Further proof the U.S. is gadget hungry: We now have more internet connected gadgets than people


by Robert Nazarian on Jan 3rd 2013, 9:52am
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I don’t this is going to be a shocker to anyone, but it sure is eye-opening when you consider that there are now more internet connected devices than people in the U.S. According to the NPD Group, there are about 425 million such gadgets in homes that consist of smartphones, tablets, gaming consoles, and of course desktop computers and laptops. With 311 million people, it’s a lock that this spread will continue to grow. Leer más “Further proof the U.S. is gadget hungry: We now have more internet connected gadgets than people”

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  • More sales: 84% of game sales can be predicted by search clicks.

56 Million Americans Are Playing Social Games [STATS]

It’s no secret that social games are one of the hottest (and potentially most lucrative) aspects of social networks today.

But it’s a mistake to think that casual, social network-based games are just for web geeks. A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once. Altogether, that’s nearly 60 million Americans, adults and kids alike.

For a relatively new entrant to the gaming market, social gaming has made a huge debut.

These figures are good news for social networks, which have traditionally relied on advertising dollars to flesh out post-VC budgets. Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.

NPD’s study shows that 10% of respondents had spent money playing social games and 11% said they planned to do so in the future.

In 2009, Internet (Internet) users bought around $2.2 billion worth of virtual goods; experts forecast that number will increase to $6 billion by 2013. And the best-performing social games can inspire repeat purchases in around 41% of users. Some stats peg North American gamers’ average expenditure per user of $74 over just four months.


It’s no secret that social games are one of the hottest (and potentially most lucrative) aspects of social networks today.

But it’s a mistake to think that casual, social network-based games are just for web geeks. A new study from market research firm NPD Group shows that one out of every five Americans over the age of six has played an online social game at least once. Altogether, that’s nearly 60 million Americans, adults and kids alike.

For a relatively new entrant to the gaming market, social gaming has made a huge debut.

These figures are good news for social networks, which have traditionally relied on advertising dollars to flesh out post-VC budgets. Social games can help create a new revenue stream, one that solely relies on end users opening their wallets to third-party applications. Virtual goods and currencies are a huge part of the social gaming market, and they turn a casual user experience into big business for the startups, developers and platforms that offer them.

NPD’s study shows that 10% of respondents had spent money playing social games and 11% said they planned to do so in the future.

In 2009, Internet (Internet) users bought around $2.2 billion worth of virtual goods; experts forecast that number will increase to $6 billion by 2013. And the best-performing social games can inspire repeat purchases in around 41% of users. Some stats peg North American gamers’ average expenditure per user of $74 over just four months. Leer más “56 Million Americans Are Playing Social Games [STATS]”

Virtual Tiger Woods Takes A Tumble

Electronic Arts, the video game maker, made a point in recent months of standing by Tiger Woods, even as other companies withdrew from sponsorships.

The company continues to publish the Tiger Woods PGA Tour game. But at least in the short term, the game is following Tiger’s own golf results: not as good as they have been in the past.

NPD Group, which tracks video game sales, said that first-month sales of Tiger Woods PGA Tour 11 were down 32 percent from the previous version of the game a year ago.


Tiger Woods PGA Tour 10
Image via Wikipedia

By MATT RICHTEL

Electronic Arts, the video game maker, made a point in recent months of standing by Tiger Woods, even as other companies withdrew from sponsorships.

The company continues to publish the Tiger Woods PGA Tour game. But at least in the short term, the game is following Tiger’s own golf results: not as good as they have been in the past.

NPD Group, which tracks video game sales, said that first-month sales of Tiger Woods PGA Tour 11 were down 32 percent from the previous version of the game a year ago. Leer más “Virtual Tiger Woods Takes A Tumble”

iPhone And iPod Touch Users Lead In Downloading

iPhone users favor free apps

Only 16 percent of Americans over the age of 13 are using devices besides their home computers to download software apps, music, video, and other entertainment content from the Internet, according to a new report by The NPD Group.

The report found three-quarters (75%) of iPhone and iPod Touch users are connecting to the Internet to download entertainment content and apps, compared to 19 percent of game console users and 17 percent of Blu-ray Disc (BD) set-top users.


iPhone users favor free apps

Only 16 percent of Americans over the age of 13 are using devices besides their home computers to download software apps, music, video, and other entertainment content from the Internet, according to a new report by The NPD Group.

The report found three-quarters (75%) of iPhone and iPod Touch users are connecting to the Internet to download entertainment content and apps, compared to 19 percent of game console users and 17 percent of Blu-ray Disc (BD) set-top users. Leer más “iPhone And iPod Touch Users Lead In Downloading”