General. information. about our study
|
|
- Kristian Cross
- 8 years ago
- Views:
Transcription
1 Our partners:
2 General information about our study
3 GENERAL INFORMATION ABOUT OUR STUDY Objectives of the study? Objective of the study was to provide detailed information about gamers who are Internet users age y.o. and play games on one of the following platforms: games installed on computer games in web browser games on video gaming consoles games on mobile devices smartphones and tablets. Representativeness? Sample structure was corrected with the analytic weight to fit the structure of population of Internet users aged regarding key characteristics corresponding with the objective of research. When calculating the weight, social demographic variables were taken, i.e. gender, age, level of education, size of locality as well as variables related to lifestyle. Results presented in the report are based on weighted data.
4 GENERAL INFORMATION ABOUT OUR STUDY? Fieldwork period The study was conducted between 21st of April and 4th of May 2015 using the RTS method (online survey with recruitment on websites). Additional online IQS96 Omnibus study was conducted between 30th of April and 6th of May to provide information about Target Group structure. Previous wave of the study was conducted between 10th and 17th of April 2014.? Method of the study Invitations to take part in the survey were displayed on websites that are in IQS emission network, Onet Group websites and gry online.pl website. The sample was chosen with a random quota sampling method. Target Groups and sample size? Data repots the results among the group of 3750 Internet users aged who played games on at least one of the following platforms: games installed on PC/laptop, online games in the web browser, games on video game console, games on tablets PC or smartphones and games on social networking websites. Detailed questions about each of these five platforms were asked to 750 respondents. Although the subsample size for each group is the same their shares in Total sample for all games was corrected by data weighting for the natural proportion. In the previous wave Target Group do not include gamers playing on social networking websites.
5 How many gamers are there among Polish Internet users?
6 HOW MANY GAMERS are there among Polish internet users? 72 % I played games installed on computer (laptop or PC) 42% 35% in 14 I played games on smartphone or tablet 40% 28% in 14 I played games in web browser (FireFox, Chrome, Internet Explorer) on computer 38% 34% in 14 I played on games on social networking websites 36% I played games on traditional cell phone Gamers Non-Gamers 28 % I played games on video game console 15% 10% in 14
7 Profile of Polish gamers
8 PEOFILE OF POLISH GAMERS AMONG INTERNET USERS ALL GAMERS 47% GAMERS PLAYING INSTALLED GAMES 61% 39 % WEB BROWSER GAMERS 44 % 56 % SOCIAL NETWORKING WEBSITES GAMERS 37 % Male Female 53% CONSOLE GAMERS 70 % 30% MOBILE GAMERS 44 % 56 % 63 %
9 BY AGE ALL GAMERS 43% 32% 16% 9% y.o y.o y.o y.o. GAMERS PLAYING INSTALLED GAMES WEB BROWSER GAMERS CONSOLE GAMERS MOBILE GAMERS SOCIAL NETWORKING WEBSITES GAMERS y.o. 44% y.o. 42% y.o. 44% y.o. 49% y.o. 41% y.o. 33% y.o. 34% y.o. 38% y.o. 30% y.o. 33% y.o y.o. 16% y.o. 14% y.o. 15% y.o. 15% y.o. 10% y.o. 8% y.o. 4% y.o. 5% y.o. 11%
10 BY HOME more than 500,000 inhabitants (Warszawa inhabitants) village (Studzianki inhabitants) 200, ,000 inhabitants (Gdańsk inhabitants) 30% a town/city of up to 20,000 inhabitants (Szczebrzeszyn inhabitants) 11% 14% 50,000-99,000 inhabitants (Jelenia Góra inhabitants) 20,000-49,999 inhabitants (Jarocin inhabitants) 11% 9% 12% 100, ,999 inhabitants (Zabrze inhabitants)
11 BY EDUCATION ALL GAMERS GAMERS PLAYING INSTALLED GAMES WEB BROWSER GAMERS primary 30% CONSOLE GAMERS secondary 44% MOBILE GAMERS SOCIAL NETWORKING WEBSITES GAMERS higher 26%
12 BY PROFESSION ALL GAMERS GAMERS PLAYING INSTALLED GAMES pupils, junior students 25% WEB BROWSER GAMERS academic student pernamently employed 14% 42% CONSOLE GAMERS part-time job 9% MOBILE GAMERS unemployed 5% SOCIAL NETWORKING WEBSITES GAMERS not working, home-maker 6%
13 BY FINANCIAL STATUS ALL GAMERS GAMERS PLAYING INSTALLED GAMES WEB BROWSER GAMERS poor household financial situation 12% CONSOLE GAMERS average household financial situation 39% MOBILE GAMERS good household financial situation 37% SOCIAL NETWORKING WEBSITES GAMERS
14 MOTIVATIONS TO PLAY ON EACH PLATFORM killing time, boredom 50% killing time, boredom 56% rest and relax after everyday duties 66% rest and relax after everyday duties 52% it's fun, I like doing it 67% it's fun, I like doing it 48% way of dealing with stress, escape from everyday problems for company - I play with friends, family rivalry with other players feeling emotions, adrenaline ability to impersonate in new roles, characters 50% 28% 25% 32% 37% GAMERS PLAYING INSTALLED GAMES WEB BROWSER GAMERS way of dealing with stress, escape from everyday problems for company - I play with friends, family rivalry with other players feeling emotions, adrenaline ability to impersonate in new roles, characters 38% 31% 14% 15% development of interests/hobby 30% development of interests/hobby 15% form of social life form of social life neither of those reasons 4% neither of those reasons 6%
15 MOTIVATIONS TO PLAY ON EACH PLATFORM killing time, boredom 41% killing time, boredom 72% rest and relax after everyday duties 55% rest and relax after everyday duties 47% it's fun, I like doing it 64% it's fun, I like doing it 44% way of dealing with stress, escape from everyday problems for company - I play with friends, family 39% 45% CONSOLE GAMERS way of dealing with stress, escape from everyday problems for company - I play with friends, family 32% 15% rivalry with other players feeling emotions, adrenaline 32% 36% MOBILE GAMERS rivalry with other players feeling emotions, adrenaline 9% ability to impersonate in new roles, characters 29% ability to impersonate in new roles, characters 7% development of interests/hobby 25% development of interests/hobby 12% form of social life 16% form of social life 6% neither of those reasons 5% neither of those reasons 5%
