Biblioteca del Conocimiento

 

 



Biblioteca del conocimiento - VIDEOJUEGOS

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

2004
    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.
 

    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.


    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.

 


    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.
 

2003
    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.

    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.

    February 2003 Video Game Best-Selling Titles and Console Accessories
The NPD Group - 03/03

    January 2003 Video Game Best-Selling Titles and Console Accessories
The NPD Group - 02/03

    Fourth Quarter 2002 Video Games Best-Sellers
The NPD Group - 01/03

2002
    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
 

    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.
 

    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...


    Third Quarter 2002 Video Games Best-Sellers
The NPD Group - 10/02

    Second Quarter 2002 Video Games Best-Sellers
The NPD Group - 08/02
 

    First Quarter 2002 Video Games Fact Sheet
The NPD Group - 08/02
 

    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.

    Annual 2001 Video Game Best-Selling Titles
The NPD Group - 08/02
 

  HALF YEAR SALES FIGURES FROM ELSPA SHOW VIDEO GAMES MARKET VALUE UP BY 13%
ELSPA -10th Jul 2002

From 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.


  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


 

Improved Software Sales During First Half '02
NPD, July 31, 2002

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.


 

First Quarter 2002 Video Games Fact Sheet
NPDTechworldS - May, 20, 2002

Q1 '02 Versus Q1 '01 Dollar Sales for the Total U.S. Video Game Industry


    Videojuegos en Internet
Netvalue - 8 de mayo de 2002

En Europa los internautas españoles se conectan de forma masiva a los sitios de juegos

  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

   

2001 Game Sales and Graphs
IDSA - April 2002

 


   

Quick Facts About Video Game Consoles and Software
IDSA -
April 2002

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.

 


  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.


  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.

  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.


2001
 

POSITIVE IMPACT OF NEW GAMING CONSOLE SYSTEMS ADDS TO AN ALREADY PROFITABLE VIDEO GAME INDUSTRY
NPD - December 19, 2001

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.


  Video Games & Youth Violence: EXAMINING THE FACTS
IDSA - November 2001 - PDF

 


 

U.S. VIDEO GAME INDUSTRY AHEAD OF ITS GAME DESPITE RECESSION
NPD-  November 19, 2001

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.


 

U.S. VIDEO GAME INDUSTRY CONTINUES TO SHOW SUBSTANTIAL GROWTH IN FIRST HALF 2001
NPD July 26, 2001

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.


 

NPD REPORTS STRONG LAUNCH FOR NEW, PORTABLE VIDEO GAME SYSTEM, GAME BOY ADVANCE
NPD- June 27, 2001

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.


  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.


  State of the Industry - Report 2000/2001
Edita IDSA - Marzo 2001
PDF-654 KB

  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.

  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

 


 

REPORTS U.S. VIDEO GAME INDUSTRY SALES DECLINE FOR THE YEAR 2000
NPD - January 17, 2001

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.


2000
  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

  NEARLY TWO OUT OF THREE ONLINE CONSUMERS MAY PURCHASE AN ELECTRONIC GAMING PRODUCT ONLINE
NPD - September 7, 2000

  SIXTY-ONE PERCENT OF PC USERS PLAY GAMES
MMX -
March 7, 2000

NVision’s Elf Bowling has greatest reach among non-bundled PC games


  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.

 


1999
  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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