Online and Mobile Casual Gamer and The Comparison
Online and Mobile Casual Gamer and The Comparison
gamematrix
c/o 11 Prozent Communication Greentube I.E.S. GmbH
St. Paul 15 Mariahilfer Straße 47/1/102
85435 Erding A-1060 Wien
http://www.11prozent.de http://www.greentube.com
Inga Kozuruba
International Press Officer
Tel.: +49 (0) 8122 / 955 - 625
E-Mail: i.kozuruba@11prozent.de
Index
1. Introduction ................................................................................................ 3
2. Introducing research indicators: Greentube and gamematrix ...................... 5
3. Online Games .............................................................................................. 7
3.1 Overview................................................................................................... 7
3.2 Evaluation of Casual Games by Greentube and Harris Interactive ..................... 8
4. Mobile Games ............................................................................................ 15
4.1 Overview................................................................................................. 15
4.2 Evaluation of mobile gaming figures ........................................................... 18
5. Comparing Mobile and Online .................................................................... 21
5.1 Comparison According to Sex and Age Groups ............................................. 21
5.2 Comparison of Online and Mobile Activities .................................................. 23
6. Authors and Contact Persons ..................................................................... 24
2
1. Introduction
Investigation information
This work is based on a meta-analysis, in which the results of various data investigations
have been complied and evaluated. Data from Greentube (2009), comScore (2010) a
global leader in measuring the digital world, the BVDW study (2009), Today‟s Gamers
study (2009) and the Goldman and BITKOM study has been used.
2. Introducing research indicators
Greentube and gamematrix
4
„The gaming market is
our home“
(Greentube)
3.1 Overview
6
„30 percent more
gamers in 2009“
This picture is complemented and expanded German sample and investigates more
upon in the area of online games by a study precisely demographic and interest- as
carried out by Greentube in collaboration well as behaviour-related aspects of
with the market research institute Harris casual gamers in the online area.
Interactive in 2009. The study draws a
As can be seen in Figure 1, the large
comparison between the users of different
majority of casual gamers can be found
casual game platforms with a representative
in the age band 25-54 years, with the
greatest share of women in the 25 to 44 here significantly more men are
group. In general women are better interested in casual games online.
represented in all of the age groups with the
exception of the group 55 years and over –
8
„Casual games are popular by women – men
are the pioneers of paid content“
28.8%
up to € 1200
38.9%
33.7%
€ 1,200 - € 2,300 34.4%
21.5%
€ 2,300 - € 3,500 16.8%
10.8%
€ 3,500 - € 5,000 14.4% Casual Gamer: 2.387
Total: 5.486
5.2%
€ 5,000 and over
2.7% Casual Gamer Total
Listening to Internet
radio/web-streams 26.9% Casual Gamer Total
22.5%
Casual Gamer: 2.387
Figure 3 shows the four most popular videos and finally listening to music or
activities undertaken by casual gamers audio files either via an online radio
online. As expected, gaming on the broadcaster or streaming site.
Internet comfortably tops the activities, a
One can generally say that the casual
significantly higher percentage than the
gamers from the Greentube study do not
general German average. The other
differ a great deal from the total average;
activities are, when measured against the
playing games merely seems to draw time
comparison group, slightly less popular,
away from other activities, yet the overall
yet still similar. In second place comes
picture remains comparable.
reading the news, followed by watching
Figure 4 clearly shows that chatting and other communication tools available,
using instant messaging services are the namely social networking sites, Internet
most popular form of communication calls and forum discussions, are slightly less
among the casual gamers surveyed. They popular than among the comparison group,
are even used slightly more than on yet they still remain among the five most
average when comparing the groups. The commonly used forms of communication.
Total: 5.486
25.0%
Internet calls
22.2%
33.1%
Social networking
26.1%
33.7%
Instant messaging
35.3%
40.9%
Chatting
43.4%
10
„Social networking goes
cleary ahead“
29,6%
Foren, Chats 26,6%
71,7%
Suchmaschinen/Portale 65,5%
Sport 25,5%
24,6%
36,5%
News 26,3%
44,2%
Games 65,9%
49,9%
Multimedia
41,8%
61,3%
Books, CDs, DVDs
51,0%
56,9%
Clothes, Shoes 53,5%
The Greentube study is concluded with the degree among the German sample
figures concerning consumer behaviour respondents. Only games and toys are
online. Figure 7 illustrates that clothing bought more often by the online casual
and footwear, books, CDs, DVDs and gamers than the sample respondents; this
multimedia purchases are those made category is among the most commonly
most often. This is the case with the made online purchases overall.
comparison group, yet to a slightly greater
In the survey on the topic of mobile Internet usage 75.2% stated that they do not use
mobile Internet at all. A further 14% do not own a mobile phone or smart phone. Of the
remaining 10.8%, who do use mobile Internet, most (57.4%) use it on a flat-rate basis.
These figures correspond in general to the comparison group of German respondents.