16 MOTIVATIONS TO PLAY ON EACH PLATFORM killing time, boredom rest and relax after everyday duties 54% 50% it's fun, I like doing it way of dealing with stress, escape from everyday problems for company - I play with friends, family rivalry with other players feeling emotions, adrenaline ability to impersonate in new roles, characters 22% 8% 8% 40% 35% SOCIAL NETWORKING WEBSITESGAMERS development of interests/hobby form of social life neither of those reasons 8% 8% 4%
17 GAMING STYLES playing alone vs playing with others always alone (single player) 47% most times alone (single player) but sometimes I play online games with other players (multiplayer) 27% most of the times with other players (multiplayer) and sometimes alone (single player) always or almost always with other players (multiplayer) I don't know/ It's hard to say 8% 7% 11%
18 GAMING STYLES AMONG DIFFERENT PLATFORMS GAMERS PLAYING INSTALLED GAMES playing alone vs playing with others WEB BROWSER GAMERS CONSOLE GAMERS MOBILE GAMERS SOCIAL NETWORKING WEBSITES GAMERS always alone (single player) 43% 40% 64% 49% most times alone (single player) 34% 33% 38% 25% most of the times with other players (multiplayer) 12% 10% 5% 10% always or almost always with other players 7% 11% 14% 3% 7% I don't know/ It's hard to say 5% 7% 5% 3%
19 GENERAL CHARACTERICTIC OF ONLINE GAMES Don t know 9% 30% Flash games only Advanced games only 44% 17% All gamers playing advanced games 61% Both flash and more advanced games
20 POPULARITY OF FREE TO PLAY GAMES ever playing playing last month 64% 67% among them yes no 36% yes no 33%
21 POPULARITY OF DIFFERENT TYPES OF GAMES strategic RPG (Role Playing Game) shooting games, FPS (First Person Shooter) races/simulators action games logic adventure games MMO (Massively Multiplayer Online) card games/ solitaires sports economic digital board games virtual farms/simulators of farms ino games (resembling the game in the casino) other I don't know/ It's hard to say 4% 5% 4% 15% 25% 24% GAMERS PLAYING INSTALLED GAMES 43% 43% 40% 36% 35% 31% 30% action games sports races/simulators shooting games, FPS (First Person Shooter) adventure games RPG (Role Playing Game) strategic logic MMO (Massively Multiplayer Online) virtual farms/simulators of farms digital board games card games/ solitaires economic casino games (resembling the game in the casino) other 2% 7% 6% 6% 6% 5% I don't know/ It's hard to say 2% 14% CONSOLE GAMERS 37% 45% 42% 55% 54% 54%
22 POPULARITY OF DIFFERENT TYPES OF GAMES logic WEB BROWSER GAMERS 53% logic SOCIAL NETWORKING WEBSITES GAMERS 43% card games/ solitaires 33% adventure games action games 31% games of skill strategic 29% card games/ solitaires adventure games 28% virtual farms/simulators of farms MMO (Massively Multiplayer Online) 28% strategic 15% digital board games 26% MMO (Massively Multiplayer Online) 11% virtual farms/simulators of farms 22% races/simulators 11% RPG (Role Playing Game) 22% sports 10% races/simulators 18% digital board games 9% sports 14% RPG (Role Playing Game) 8% economic 14% casino games (resembling the game in the casino) 8% shooting games, FPS (First Person Shooter) 12% shooting games, FPS (First Person Shooter) 8% games (resembling the game in the casino) 10% economic 5% other 5% other 5% I don't know/ It's hard to say 4% I don't know/ It's hard to say
23 POPULARITY OF DIFFERENT TYPES OF GAMES logic action games card games/ solitaires races/simulators strategic adventure games sports virtual farms/simulators of farms digital board games RPG (Role Playing Game) MMO (Massively Multiplayer Online) economic shooting games, FPS (First Person Shooter) casino games (resembling the game in the casino) other I don't know/ It's hard to say 4% 14% 11% 10% 8% 8% 5% 4% 18% MOBILE GAMERS 35% 62%
24 FREQUENCY OF PLAYING OF EACH TYPE OF GAME INSTALLED ON PC virtual farms/simulators of farms 11% 28% everyday MMO 16% 32% 15% 16% few times a week RPG 12% 26% more or less once a week once or twice a month action games 11% 22% less frequently than once a card games/ solitaires sports 11% 10% 27% 28% 22% 17% 24% month logic 10% 26% 22% 24% 18% adventure games 10% 12% 32% 27% strategic 8% 22% 26% 22% shooting games, FPS (First Person Shooter) 8% 31% 17% digital board games 7% 26% 16% 31% races/simulators 4% 18% 25% 30% economic 2% 17% 29% 32%
25 FREQUENCY OF PLAYING OF EACH TYPE OF ONLINE GAME IN BROWSER virtual farms/simulators of farms 26% 18% 12% 14% 31% everyday MMO 25% 15% few times a week strategic card games/ solitaires 15% 25% 16% 22% 22% 22% more or less once a week once or twice a month economic RPG 15% 17% 15% 18% 22% 16% 31% 31% less frequently than once a month logic 12% 24% 22% adventure games 10% 26% shooting games, FPS (First Person Shooter) 10% 15% 25% 17% 33% action games 9% 18% 24% 29% races/simulators 7% 42% sports 7% 18% 27% 28% casino games (resembling the game in the casino) 5% 18% 22% 36% digital board games 4% 16% 27% 32%
26 FREQUENCY OF PLAYING OF EACH TYPE OF GAME ON VIDEO GAMING CONSOLE economic 26% 15% 17% everyday MMO 15% 25% 14% few times a week 26% card games/ solitaires 9% 26% 33% more or less once a week once or twice a month virtual farms/simulators of farms 11% 25% 27% 17% less frequently than once a strategic logic 10% 10% 24% 28% 17% 24% 22% month shooting games, FPS (First Person Shooter) 8% 25% 24% 25% 17% RPG 8% 25% 25% 22% digital board games 7% 24% 29% action games 7% 24% 28% 18% races/simulators 6% 32% 22% adventure games 6% 25% 29% sports 5% 22% 27% 26%
27 FREQUENCY OF PLAYING OF EACH TYPE OF GAME ON SMARTPHONE / TABLET PC economic 32% 24% 10% everyday virtual farms/simulators of farms MMO 28% 34% 28% 22% 12% 11% 24% few times a week 5% more or less once a week once or twice a month logic 31% 10% less frequently than once a sports 18% 18% 22% 10% 32% month strategic 17% 26% 24% 14% adventure games 16% 18% RPG 16% 41% 11% action games 16% 26% 17% races/simulators 14% 26% shooting games, FPS (First Person Shooter) 14% 30% 14% 12% 30% card games/ solitaires 12% 27% 25% 16% digital board games 8% 25% 31% 18%
