| Biblioteca del
conocimiento - VIDEOJUEGOS |
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Nota importante:
La propiedad intelectual
de estos informes corresponde a sus autores. Noticiasdot.com ofrece este
espacio exclusivamente para su divulgación y conocimiento para los
profesionales de la red
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2004 |
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Broadband to Boost Online Gaming
emarketer - July 07, 2004
A recent study by DFC Intelligence predicts that worldwide online
game revenues will reach $9.8 billion by 2009.
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Online
Gaming Continues to Grow in Asia
emarketer -
May 26, 2004
Online gaming revenues in the Asia-Pacific region will reach
$1.84 billion by 2008, according to a recent report from IDC.
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Online
Gaming Industry Isn’t Playing Around
emarketer -
May 12, 2004
The month
of May marks a number of important events in the online gaming
industry.
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Girl Gamers Grow Up - Most Visited Game-Related
Sites, January 2004, U.S.
By Robyn Greenspan - clickZ // February 12,
2004
Moms may be vying with their kids for computer time, but not for
work or home related tasks. Research from America Online (AOL) has
found that females over 40 years old spend the most time per week
playing online games at 9.1 hours, which accounts for 41 percent of
their connection time. Comparatively, teens spend 7.4 hours per week
playing games, while females under 40 log 6.2 hours.
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2003 |
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Estudio sobre
el uso de videojuegos en España
Asociación Española de Distribuidores y Editores de Software de
Entretenimiento -6 de agosto de 2003
El 40,2% de los jugadores españoles de videojuegos entre 13-35 años
utilizan PC o videoconsola y juegan con alta frecuencia (a diario ó
3-4 veces por semana) y el perfil del futuro usuario de videojuegos
a medio y largo plazo es el de un hombre joven hasta 25 años, que
vive en ciudades de tamaño medio 100.000 – 200.000. |
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Perspectivas
del mercado de juegos on line
Andago - Marzo 2003
Según las previsiones, el desarrollo de la banda ancha atraerá a 115
millones de jugadores on line en Europa y Norteamérica en el 2006,
generando un volumen de negocio de 6.000 millones de euros
(crecimiento anual del 138% de los que un 90% vendrán de suscripción
y pago por jugar). El mercado se encuentra a la espera de la
extensión de la banda ancha, que permitirá incrementar la variedad
de los juegos on line disponibles actualmente. |
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February 2003
Video Game Best-Selling Titles and Console Accessories
The NPD Group - 03/03 |
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January 2003
Video Game Best-Selling Titles and Console Accessories
The NPD Group - 02/03 |
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Fourth Quarter
2002 Video Games Best-Sellers
The NPD Group - 01/03 |
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2002 |
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Y aura-t-il des cadeaux à Noël ?
Resumen en francés de las principales conclusiones
Tablas y Datos del estudio
Taylor Nelson Sofres - Le 19 décembre 2002 – Francés
– D’après notre étude réalisée pour Toys’R’Us auprès de parents et grands-parents
d’enfants âgés de moins de 12 ans, le jouet classique a encore de
belles années devant lui : il reste en tête de liste des cadeaux que
parents et grands-parents affirment vouloir offrir cette année à
Noël, même si on note une progression du multimédia. Autre
enseignement de notre étude : près de 7 grands-parents sur 10 et 6
parents sur 10 préfèrent offrir des cadeaux qui font d’abord plaisir
à l’enfant, même s’ils ne sont pas toujours à leur goût
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Enfants, parents et jeux vidéo
Resumen en francés de las principales conclusiones
Tablas y Datos del estudio
Taylor Nelson Sofres - Le 19 décembre 2002 – Francés
Le 18 décembre 2002 – Notre étude réalisée pour Toys’r’Us auprès des
jeunes âgés de 8 à 14 ans et de leurs parents sur leur perception
des jeux multimédias montre que les jeux vidéos font désormais
partie intégrante du foyer : 80% des enfants affirment pratiquer les
jeux vidéo ; c’est également le cas de près d’un tiers des pères
interrogés et d’un quart des mères interrogées. Signe de cette
familiarité accrue : parents et enfants appréhendent de manière
homogène leurs comportements. Autre enseignement de notre étude :
les enfants affirment passer au moins deux heures par semaine devant
des jeux multimédias.
