMINGACTIVITIES.Copyright©2018TheNielsenCompany237THGENERATIONVERSUS8THGENERATIONCONSOLESABOUTHOWMANYHOURSAWEEKDOYOUTYPICALLYDOEACHOFTHEFOLLOWINGACTIVITIESONEACHGAMINGSYSTEM?(%CONSOLEHOURS,USERSAGED13+)18%27%GamingOnline22%18%GamingOffline60%55%Non-Gaming8thGen7thGenGAMING47%40%44%43%40%PlayingVideoGamesOnline32%18%15%25%19%PlayingVideoGamesOffline14%23%29%18%21%NON-GAMING53%60%56%57%60%WatchingDownloadedMovies,TVShows6%5%10%8%13%WatchingVOD/StreamingService26%20%15%27%25%WatchingDVDs/Blu-rays8%20%10%10%15%Other13%15%22%12%15%ConsoleActivitiesXbox360SwitchPS4/PS4ProPS324Whilemostconsumersarespendingaroundthesameamountongames,peoplearespendingslightlymoreongamingconsolesandmobilecomparedtolastyear.Historically,spendingongamestendstoincreasearoundnewconsolelaunches,whichareoftenaccompaniedbyreleasesofmarqueetitlesthatcanshowofftheconsoles’newcapabilities.Thisyear,consolegamersspent$27amonthonaverageonphysicalcopiesofnewreleases,comparedto$20permonthlastyear.Theuptickinspendingappearstobeinlinewiththatpattern.Amongplayerswhoarespendinglessmoney,thetopfourreasonsincludetheavailabilityoffreegamesandtrials,acurrentlibraryofgamesthatkeepsthementertained,nointerestinanynewtitlesandwaitingforgamestobediscountedbeforebuying.Inatypicalmonth,gamersdirect28%oftheirspendingonnewgames,withanother18%goingtowarddownloadablegamecontentand16%towardusedgames.SPENDINGONGAMESPURCHASEHABITS38%OFCONSOLE/PCGAMERSARESPENDINGLESSCOMPAREDTOLASTYEAR;WHATARETHEMAINREASONSFORTHISREDUCTION?(GAMERS,AGED13+)29%Iplayfreegamesortrials28%GamesIcurrentlyownkeepmeengaged21%Therehasn’tbeenanewvideogamethatI’vebeeninterestedin20%ItypicallywaitforgamestobediscountedCopyright©2018TheNielsenCompany25Viewershipingameplayvideos,onceconsideredniche,hasgrownconsiderablyinrecentyears,withmillionsofviewerstuningintobothlivestreamedgamingandpre-recordedvideos.Whenitcomestowatchinggamingcontent,fanscontinuetoturntoYouTubeastheirmainsourceofvideo,withnearlysevenoutoftengamersthisyearturningtoYouTubeanditslivestreamingYouTubeGamingservice,launchedin2015.Thisyear,TwitchcontinuedtogainmomentumafterhavingovertakenGameSpotin2017asthesecond-mostpopularsourceofgameplayvideos.WATCHINGGAMINGCONTENT69%OFGAMERSWATCHGAMING-RELATEDCONTENTONYOUTUBE.26WHEREDOYOUTYPICALLYGOTOWATCH/VIEWANYOFTHEFOLLOWINGTYPESOFGAMING-RELATEDVIDEO?AMONGGAMERS(AGED13+)WHOHAVEWATCHEDGAMING-RELATEDVIDEOSINTHELAST12MONTHSTOP5VIDEOSERVICES2017YouTube70%Twitch19%ESPN17%GameSpot17%IGN15%1.2.3.4.5.2018YouTube69%Twitch21%GameSpot19%ESPN19%Steam14%1.2.3.4.5.Copyright©2018TheNielsenCompany27WHICHOFTHEFOLLOWINGSOCIALNETWORKINGSITES,IFANY,AREYOUAMEMBEROF?SOCIALMEDIAMEMBERSHIPFacebook79%82%Twitter40%47%Instagram45%51%Pinterest41%43%GeneralPopulation(Aged13+)Gamers(Aged13+)Gamersgenerallyaremorelikelytobemembersofsocialmediathanthegeneralpopulation,favoringFacebookastheirtopsocialmediadestination.Thisyear,InstagramovertookTwitterinpopularity,claiming51%ofgamerscomparedtoTwitter’s47%.Snapchat29%33%283Copyright©2018TheNielsenCompany29Tounlockmorevalueforplayersforeachgenerationofhardware,manufacturershaveintroducedmid-cyclelaunches.SonykickedoffthelatestupgradecyclewithitsPlayStation4Pro,followedbyNintendo’sreleaseoftheSwitchandMicrosoft’sdebutoftheXboxOneX.ThePlayStation4ProandtheXboxOneXusethesameoperatingsystemastheirbasecounterparts,allowingconsumerstoplaytheirexistinglibraryofgamesontheupgradeddevice.Gamers,however,havebeenslowtoembracetheupgradedmachines,whichboast4Kcapabilities.Although4Kfeaturesareattractivetoearlyadopters,mainstreamconsumersarestillcatchingup,withlessthanaquarterofthegeneralpopulationowninga4Ktelevision.Inaddition,thesamelibraryofgamesfor8.5Genmachinescanalsobeplayedontheir8thGencounterparts.Barringpriceadjustmentsthatwouldtipthescaleinfavorofthesemorepowerfuldevices,itremainstobeseenhowconsumeruptakeofthemid-cycleconsoleswillprogress.NEWCONSOLESTRENDSTOWATCHGeneralPopulation(Aged13+)Gamers(Aged13+)19%13%8.5GenOwnersPS4Pro,XboxOneX,Switch45%34%8thGenOwnersXboxOne,PS4,WiiU57%45%7thGenOwnersXbox360,PS3,Wii39%28%Computer95%80%AnyGamingDeviceDEVICEOWNERSHIPDEVICEOWNERSHIP30NintendoSwitchReleasedMar20178%11%WhileMicrosoftandSonyemphasizedtheadvancedprocessingcapabilitiesoftheir8.5Genmachines,NintendotookadifferenttackwiththeSwitch.At$299.99,theSwitchdebutedatalowerpricepointandwasdesignedtomorphfromahomeconsoletoaportablegamingplatform.TheSwitchwasalsosupportedbystrongfirst-partytitlessuchasTheLegendofZelda:BreathoftheWildandSuperMarioOdyssey.TheSwitchsawstrongadoptionin2017,andwithmoreexclusivereleasessuchasSuperSmashBrosandMetroidPrime4intheworks,2018couldbeanotherbigyearforNintendo.8.5GENOWNERSHIPXboxOneXReleasedNov20175%7%PlayStation4ProReleasedNov20165%7%GeneralPopulation(Aged13+)Gamers(Aged13+)Copyright©2018TheNielsenCompany31201751%63%Virtualandaugmentedrealitytechnologiescontinuetogeneratebuzzandcapturetheattentionofabroaderaudience.Awarenessremainshigh,withmorethanhalfofthegeneralpopulationhavingheardofatleastoneVR/ARdevice.Currently,10%ofthegeneralpopulationand13%ofgamersownaVR/ARheadset.Andthereisgrowingintentamonggamersandnon-gamersaliketopurchaseaVR/ARdevice.Meanwhile,pricesforVR/ARhardwarecontinuetodrop,makingevenhigh-endsystemsrelativelyaffordable.VIRTUALANDAUGMENTEDREALITYAWARENESSOFANYVR/ARDEVICE201851%64%GeneralPopulation(Aged13+)Gamers(Aged13+)WHICHOFTHEFOLLOWINGVR/ARDEVICES,IFANY,HAVEYOUEVERHEARDOF?*64%OFGAMERSAREAWAREOFVR/ARGAMINGDEVICES.3263%49%NoopiniononVirtualRealityforvideogamesThoughawarenessishigh,manyconsumershaveyettoformanopinionabouttheactualexperienceofvirtualrealityforplayinggames.ThisislikelyrelatedtotheperceptionthattherearefewVRgamesavailable.Aswithgameconsoleswheresoftwaredriveshardwaresales,sustainedinterestandadoptionofVRplatformsbymainstreamconsumerswilldependonacontinuousflowofmust-havecontent.Asforaugmentedreality,Apple’sintroductionlastyearofARKit,anaugmentedrealitydeveloperkitforiOS,andtheupcomingreleaseofHarryPotter:WizardsUnitebythemakerofPokemonGoaretwodevelopmentsthatcouldchangethedynamicsofthemarketforARexperiences.CONSUMEREXPERIENCEWITHVR/ARVREXPERIENCEGeneralPopulation(Aged13+)Gamers(Aged13+)13%9%VerysatisfiedSomewhatsatisfied27%14%Neithersatisfiednordissatisfied4%3%Somewhatdissatisfied3%2%Verydissatisfied14%9%OVERALL,HOWWOULDYOURATEYOURSATISFACTIONWITHVIRTUALREALITYINREGARDSTOVIDEOGAMES?Copyright©2018TheNielsenCompany33CONSUMEREXPERIENCEWITHVR/ARTheriseofcompetitiveonlinegamingmarchesunabated,attractingaprimarilymale,millennialaudiencethatishyper-engagedinesports.Butasthecategorycontinuestogrowinpopularity,itisbringinginamorediversified,balancedfanbase.Forexample,fanswhohavebegunfollowingesportswithinthepastyear,whomakeup29%oftheUSesportsbase,skewlessmaleandarelesslikelytobemillennialsthanfanswhohavefollowedesportslonger.Similarly,wheretraditionallyesportsfanshavebeenamongthemajorityofPCgamers,newerfansarelesslikelytoplaygamesonaPC,insteadgamingonconsolesandotherdevices.ESPORTSAUDIENCEBROADENS34PROFILEOFUSESPORTSFANSWeeklyvideogameplayhoursWeeklyesportshours˜7:35˜3:0575%25%$58.9KAREMENAREWOMENHOUSEHOLDINCOMEESPORTS&GAMINGTIMESource:NielsenEsportsFanInsights201715%13–1733%18–2442%25–3410%35–4075%MillennialsAVERAGEAGE:2516%MorethanFouryearsagoWHENDIDYOUBEGINFOLLOWINGESPORTS?12%20%23%29%ThreeyearsagoTwoyearsagoOverayearagoWithinthelastyearCopyright©2018TheNielsenCompany35WHENDIDYOUBEGINFOLLOWINGESPORTS?23%0%SURVIVALi.e.,ForniteBattleRoyale,PLAYERUNKNOWN’SBATTLEGROUNDS,H1Z117%10%COLLECTIBLECARDGAMEi.e.,Hearthstone,Pokemon21%24%RACINGi.e.,GranTurismo,ProjectCARSWHEREAREESPORTSFANSENGAGED?TheshootergenrestandsoutasthemostrecentareaofgrowthamongU.S.esportsfans,withCounter-StrikeandCallofDutyemergingaspopulartitlestofollow.However,neweresportsfanswhofollowshootertitlesarelesslikelytofollowotheresportsgenres.Overthepastyear,thesurvivalgenrehasmadeitscompetitivegamingdebut,withlastyear’sreleasesofFortniteBattleRoyaleandPLAYERUNKNOWN’SBATTLEGROUNDS(PUBG)becomingstand-outsuccesses,leadingtorecentlyannouncedesportscompetitionsdevelopinginthesecondhalfof2018.46%55%SHOOTERi.e.,Counter-Strike,CallofDuty44%44%MULTIPLAYERONLINEBATTLEARENAi.e.,LeagueofLegends,Dota237%32%FIGHTINGi.e.,StreetFighter,MortalKombat30%32%SPORTSi.e.,MaddenNFL,FIFA34%31%STRATEGY/REAL-TIMESTRATEGYi.e.,StarCraftII,WarcraftIII20172016ESPORTSGENRES&GAMESFOLLOWEDSource:NielsenEsportsFanInsights201736Asesportsgathersmomentumbydrawinginawideraudience,thetimeanaveragefanspendsweeklyonesportshasdeclinedslightly.Simultaneously,thebroadenedaudiencehasalsoshiftedhowthefanbasespendsitstimeinteractingwithesports,withhighlyaccessibleactivitiessuchasstreamingeventsandconsumingothercontentaccountingforahighershareoftimespentthisyear,andtimedevotedtomoredemandingactivitiessuchasattendingliveeventsdecreasing.Streaming,bothliveandrecordedvideo,remainsthenumberonewayfansengagewithesports.Fansalsoliketostayup-to-datethroughesports-relatedcontentsuchasnews,analysesandinterviews.Withoriginalcontentcreationbeingamajortrendinesportsinthelatterh
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