28 FREQUENCY OF PLAYING OF EACH TYPE OF GAME ON SOCIAL NETWORKING WEBSITES virtual farms/simulators of farms 34% 17% 14% 16% everyday MMO 32% 22% few times a week 12% strategic 24% 18% more or less once a week once or twice a month logic 34% 17% 16% less frequently than once a action games adventure games 25% 27% 22% 28% 15% 14% month sports 18% 32% 11% 18% card games/ solitaires 18% 32% 17% casino games (resembling the game in the casino) 14% 25% races/simulators 12% 32% 12% RPG 10% 16% 28% 26% digital board games 6% 31% 32% 18% shooting games, FPS (First Person Shooter) 6% 27% 24% 24%
29 SOURCES OF NEW GAMES I download free games for Internet 49% I buy in shop/supermarket I buy and download from Google Play Store or App Store 31% 34% I buy and download from producers website, services such as Steam, Origin or another official source I borrow from family or friends I get it as a presents from family and friends I buy and download in online shop/auction services (e.g. Allegro) I download from 'unofficial' sources paid games for free I exchange games with friends or in special shops with extra fee I don't buy/don't install new games 8% 10% 27% MORE OFTEN: PEOPLE FROM CITIES WITH INHABITANTS AND MORE (17%), WITH PRIMARY EDUCATION (15%), MALE (17%), Y.O. (16%), another source 2%
30 SOURCE OF GAMES ON MOBILE DEVICES ever installed game from their app store games downloaded from places, where they are shared by official producers or with their agreement (e.g. z Google Play, App Store) 82% yes 5% 7% 88% no I don't know / It s hard to say games that has been installed on smartphone or tablet from the beginning online games in web browser games in social media games downloaded from the Internet from places where they are shared "unofficially" by other users I don't know/ It's hard to say 14% 7% 4%
31 SOURCES OF INFORMATION ABOUT NEW GAMES IN GENERAL from friends/family from Internet advertisements from social networks by browsers (eg. search in Google) from websites with online games from websites about games from video material posted on video service from the advertising in other games from websites of producers games from magazines about games from Internet forums about games from newsletters about games from the blogs from TV programs about games from different sources I am not looking for information about new games 3% 6% 5% 5% 8% 7% 10% 14% 14% 14% 14% 18% 33% 35% ONLINE SOURCES@
32 Money
33 METHOD OF PAYMENT GAMERS PLAYING INSTALLED GAMES CONSOLE GAMERS payment in a traditional shop 51% payment in a traditional shop 55% Internet transfer 41% Internet transfer 40% express transfer using system payu, dotpay, paypal 40% credit card 30% credit card express transfer using system payu, dotpay, paypal 33% Scratch card with active code 7% card / scratch cards prepaid my account on Xbox Live or PSN 27% otherwise 14% otherwise 6% I don't know, I don't remember 3% I don't know, I don't remember 4%
34 METHOD OF PAYMENT WEB BROWSER GAMERS SOCIAL NETWORKING WEBSITES GAMERS payment by text message 75% payment by text message 48% Internet transfer (including transfer using systems such as payu, dotpay) 33% Internet transfer (including transfer using systems such as payu, dotpay) 36% paypal payment credit card otherwise I don't know, I don't remember 1% 2% credit card paypal payment payment with dedicated website currency (eg. Eurogąbki) otherwise I don't know, I don't remember 18% 9% 3% 6%
35 REASONS OF RESIGNING FROM MAKING A PAYMENT IN ONLINE GAME lack of payment by text message lack of a method of payment convenient to me 41% 40% Lack of acceptable payment method lack of trust to the method of payment lack of trust to the website/service special currency (eg. Eurogąbki) lack of possibility to pay in PLN no website in Polish I resign because of other reasons I have never resign from making the payment 28% 26% 17% 28% Lack of trust Not meeting local requirements
36 REASONS OF RESIGNING FROM MAKING A PAYMENT IN GAME ON SOCIAL NETWORKING WEBSITE lack of payment by text message lack of a method of payment convenient to me 15% 25% Lack of acceptable payment method lack of trust to the method of payment lack of trust to the website/service special currency (eg. Eurogąbki) 6% Lack of trust lack of possibility to pay in PLN no website in Polish 8% 16% Not meeting local requirements I resign because of other reasons 27% I have never resign from making the payment 14%
37 Average expenses on games
38 AVERAGE EXPENSES ON GAMES INSTALLED ON AVERAGE ONE TIME EXPENSES ON GAME less than 5 PLN 3% COMPUTER AVERAGE ONE TIME EXPENSES ON GAME EXTENSIONS less than 5 PLN 6% 5-9 PLN 1% 5-9 PLN 10% PLN PLN PLN PLN PLN 9% 10% 17% 22% PLN PLN PLN PLN 11% 22% 12% more than 200 PLN 1% 100 PLN or more 3% I don't know / it's hard to say 15% I don't know / it's hard to say 16%
39 AVERAGE EXPENSES ON CONSOLE GAMES AVERAGE ONE TIME EXPENSES ON GAME AVERAGE ONE TIME EXPENSES ON GAME EXTENSIONS up to 100 PLN 36% less than 5 PLN 4% 5-9 PLN 6% more than 100 PLN up to 200 PLN 40% PLN 11% more than 200 PLN up to 300 PLN 12% PLN PLN 9% over 300 PLN 1% PLN 26% I don't know / it's hard to say 11% 100 PLN or more I don't know / it's hard to say 12%
40 AVERAGE EXPENSES ON GAMES FOR SMARTPHONES AND TABLETS AVERAGE ONE TIME EXPENSES ON GAME AVERAGE ONE TIME EXPENSES ON GAME EXTENSIONS Less then 9 PLN 62% less than 5 PLN 41% PLN 5-9 PLN 6% PLN PLN PLN 100 PLN or more 6% 4% 0% 0% PLN PLN PLN PLN 100 PLN or more 0% 5% 8% 1% 33% I don't know / it's hard to say 8% I don't know / it's hard to say 4%
41 AVERAGE EXPENSES ON ONLINE GAMES AND GAMES ON SOCIAL NETWORKING WEBSITES less than 5 PLN WEB BROWSER GAMERS 11% less than 5 PLN SOCIAL NETWORKING WEBSITES GAMERS 24% 5-9 PLN 5-9 PLN 15% PLN PLN PLN 15% AVERAGE ONE TIME EXPENSES ON GAME EXTENSIONS PLN PLN PLN 6% 26% PLN 4% PLN 7% 100 PLN or more 5% 100 PLN or more 5% I don't know / it's hard to say 10% I don't know / it's hard to say 4%
42 Summary of The Results
43 Polish market is promising for gaming industry The gaming market in Poland is growing the share of gamers among internet users y.o. has increased from 60% to 69% since April 2014, and when we include gamers playing on social networking websites it is even 72%. Mobile games are gaining on popularity ranks of mobile gamers increase with the highest speed. Their share growth from 28% to 40% during past 12 months. These makes mobile second most popular category after games installed on PC.