12
„Flatrates are
the openers“
gamematrix: “Mr. Hofer, if you consider the gamers and non-gamers alike are interested in
demographic data, how would you describe the various forms of communication – particularly
typical online casual gamer?” forum discussions and social networking, but
also chat rooms, instant messaging services
Alfred Hofer: “That is not so easy to define. and making calls over the Internet – and often
For example, when looking at the sex men visit portals and free e-mail providers online.
make up 55% of gamers. This is, of course, Their interests online – apart from gaming –
only a slight difference and clearly not are comparable with non-gamers: news, sport,
significant enough for us to conclude that cooking/gastronomy and music websites. As we
casual gamers are generally male. It is a can work on the basis that online casual
similar case when it comes to the age gamers are spread across all sections of the
categories. The age band of 35 to 54 years population, this finding fits perfectly into the
may well cover 46% of gamers, yet even the picture we have.”
band least represented, namely 55 years and
older, covers 13%. We have been able to gamematrix: “You also have information on
determine a slight tendency, which indicates the financial background and consumer
that casual games online are favoured by behaviour of those surveyed. What conclusions
family people, yet once again this is far from have you been able to make from this?”
being a clear definition of the typical gamer. Alfred Hofer: “According to our findings
Simply put: there is no typical casual gamer. interest in online casual games in households
The demographic differences presumably lie in with a „median income‟ is underrepresented.
the preferences for individual game genres. In This, however, often coincides with the „life-
the future we will see that, because of planning phases‟, for example when starting a
increased coverage, the demographics of online family, therefore leaving little free time for
gamers will draw even closer to the other activities. A broad spectrum of the
demographics of online users.” population in the lower income band can be
gamematrix: “And what about topics which reached by financing casual games with
are of interest to casual gamers online?” advertising. Higher income classes are
overrepresented. When it comes to consumer
Alfred Hofer: “As expected, the activity of behaviour it can be seen that the gamers online
gaming is of central importance to the casual spend more money on games and toys, and
gamer when it comes to activities undertaken generally tend to make their purchases more
on the Internet. Aside from this, however, online than the comparison group.”
gamematrix: “Many thanks for this summary,
Mr Hofer.”
4. Mobile Games
4.1 Overview
14
140 million Euro turnover with
Passing time on public
mobile games in Germany in
transport
2009
The International Personal Mobility Study
The National Gamer Survey 2009 showed
by PricewaterhouseCoopers from 2008
that only 34% of mobile phone owners
shows that of all applications mobile
games are of particular importance to spend money on games, while the
majority much prefer to use free gaming
users, who use their mobile devices
content (Figure 8). Nevertheless, the
infrequently. This study also revealed that
turnover from mobile games in 2009 stood
in countries, where public transport
represents the main mode of transport, at 140 million Euro in Germany. Owners of
an HTC device or iPhone are among the
use of mobile phones in general is
users with the greatest readiness to pay. A
promoted, as they are used to pass time
when travelling. total of 71% of the 350,000 German HTC
device owners have bought games, as well
as 63% of iPhone owners. Yet this share of
Smart phones aid mobile iPhone users makes up a mere 6% of
gaming, yet are still too gamers.
expensive
Furthermore the study showed that 9% of
At the end of 2009 Deloitte published a mobile gamers dedicate time to this
study revealing the main reason for the activity on a daily basis; from the paying
poor distribution of smart phones in gamers this rises to 22%. Around 50%
Germany (12%) in comparison to the USA play from 15 minutes to an hour. Of the
and UK (20% and 25% respectively), free games particularly popular are puzzles
namely the cost of mobile services. For and arcade games, while brain training,
this reason 33% of Germans pass on using strategy, sport and adventure games are
mobile Internet. Of course this has a generally preferred.
direct impact on the usage of mobile
gaming offers.
Figure 8 – Selected Results of the National Gamer Survey 2009 / ComScore 2010
66.0% 63.0%
34.0% 71.0%
0% 20% 40%
16
„Men are the mobile
download kings“
Figures 10 and 11 show the figures for the game on their mobiles at least once a
use of preinstalled games, downloads and month. While women predominantly take
games, which are played in a browser via to preinstalled games, the distribution of
mobile Internet. The figures were collected men is relatively equal. Nevertheless, men
in February 2010 by comScore in play games using mobile Internet to a
Germany. They compare users of different greater extent than women. This provides
types of games according to sex and age. further evidence that predominantly men
use mobile Internet.
