ALMOST 2 HOURS PER DAY SPENT GAMING ACCORDING TO MARKET RESEARCH FIRM
(Somerset, NJ, February 28, 2005) – Results from Phoenix Marketing International's continuous tracking of gamers indicate that almost two hours per day are devoted to electronic gaming in U.S. households. Whether playing via a PC, console or handheld device, a substantial portion of free time is spent gaming. Individuals participating in this market research survey personally spend approximately five hours per week gaming, while all other members in the household spend about eight hours per week.
Results of this market research study also indicate that households with Nintendo GameCubes spend significantly more time playing video games than households with other systems, such as the Sony PS2 or Microsoft Xbox. "With recent news from industry analysts predicting so-so sales this year, the findings from this research are excellent news," stated David Pluchino, Senior Research Manager. "This indicates that consumers are not done with gaming, they may just be bored with what is currently available," added Pluchino.
To help determine what the future holds, Phoenix Marketing International (PMI) is in the process of launching a multi-client syndicated research project. This new syndication, Electronic Gaming SCORESTM, will examine the wants and needs of today's demanding gamer to help game developers, publishers, manufacturers and retail establishments in this ever growing market. For information, please contact David Pluchino at (732) 563-8504.
PMI is one of the premier marketing services firms serving the technology, travel & leisure, financial services and consumer packaged goods sectors. Through a combination of custom market research products and services, syndicated research products such as the Electronic Gaming SCORESTM, Consumer Buying Intentions Survey and sales optimization modeling, PhoenixMI partners with clients to generate sound business and marketing opportunities and produce measurable sales results and a return-on-investment on marketing development expenses.
The results in this article are based on a market research study conducted by Phoenix Marketing International of more than 50,000 completed interviews in households with an electronic gaming system. This robust sample yields a 95% confidence interval with an error margin of +/- 0.4%.
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"With recent news from industry analysts predicting so-so sales this year, the findings from this research are excellent news," stated David Pluchino, Senior Research Manager. "This indicates that consumers are not done with gaming, they may just be bored with what is currently available," added Pluchino.
QuoteDoubtful. Third parties look at sales history when determining which systems to make games for. The amount of play time matters very little. In theory, a publisher doesn't care whether you play the game for 50 hours or 50 minutes--just so long as you buy the game (and the sequel) it's all the same to them.
So what I want to know is can we use this data to convince third parties to support the Cube?
QuoteRize, I can't say for this exact study, but generally the interviews are done in person (or at least via mail), not via the Internet. This is because it's commonly known that Internet polls do not have a high amount of integrity. If the study was done right, the participants get paid a nominal amount for their troubles. This is because is someone's getting paid to do something, they're more likely to put more effort into it than if they're not. This also holds true if the study was done in person, even if no monetary incentive is given.
I question the validity of the data. When someone (or more likely an online poll) asks me how many hours per day I spend playing video games, I generally don't answer. If I'm compelled to answer, my answer will be a poor estimate at best.