44 The user profile is slightly changing the growth of mobile games category affected its structure in 2014 we had slightly more males among mobile players, this year the proportion is reversed there is about 56% of women. Console games are still the most dominated by male gamers. Most popular motivation for playing games installed on computer are because it s fun and to rest and relax after everyday duties, but killing time, boredom is also an important reason the most important one for web browser gamers. Playing games on gaming console is more often a social activity almost half of console gamers claim that they are playing for company. Surprisingly social factor is less important for gamers playing games on social networking websites 49% claim that they always play alone.
45 Free to Play games are very popular 2/3 of gamers admits that they played this kind of game at least once, and among them 2/3 played this kind of game during past month. only admits piracy. Pirates are more often young people from big cities. the main barriers for paying for online games are lack of preferable payment method or lack of trust to it or no possibility to pay in pln. However about 30% of gamers playing online games in web browsers are those who play only simple, Flash games where payment is not possible.
46 THANK YOU FOR WATCHING AND LISTENING See you soon!
VIDEOGAMES IN EUROPE:
VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines
More informationVIDEOGAMES IN EUROPE:
VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines
More informationVIDEOGAMES IN EUROPE:
VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines
More informationVIDEOGAMES IN EUROPE:
VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines
More informationVIDEOGAMES IN EUROPE:
VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines
More information2011 Cell Phone Consumer Attitudes Study
2011 Cell Phone Consumer Attitudes Study Prepared for: CWTA April 29, 2011 Copyright 2009-2012 Quorus Consulting Group Ltd. Table of Contents Executive Summary 3 Research Objectives and Methodology 9 Detailed
More informationCONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS
CONSUMER CONNECTIONS IN A CONVERGING WORLD OF SCREENS Highlights of Nielsen & Videology Research: Meet the New Media Consumer in Malaysia, 2014 Sponsored by Videology TODAY S CONSUMER IS ON A NEW MEDIA
More informationPremium Advertising Sweden UK France Germany
Premium Advertising Sweden UK France Germany On behalf of Widespace 05.11.2015 Content Study design Management Summary Sample Results Total Sweden UK France Germany Contact 2 Study design Study characteristics
More informationportable PC smartphone stationary PC TV device traditional mobile phone tablet smart TV game console e-reader Internet Radio Newspapers Magazines
0 25 50 75 100 0 25 50 75 100 Internet TV Radio Newspapers Magazines 38 21 28 14 13 52 71 66 65 62 portable PC smartphone stationary PC TV device traditional mobile phone tablet smart TV game console e-reader
More informationES Results June 2012
ES Results June 2012 Presentation Agenda 1. Introduction Background Coverage and Methodology 2. Main Findings The Media Evolution Internet everywhere by any means Media multi tasking means more active
More informationAUSTRALIAN MULTI-SCREEN REPORT QUARTER 3 2014
AUSTRALIAN MULTI-SCREEN REPORT QUARTER 3 TV AND OTHER VIDEO CONTENT ACROSS MULTIPLE SCREENS The edition of The Australian Multi-Screen Report provides the latest estimates of screen technology penetration
More informationThe Australian ONLINE CONSUMER LANDSCAPE
The Australian ONLINE CONSUMER LANDSCAPE March 2012 THE AUSTRALIAN ONLINE MARKET & GLOBAL POPULATION Internet usage in Australia is widespread and approaching saturation point with only minimal increases
More informationAdults media use and attitudes. Report 2016
Adults media use and attitudes Report Research Document Publication date: April About this document This report is published as part of our media literacy duties. It provides research that looks at media
More informationUnderstanding women s habits Women s forum - October 13 to 15, 2011
Women s State of the Media Democracy 2011 International research center into media habits and interactions Understanding women s habits Women s forum - October 13 to 15, 2011 Presentation of the State
More informationinclude any products or devices supplied by an employer, unless you also use them for personal use. 98% 49% 93% 80% 85% 93% 77% 98% 98% 53% 62%
Samsung Techonomics the way we live, shop and connect Research Summary Technical note: Ipsos MORI interviewed 1,000 adults aged 18-65 from their online panel across Italy. A quota sample of respondents
More informationChildren s Media Use and Attitudes Report 2015. Section 4 Children s take-up of media
0 Children s Media Use and Attitudes Report Section Children s take-up of media Figure 7 :Availability of key platforms in the home, by age :,,, & Desktop/ laptop/ netbook with internet access Tablet computer
More informationANNUAL SURVEY ON INFOCOMM USAGE IN HOUSEHOLDS AND BY INDIVIDUALS FOR 2012
ANNUAL SURVEY ON INFOCOMM USAGE IN HOUSEHOLDS AND BY INDIVIDUALS FOR 2012 Infocomm Development Authority of Singapore 10 Pasir Panjang Road #10-01 Mapletree Business City Singapore 117438 Republic of Singapore
More informationDr. Joseph Straubhaar Dr. Wenhong Chen Jeremiah Spence Teresa Correa Dr. Nádie Machado-Spence
August 10, 2011 Dr. Joseph Straubhaar Dr. Wenhong Chen Jeremiah Spence Teresa Correa Dr. Nádie Machado-Spence Department of Radio, TV & Film University of Texas-Austin Contact: Dr. Joseph Straubhaar, jdstraubhaar@mail.utexas.edu