The results show that still around a
quarter of all mobile users had played a
Figure 10 – Casual Gamers Mobile: Distribution According to Sex and Age in Germany (comScore)
24.3%
Total
26.8%
Downloads 7.3%
9.8%
0.7%
Browser games
8.4%
n = 14.984
19.2%
Preinstalled Games Men Women
7.3%
13-17 41,0%
12,6%
33,9%
18-24
15,8%
22,3%
25-34
12,9%
35-44 18,2%
8,7%
n = 14.984
12,3%
45-54
4,5%
6,4%
55+
2,2% Downloads Preinstalled Games
When looking at the distribution figures Game downloads are also favoured by the
according to age one can see that mobile younger age groups, whereby the biggest
games are generally used more by number of gamers who download fall into
younger age groups, and that preinstalled the age band 18 to 34 years. In this group
games are played significantly more often the popularity of downloads is around half
than downloads. Mobile games are most that of preinstalled games. Presumably
popular among youth and young adults this is associated with the age of consent
(from 13 to 24 years), although the and being able to sign one‟s own contract.
middle age groups are also worth noting This ratio weakens among the older age
here. bands, in which the ratio of downloads to
preinstalled games falls to a third.
18
„Medium mobie
needs a differen-
tiated view“
gamematrix: “Mr. Dürrschmid, would you say Eberhard Dürrschmid: “Many aspects may
that one can place mobile gamers in a have an effect on this. For example one finds
demographic group more clearly?” more technology- and progress-oriented users
among men than women. They tend to be more
Eberhard Dürrschmid: “One could indeed say
interested in trying out new technologies and
that, however I would differentiate between
using them in daily life. On the other hand the
more than one group in this case. On one hand
genre of the preinstalled games could have an
there are youths and young adults, who
influence. If the games are mainly puzzle,
generally use mobiles in a variety of ways and
thought- and Yatzy-type games, which are
therefore also play more. This group, however,
favoured by women, they will be less likely to
primarily uses preinstalled games, as the
look for and download further games. In
financial background is often not present to pay
contrast, men prefer action games and look to
for downloads – or they are minors and require
measure themselves tactically or strategically
the consent of their parents to download. On
against other gamers. If they cannot identify
the other hand one must still consider the
with the games already on offer they will be
differences between the sexes. Women tend to
motivated to look around for other games to
play mobile games more, but it is
download.”
predominantly men, who are prepared to spend
money on this. This readiness has yet to be gamematrix: “And how would you interpret
reached among female gamers. The topic of the interregional differences in the popularity of
mobile gaming is effectively a question of the individual types of games?”
end device and the connection tariffs. In terms
of technology the iPhone has clearly helped to Eberhard Dürrschmid: “I believe that similar
revolutionise the world of mobile gaming, aspects come into play here as communicated
particularly with the associated flat-fee tariffs.” in the mobility study. Differences in the
development and set-up of infrastructures
gamematrix: “What do you think about the certainly contribute to this. Also the different
causes of the differences between the sexes ways in which mobile phones are perceived and
when it comes to game downloads?” used play a role, yet most of all the tariffs
available are important here. Multiplayer games
above all are affected by the necessity of an
Internet connection.”
gamematrix: “Many thanks, Mr. Dürrschmid.”
5. Comparing Mobile and Online
Figure 12 – Comparison of Online and Mobile Usage According to Sex (Greentube / comScore)
Online Mobile
47.6%
Men
55.0%
52.4%
Women
45.0%
20
„55 year olds
currently favor
online games“
40,8%
15-24
22,0%
22,3%
25-34
19,0%
18,2%
35-44
26,0%
12,3%
45-54
20,0%
6,4%
55+
13,0% Online Mobile
Figure 13 shows clearly that online games among those aged 15 to 24 than any other
are most popular among those aged age group. In the band 25 to 34 years the
between 35 and 44 years, while it can be usage of online and mobile games is
generally said that all of the age groups comparable, but the figures pull
under 55 years make up a noteworthy increasingly further apart in the older
share of the gamers. Mobile games, in groups in favour of online games.
contrast, are significantly more popular
5.2 Comparison of Online and Mobile Activities
As can be seen in Figure 14, playing When looking only at the activities of
games is among the most commonly mobile users it is clear that the jump from
undertaken activities online and also reading and sending text messages to the
mobile. The difference comes in the next most common activity (excluding
respective popularity of each. making/receiving calls) is much greater.
The least popular activity here corresponds
For example, reading the news is overall
to less than a sixth of text message usage.
the most commonly undertaken activity
And while the less common activities show
online followed by playing games,
less significant differences (similar to the
watching videos and listening to Internet
online results), the usage of text message
radio. Yet the least common activity
is at least 42% greater, suggesting that
comes in at no less than 50% of the most
mobile devices are used predominantly for
popular. The difference between one
communication purposes. (In the figures
activity and the next, less common
for mobile, the activity of making/receiving
activity, is never more than 10%.
calls – which stands at almost 100% - is
not included.)
Figure 14 – Comparison of the Most Commonly Undertaken Activities Online and Mobile
(excl. making/taking calls)
51,0% 62,0%
Read news SMS
Gaming 20,0%
43,0%
Gaming
MMS 14,0%
Watch 36,0%
videos
Mobile
27,0% 9,0%
Listen to web
webradio
Mobile
Online
0% 20% 40% 60% 80%
0% 20% 40% 60% 80%
22
„Nr. 1 problem is
the performance
of mobile batteries!“