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Teen Videogame Usage Study
eBrain.Consumer Research / Consumer Electronics Association -
December 2002 - PDF
This survey of teens age 12 to
17 investigates ownership, usage and preferences for videogame
systems. The report provides readers a solid understand... |
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Third Quarter
2002 Video Games Best-Sellers
The NPD Group - 10/02 |
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Second Quarter
2002 Video Games Best-Sellers
The NPD Group - 08/02
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First Quarter
2002 Video Games Fact Sheet
The NPD Group - 08/02
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Video game
makers plan online invasion
The NPD Group - 08/02
So you don't play video games. You don't know Mario from Adam, the
phrase "first-person shooter" makes you nervous, and you've never
heard of Grand Theft Auto. |
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Annual 2001
Video Game Best-Selling Titles
The NPD Group - 08/02
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HALF YEAR SALES FIGURES FROM ELSPA SHOW VIDEO GAMES MARKET VALUE UP
BY 13%
ELSPA -10th Jul 2002From
motor racing to music-making; football to fantasy; action adventures
to artificial societies, UK demand for the latest video games is
driving the leisure software market to new heights. |
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ELSPA/Screen Digest study finds emerging gaming
platforms and online services will create €6.5bn in new revenues by
2006
ELSPA - 9th Jul 2002
Emerging video game platforms
are poised for rapid growth, as a confluence of factors enables
advanced multiplayer experiences on consoles and PCs, improved games
on mobile phones and other handheld devices, and simple, yet
engaging interactive TV games |
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That
dollar sales of retail computer software achieved healthy gains in
the first half of 2002 compared with the first half of 2001, with
significant revenue growth in business and games categories. In the
overall retail software market, software dollar sales approached the
$3 billion mark, improving five percent when compared with the same
period in 2001.
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Q1 '02 Versus Q1 '01 Dollar Sales for the Total
U.S. Video Game Industry
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Videojuegos en Internet
Netvalue - 8 de mayo de 2002
En Europa los internautas españoles se conectan de forma masiva a
los sitios de juegos |
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where to find the facts 2002
IDSA - April 2002 -PDF
Data from the IDSA’s 2002 Consumer Survey - Demographics and Genre
Information - Sales and Economic Impact |
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2001 Game Sales and
Graphs
IDSA - April
2002
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At the
end of last year, about 46% of all U.S. households owned at least one video
game console. And
it is estimated that by 2005 game consoles will be in nearly 70 million American
homes. |
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UK COMPUTER GAMES SOFTWARE EXPLOSION CONTINUES
ELSPA 22nd Apr 2002
New figures published today by ELSPA,
sourced from Chart Track, show a continuing increase in sales of
computer games in the UK with 11 million units of software sold in
the first quarter of 2002. This is a 6 per cent rise on the same
period last year. The value of games sold, across all formats, rose
by 20% from £219 million in the first quarter of 2001 to £262
million in the first quarter of this year. |
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2001 U.S. INTERACTIVE ENTERTAINMENT SALES SHATTER INDUSTRY RECORD
NPD - February 7, 2002
A softening economy and the effects of September 11 did not stop the
video game industry from experiencing an all-time record high last
year. |
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COMPUTER AND VIDEO GAMES SALES ROCKETED
ELSPA - 10th Jan 2002
New figures released today by The
European Leisure Software Publishers Association (ELSPA) show that
UK sales of video games and other leisure software products and
games consoles reached an all time high in year 2001 with sales
values reaching just over £1.6 billion, a massive 36% increase on
the previous year. 51.2 million units of games hardware and software
were sold during the twelve months, 21% up on the previous year. And
the upward trend is set to continue this year with launches of two
new consoles, the Game Cube from Nintendo and the Xbox from
Microsoft. |
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2001 |
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While the entire industry
experienced substantial growth, the next generation console category
(Dreamcast, GameCube, PlayStation 2 and Xbox) took in the largest
amount of revenue, showing an increase of 436 percent in dollar
sales versus last year.