More informationParenting 2.0 Summary Report: Parents Use of Technology and the Internet
Parenting 2.0 Summary Report: Parents Use of Technology and the Internet Report prepared by: Jessie Connell, M.A. March 2012 http://www.cehd.umn.edu/fsos/parent20 For questions, please contact: Jodi Dworkin,
More informationINTERNET USAGE BY HOUSEHOLDS AND INDIVIDUALS, 2011 ONLINE SURVEY
INTERNET USAGE BY HOUSEHOLDS AND INDIVIDUALS, 2011 ONLINE SURVEY 2 BACKGROUND OF THE SURVEY Client: Service provider: National Media and Infocommunications Authority (NMIA, Hungarian abbreviation: NMHH)
More informationMobile Marketing Survey Report Q1 2014
Mobile Marketing Survey Report Q1 2014 About RadiumOne What we do RadiumOne makes the cross-platform advertising connection through proprietary first party data, vast targeting capabilities and crosschannel
More informationWireless Internet Usage in Taiwan
Wireless Internet Usage in Taiwan Summary Report of the July 2013 Survey Taiwan Network Information Center 目 錄 1. Survey Methodology... 1 2. Wireless and Mobile Internet Usage... 2 (1) Percentage of respondents
More informationAdults Media Use and Attitudes Report 2014
Adults Media Use and Attitudes Report 2014 Research Document Publication date: April 2014 1 Contents Section Page 1 Executive summary 4 2 Introduction 10 2.1 Ofcom s duties 10 2.2 What is media literacy?
More informationef*f Children and Parents: Media Use and Attitudes Report
ef*f Children and Parents: Media Use and Attitudes Report Research Document Publication date: October About this document This report examines children s media literacy. It provides detailed evidence on
More informationCONSUMER ATTITUDES TOWARDS TRADITIONAL AND 2ND SCREEN ADVERTISING A SURVEY STUDY
CONSUMER ATTITUDES TOWARDS TRADITIONAL AND 2ND SCREEN ADVERTISING A SURVEY STUDY Virpi Oksman, VTT Virpi.oksman@vtt.fi TV advertizers TOP-3 pain points #1 I need a simple, reliable and real time data of
More informationPearson Student Mobile Device Survey 2015
Pearson Student Mobile Device Survey 2015 National Report: College Students Report date: Revised June, 2015 Conducted by Harris Poll This report contains public findings Table of Contents Background &
More informationMilitary Families and Their Advantages
CONNECTING U.S. TROOPS, VETERANS & THEIR FAMILIES TO SERVICES & INFORMATION Relocation Information 240 Military Markets Nationwide Local Community Information Online Communities and Support Support For
More informationSmartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT
Smartphone & Tablet Gaming 2013 GAMES MARKET SECTOR REPORT Will mobile gaming continue to lead global growth? Five key reasons why mobile gaming is fueling global growth of the games industry 1. Two screens
More informationThe 2013 Traveler's Road to Decision: Affluent Insights
January 2014 The 2013 Traveler's Road to Decision: Affluent Insights thinkinsights WHAT WE FOUND Affluent travelers rely on digital for travel inspiration as well as research and booking. Affluents comparison
More informationDIGITAL VIDEO BENCHMARK ADOBE DIGITAL INDEX Q2 2015
DIGITAL VIDEO BENCHMARK ADOBE DIGITAL INDEX Q2 2015 Table of contents Online video consumption 03 Key insights 04 Device type share of online video starts 05 Device type share of online vide starts (via
More informationVideo Ad Exam. 01 Types of Video Ads. 02 Using Video Ads. 03 Making a Video. 04 Creating a Campaign. 05 Campaign Settings. 06 Companion Banner
Video Ad Exam 01 Types of Video Ads 02 Using Video Ads 03 Making a Video 04 Creating a Campaign 05 Campaign Settings 06 Companion Banner 07 Mastheads 08 Optimized Rotations 09 Call to Action Overlay 10
More informationHow are your business programs adapting admissions content to meet today s mobile demands?
How are your business programs adapting admissions content to meet today s mobile demands? Surveying the Mobile Habits of MBA Applicants Introduction: Mobile Is Even More Important Than You Think Although
More informationU.S. GAMING, A 360 O VIEW HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S.
U.S. GAMING, A 360 O VIEW HOW WE PLAY, BUY AND INTERACT WITH GAMES IN THE U.S. Mike Flamberg, Nicole Pike, and Marissa Woodrick 14 April 2015 TODAY S PRESENTERS MIKE FLAMBERG VP/GM, NIELSEN GAMES NICOLE
More informationComputer & Video Game Genres. CSCI 130 Computer Game Design Prof. Jason Fritts
Computer & Video Game Genres CSCI 130 Computer Game Design Prof. Jason Fritts List of Genres Action Adventure Action-Adventure Adventure Role-Playing (RPGs( RPGs) Simulation Strategy Casual Massively Multiplayer
More informationMAIN RESULTS FROM THE SURVEY ON INFORMATION AND COMMUNICATION TECHNOLOGIES USAGE IN HOUSEHOLDS AND BY INDIVIDUALS IN 2014
MAIN RESULTS FROM THE SURVEY ON INFORMATION AND COMMUNICATION TECHNOLOGIES USAGE IN HOUSEHOLDS AND BY INDIVIDUALS IN 2014 According to Commission Regulation (EU) 859/2013 of 5 September 2013, the NSI conducted
More informationAn Analysis of Twitter Users vs. Non-Users. An Insight Report Presentation Using DeepProfile Micro-Segmentation January 2014
An Analysis of Twitter Users vs. Non-Users An Insight Report Presentation Using DeepProfile Micro-Segmentation January 2014 CivicScience s DeepProfile Project Goal To compare the key demographic, psychographic,
More informationHow To Make A Successful Online Game On Runescape
Page 1 of 16 Business Plan Spirit Guardian & The Spiritguardian TM Project The Spiritguardian TM Online Project Spiritguardian1@yahoo.com Page 2 of 16 I. Table of Contents Contents I. Table of Contents...
More informationNewspaper Multiplatform Usage
Newspaper Multiplatform Usage Results from a study conducted for NAA by Frank N. Magid Associates, 2012 1 Research Objectives Identify typical consumer behavior patterns and motivations regarding content,
More information2014 Teen Internet Safety Survey. Conducted by The Futures Company
2014 Teen Internet Safety Survey Conducted by The Futures Company Contents Background, Objectives, Methodology Major Findings Important Trends Next Steps 2 Background + Objectives Cox s commitment to Online
More informationA Beginners Guide To Responsive, Mobile & Native Websites 2013 Enhance.ie.All Rights Reserved.
A Beginners Guide To Responsive, Mobile & Native Websites 2013 Enhance.ie.All Rights Reserved. 1 The Mobile Web refers to access to the world wide web, i.e. the use of browser-based Internet services,
More informationYouth Online Behavior
Youth Online Behavior Created by: Andrea Pieters, Project Researcher, Youth and Education Christine Krupin, Project Researcher, Youth and Education June 1, 2010 Harris Interactive 6/21/2010 1 Methodology
More informationThe Essential Steps For Mobile Games Success Todd Marks CEO
The Essential Steps For Mobile Games Success Todd Marks CEO Todd.Marks@mindgrub.com @mindgrub 2 6 Key Steps To A Successful App Brief History Growth of the Gadget http://conmoz.org/mobile-trends/mobile-devices-3g/?lang=en
More informationGenerations GWI AUDIENCE REPORT SUMMARY Q2 2014
Generations GWI AUDIENCE REPORT SUMMARY Q2 2014 Understanding the digital behaviors and attitudes of the Millennial, Gen X and Baby Boomer Generations 1 INTRODUCTION GWI Audience reports are designed to
More informationVideo Games. Video Games Market. Video Games Market Growth. by Component (CHF millions) CHF millions
Video Games Video Games Market by Component (CHF millions) 600 400 200 0 Video Games Market Growth by Component (%) 4 3 2 1-1 CHF millions Growth At a glance Segment definition The video games market comprises
More informationPearson Student Mobile Device Survey 2014
Pearson Student Mobile Device Survey 2014 National Report: College Students Conducted by Harris Poll Field dates: February 13 March 12, 2014 Report date: May 16, 2014 Table of Contents Background & Objectives
More informationThe role of Digital Rights Management in content delivery Summary Introduction Background Increasing role of DRM in media and entertainment
EXECUTIVE SUMMARY and market context The role of Digital Rights Management in content delivery Video Content Delivery Music Content Delivery Video Gaming Delivery ebooks Delivery The Future of Content
More information2014 Vermont Residential Telecommunications Survey Report
2014 Vermont Residential Telecommunications Survey Report Prepared for the Vermont Public Service Department by the Castleton Polling Institute Castleton College 6 Alumni Drive Castleton, Vermont 05735
More informationThe Tablet Revolution: A Report on Tablet Usage, Tablet Conversation Analysis & How Tablet Users Interact with Search Ads
The Tablet Revolution: A Report on Tablet Usage, Tablet Conversation Analysis & How Tablet Users Interact with Search Ads RISE OF THE TABLET According to Gartner, tablets have sold faster than any other
More informationMillennial Teens: Non-Conformist Trendsetters
Millennial Teens: Non-Conformist Trendsetters Millennial teens (ages 16-19) are the first generation to have no memory of life before the Internet and cell phones. Technology use defines this age group,
More informationFactsheet 6 Ownership of media devices and services. Ofcom Oxford Media Convention 2 March 2016
Factsheet 6 Ownership of media devices and services Ofcom Oxford Media Convention 2 March 16 This factsheet has been compiled by Ofcom and provides background information to aid discussion at the 16 Oxford
More informationGame-Related Sites to Bookmark
Game-Related Sites to Bookmark Not ready to try gaming yet? Start here! Game On: Gaming and Libraries blog libgaming.blogspot.com Blog related to all things related to gaming & libraries. LibGaming Google
More informationGlobal online games market value
Below are the findings of a study by J son & Partners Consulting of Russia's online games market and outlook until 2016. The study goal is a detailed analysis of Russia's online games market, complete
More informationResidential Broadband (High Speed Internet) Survey
Residential Broadband (High Speed Internet) Survey Through the leadership of the Muskegon County Broadband Initiative, the support of the county s Infrastructure and Economic Development Committee, the
More informationThe Role of Mobile in Retail Commerce. June 2013
The Role of Mobile in Retail Commerce June 2013 Page 1 Overview Since June 2010, edigitalresearch and Portaltech Reply have been tracking the growth and development of smartphone devices in mobile and
More informationOctober 2014. Essential. Market data and consumption: France
October 2014 Essential Video Game News #3 Market data and consumption: France 1 Editorial Editorial The year 2013 had a profound effect on the video game industry. It may have been the year of the consoles
More informationTABLE OF CONTENTS. Source of all statistics:
TABLE OF CONTENTS Executive Summary 2 Mobile Phone Users 3 Mobile Web Browsing 4 New Media Channels 5 Importance of Mobile 6 Advertising Spending 7 Location-Based Services 9 Location-Based Ads 10 Mobile
More informationMOBILE APP & DIGITAL WALLET USAGE
MOBILE APP & DIGITAL WALLET USAGE 2013 Consumer Research by Digital Research, Inc. Excerpt from the Full Report: Triggers, Links & Brand Opportunities in the egifting Marketplace MOBILE APP & DIGITAL WALLET
More informationThe Children s Advertising Review Unit Presents: A Parent s Guide to Advertising and Your Child
The Children s Advertising Review Unit Presents: A Parent s Guide to Advertising and Your Child Produced in collaboration with the Toy Industry Association A WORD TO PARENTS Advertising is all around us.
More information32 PEW RESEARCH CENTER
32 Survey Questions Pew Research Center Libraries Survey 2015 Final Topline March 17 April 12, 2015 Fieldwork conducted by Princeton Survey Research Associates International Sample: n=2,004 people ages
More informationOnline Video 2013. Kristen Purcell Associate Director for Research, Pew Internet Project. www.pewresearch.org OCTOBER 10, 2013
www.pewresearch.org OCTOBER 10, 2013 Online Video 2013 Over the past four years, the percent of American adult internet users who upload or post videos online has doubled from 14% in 2009 to 31% today.
More informationThe Tablet Evolution 2013
The Tablet Evolution Bite Sized Thought Piece 2013 The tablet has come a long way since its mainstream launch in 2010 and ownership now stands at one in four households in Great Britain (Ipsos MediaCT
More informationResidential Broadband and Technology (High Speed Internet) Survey
Residential Broadband and Technology (High Speed Internet) Survey Through the leadership of the Muskegon County Broadband Initiative, the support of the county s Infrastructure and Economic Development
More informationAlison Fennah, VP Research & Marketing IAB Europe. IAB Hungary Research Day - Budapest 15 th June @IABEurope
Alison Fennah, VP Research & Marketing IAB IAB Hungary Research Day - Budapest 15 th June @IAB Presentation Agenda 1. Introduction Background Coverage and Methodology 2. Main Findings The Media Evolution
More informationThe New Face of Gamers June 2014
The New Face of June 2014 9080 Eaton Park Road T (866) 537-4999 Great Falls, VA 22066 F (703) 759-9356 LifeCourse Associates (2014) Page 1 The New Face of May 15, 2014 A generation ago, gaming was a heavily
More informationClothing and Shoe Retail: The Buying Preferences of In-Store vs. Online Consumers. September 2014 Insight Report
Clothing and Shoe Retail: The Buying Preferences of In-Store vs. Online Consumers September 2014 Insight Report About this Insight Report CivicScience developed this report using our InsightStore solution
More informationSTATE OF THE MEDIA: CONSUMER USAGE REPORT
STATE OF THE MEDIA: CONSUMER USAGE REPORT 2011 The U.S. Media Universe DEVICE OWNERSHIP 1 (millions of people who own) MOBILE & ONLINE CONSUMERS (millions of users) At least one TV 290 Mobile phone (ages
More informationBetter Deals, More Cashback
Better Deals, More Cashback 1 Table of contents 4 About DubLi 6 What is Cashback? 8 Coupons, Promotions and Special Deals 10 Travel Get paid to travel with industry-leading Cashback rewards 12 Shopping
More informationYoung Digital Life. A brief look into how young people use the media. Wilberg, Erik NORWEGIAN BUSINESS SCHOOL, OSLO, NORWAY
Young Digital Life A brief look into how young people use the media Wilberg, Erik NORWEGIAN BUSINESS SCHOOL, OSLO, NORWAY Contents Introduction... 2 Media channel use in general... 3 Time spent on different
More information2014-2015 EDITION MOBILE MATTERS: THE IMPACT OF MOBILE FRONTSTREAM NONPROFIT TECHNOLOGY ON PEER- DRIVEN FUNDRAISING CAMPAIGNS FRONTSTREAM.
2014-2015 EDITION FRONTSTREAM NONPROFIT MOBILE MATTERS: THE IMPACT OF MOBILE TECHNOLOGY ON PEER- DRIVEN FUNDRAISING CAMPAIGNS FRONTSTREAM.COM FUNDRAISING ON FACEBOOK FUNDRAISING ON FACEBOOK Page 2 MOBILE
More informationMobile Analytics Report February 2014
Mobile Analytics Report February 2014 The Citrix Mobile Analytics Report for February 2014 provides insight into subscriber behavior and related factors that affect subscribers quality of experience (QoE)
More informationMobile Banking and Payment Trends What You Need to Know
Mobile Banking and Payment Trends What You Need to Know May 2011 1 Research Objectives and Methodology Study objective Determine the impact of mobile devices on behaviors related to financial transactions
More informationAUTO INSURANCE PREFERENCES
Hispanic Mobile Users AUTO INSURANCE PREFERENCES THE LATINO MOBILE AD NETWORK 2 TABLET OF CONTENT Introduction Syndicated Data Survey Methodology Key Takeways Hispanic Smartphone and Tablet Populations
More informationSocial Casino Postmortems. Derrick Morton CEO, FlowPlay
Social Casino Postmortems Derrick Morton CEO, FlowPlay Background FlowPlay is the creator of Vegas World Social Casino MMO Launched November 2012 65 Floor Hotel, Night Club, Pool, Lounge, Chapel 50 Slots,
More informationA Video Chatterbox Nation A report on live video communications today & tomorrow
A Video Chatterbox Nation A report on live video communications today & tomorrow Introduction The past decade has seen rapid developments in video communications; from the spread of corporate TelePresence
More informationStatistical Bulletin. Internet Access - Households and Individuals, 2012 part 2. Key points. Overview
Statistical Bulletin Internet Access - Households and Individuals, 2012 part 2 Coverage: GB Date: 28 February 2013 Geographical Area: GB Theme: People and Places Key points In 2012, 33 million adults accessed
More informationA Portrait of Today s Tablet User Wave II
A Portrait of Today s Tablet User Wave II June 2012 Conducted in partnership with www.online-publishers.org Frank N. Magid Associates, Inc. Who We Are: Frank N. Magid Associates, Inc. is a leading research-based
More informationResearch Overview. Mobile Gamer Profile. Mobile Game Play Device Usage. Mobile Game Play Activity. Mobile Gaming Purchase Behavior.