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Video Games & Youth Violence: EXAMINING THE FACTS
IDSA - November 2001 - PDF |
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Year 2001 Could Be a Record Breaker - Despite a
weakening economy, retail dollar sales of U.S. video game hardware,
software and accessories increased 33 percent year-to-date (January-September)
2001, compared to the same time last year.
Unit sales of video game hardware, software and accessories also
rose 12 percent from January to September 2001, compared to the same
time last year.
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Retail sales of
U.S. video game hardware, software and accessories increased 28%
during the first half of 2001 (January–June), compared to the same
time last year, according to leading marketing information provider,
The NPD Group, Inc. Unit sales of video game hardware, software and
accessories also rose 11% during the first half of 2001 vs. first
half 2000.
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Leading marketing information provider, The NPD Group, Inc., today
reported TRSTS video game sales of Game Boy Advance (GBA) for launch
week, June 10 through June 16, 2001. The much-anticipated portable
console system earned approximately $45 million in revenue in its
first week at retail.
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CONSOLE POWER DRIVES LEISURE SOFTWARE MARKET
ELSPA - 26th Jun 2001
The latest edition of The European
Leisure Software Publishers Association’s (ELSPA’s) annual report on
the interactive leisure software market, which is published today,
shows a global market continuing to grow at a faster rate than any
other form of entertainment media and in defiance of previous
cyclical trends. |
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State of the Industry - Report
2000/2001
Edita IDSA - Marzo 2001
PDF-654 KB |
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Economic impacts of the Demand for
playing interactive entertinment Software 2000
Edita: IDSA - Marzo 2001
PDF - 2 MB
In 2000, sales in the game software industry were growing at a rate
of 15 percent per year, more than double the rate of growth of the
U.S. economy as a whole and far outpacing sales growth in related
industries. In addition, the software publishing industry devotes 14
percent of it receip1to research and development, compared to other
entertainment industries which devote 9 to 12 percent of sales to
R&D. |
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BRITSOFT CONTINUES TO GROW
ELSPA - 18th Jan 2001
New figures released today by The
European Leisure Software Publishers Association (ELSPA) and
ChartTrack will bring a smile to the faces of games company
executives and also to consumer groups. UK sales of video games and
other leisure software products reached an all time high in year
2000 with over 39.5 million units sold - 16% up on the previous year
and 32% up on 1998 sales
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Annual 2000 sales
totalled $6.5 billion in 2000sales for total U.S video game market
that includes console and portable hardware, software, and
accessories vs. an all-time high of $6.9 billion in 1999.
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2000 |
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SONY PLAYSTATION 2 SALES HIT $165 MILLION IN FIRST THREE DAYS,
SETTING RECORD IN NEXT-GENERATION VIDEO GAME HISTORY
NPD - November 9, 2000
Total Game Dollar Sales Increased 117% For Launch Week Versus the
Prior Week |
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NEARLY TWO OUT OF THREE ONLINE CONSUMERS MAY PURCHASE AN ELECTRONIC
GAMING PRODUCT ONLINE
NPD - September 7, 2000 |
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SIXTY-ONE PERCENT OF PC USERS
PLAY GAMES
MMX -
March 7, 2000
NVision’s Elf Bowling has
greatest reach among non-bundled PC games
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Screen Digest 2000
ELSPA - 25th Feb 2000
In the most extensive survey ever of
the UK and European leisure software market, the new Screen Digest
Report (Interactive Leisure Software Market Assessment and Forecasts
1999 -2003) records 1999 as another record year for UK sales of
leisure software and associated hardware. Total spending on hardware
and software in the UK reached almost £1.4 billion, 10 per cent up
on 1998.
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1999 |
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UK Leisure software market shows strong upward trend
ahead of expectations
ELSPA - 5th Oct 1999
UK leisure software market shows
strong upward trend ahead of expectations. 1999 Sales Value Expected
to be More Than Double the 1996 Total
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