TABLE OF CONTENTS Research Overview Mobile Gamer Profile Mobile Game Play Device Usage Mobile Game Play Activity Mobile Gaming Purchase Behavior Key Takeaways PopCap Games Mobile Gaming Research - Confidential
More informationHWMedia Group Hardware Upgrade earliest Italian ICT websites largest, most respected and visited Italian IT website Touch Magazine
HWMedia Group We re a media company specialized in editorial projects for the web and the digital world. Our main project is Hardware Upgrade (www.hwupgrade.it), one of the earliest Italian ICT websites,
More informationSPECIAL THANKS TO Two things to keep in mind when
SPECIAL THANKS TO Two things to keep in mind when considering key targets for mobile marketing. First is that Hispanics adopt tech products at a higher rate than the general market. Consequently, they
More informationAppeal of Mobile Payment Solutions Executive Summary March, 2012
Appeal of Mobile Payment Solutions Executive Summary March, 2012 Key Findings Mobile payment solutions are not likely to be seen as wholesale replacements to traditional payment methods in the near term.
More informationEUROPE ERICSSON MOBILITY REPORT
EUROPE ERICSSON MOBILITY REPORT NOVEMBER 2015 Market Overview Key figures: Europe 2015 2021 CAGR 2015 2021 Mobile subscriptions (million) 1,140 1,250 1% Smartphone subscriptions (million) 550 880 10% Data
More informationBroadband and e-government Usage Survey. Presented through a Partnership Between Connect Alaska and The Association of Alaska School Boards
Broadband and Presented through a Partnership Between Connect Alaska and The Association of Alaska School Boards Technology Adoption 2 Technology Ownership Respondents who own the following devices Cell
More informationInternet Access and Use: Does Cell Phone Interviewing make a difference?
Internet Access and Use: Does Cell Phone Interviewing make a difference? By Evans Witt, Jonathan Best and Lee Rainie A paper prepared for The 2008 Conference of The American Association for Public Opinion
More informationCompared to last year, the percent EMEA consumers expect to spend online in terms of holiday shopping remains stable in each country over last year. While all EMEA shoppers indicate that Lower prices/good
More information2012 NCSA / McAfee Online Safety Survey
2012 NCSA / McAfee Online Safety Survey National Cyber Security Alliance McAfee JZ Analytics October 2012 Methodology and Sample Characteristics JZ Analytics was commissioned by the National Cyber Security
More informationThe Impact of Mobile Apps on Small Business Revenues
Journal of Business and Economics, ISSN 2155-7950, USA April 2014, Volume 5, No. 4, pp. 437-442 DOI: 10.15341/jbe(2155-7950)/04.05.2014/001 Academic Star Publishing Company, 2014 http://www.academicstar.us
More informationCalifornia State Assembly Committee on Arts, Entertainment, Sports, Tourism and Internet Media
California State Assembly Committee on Arts, Entertainment, Sports, Tourism and Internet Media Video Games: The Quintessential California Industry Erik V. Huey Senior Vice President of Government Affairs
More informationMovie Instructions: Downloading, Saving, & Watching
Thank you for your purchase of Church Windows Recorded Classes Online. We hope the benefit of watching, reviewing, and reading along will help your church tasks flow more smoothly and efficiently. In order
More informationMonetizing the Digital Opportunity Speech. April 2014
Monetizing the Digital Opportunity Speech April 2014 Key Highlights 2 Norwegian Media Trends (1/2) Business Model 1 Current Business Models 2 Limitations 3 Conclusion The introduction of rich business-model
More informationHow Does Industry Buzz Translate into Real World Consumer Activity? Early indicators of what this means for advertising
How Does Industry Buzz Translate into Real World Consumer Activity? Early indicators of what this means for advertising Today Introductions HearWatchSay The Story Behind the Story The Meat and Potatoes
More informationHow to Complete the Online Course Work for an Entry Level Clinic
How to Complete the Online Course Work for an Entry Level Clinic Start the Online Course Work After you ve selected and paid for an Entry Level clinic, a Online Lessons button will appear to the right
More information2013 choicestream survey: CONSUMER OPINIONS on ONLINE ADVERTISING & AUDIENCE TARGETING results & findings
2013 choicestream survey: CONSUMER OPINIONS on ONLINE ADVERTISING & AUDIENCE TARGETING results & findings introduction ChoiceStream- the next generation poll driven programmatic media optimization solution
More informationAn introduction to social media marketing for small businesses
An introduction to social media marketing for small businesses By Caroline Spence PR Director of Anicca Digital Contents Introduction Social statistics Getting started Understanding the resources needed
More informationLoyola marymount university admission essay requirement >>>CLICK HERE<<<
Loyola marymount university admission essay requirement. This tactic is about a script which redirects the webpage your link supposed to follow to another webpage. Loyola marymount university admission
More informationUK Digital Market Overview March 2015 Data
UK Digital Market Overview March 2015 Data Your monthly snapshot of digital audience trends If you have any questions, please contact: Taanya Manglik, comscore worldpress@comscore.com Scott Fleming, UKOM
More informationboundary free tv As part of our Boundary Free TV promise, Mediacom is proud to introduce HBO GO & MAX GO, the new streaming services from HBO.
boundary free tv As part of our Boundary Free TV promise, Mediacom is proud to introduce HBO GO & MAX GO, the new streaming services from HBO. Our customers will have access to over 1400 of their favorite
More informationThe State Of Mobile Apps
The State Of Mobile Apps Created for the AppNation Conference with Insights from The Nielsen Company s Mobile Apps Playbook by The Nielsen Company Introduction Most Americans can t imagine leaving home
More informationHow To Understand The Digital Media Usage Of 2014
NOVEMBER 2013 US Digital Media Usage: A Snapshot of 2014 This Snapshot provides a key to digital media usage trends next year and how they will be different from this year s patterns critical for marketers
More information2012 REALTORS Use of Mobile Technology & Social Media
2012 REALTORS Use of Mobile Technology & Social Media CALIFORNIA ASSOCATION OF REALTORS RESEARCH AND ECONOMICS 1 Table of Contents LIFE IS CLOSE TO BEING FULLY MOBILE... 2 Mobile Technology and Social
More information