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市場調查報告書

美國電腦遊戲、電動、攜帶式電玩使用者:2010年第3季∼2011年第2季

U.S. PC, Console, and Handheld Gamer Distinctions,3Q10-2Q11

出版商 IDC
出版日期 2011年03月 商品編碼 176978
內容資訊 英文 Pages: 33
價格
US $ 4500 PDF by E-mail (Single user license)


美國電腦遊戲、電動、攜帶式電玩使用者:2010年第3季∼2011年第2季 是由出版商IDC在2011年03月所出版的。 這份英文市場調查報告書包含Pages: 33 價格從美金4500起跳。

簡介

美國iPod與擁有iPad的Apple以成人使用者為主的行動電玩市場佔有率不斷成長,預計將迫使至目前為止兩分市場的任天堂與Sony改變策略,另一方面電動市場中可反射操作的電玩系統Kinect與Microsoft的Xbox也受到矚目。

本報告針對2010年第三季美國電動玩家調查結果為基礎,提供電腦遊戲、電動、行動電玩等各種遊戲平台使用者喜好與消費行動分析、至2011上半年展望,目錄介紹如下。

IDC的看法

調查概要

  • 調查方法

概況

  • 各種平台比較
  • PC遊戲玩家
  • 電動玩家
  • 攜帶式電動玩家

未來展望

  • 2011年上半年趨勢

主要建議

參考資料

  • 相關調查
  • 主旨

圖表

目錄

Abstract

This IDC study analyzes results of IDC' s 3Q10 U.S. Gaming Survey. It divides gamers into three broad segments: PC gamers, console gamers, and handheld gamers. While some detail regarding each of these platforms is explored, this study mainly compares and contrasts gamers' tastes, preferences, and spending habits between these platforms, with an eye on what the results portend for 2011.

"The results make clear that Apple has made significant inroads among adult handheld gamers and that Nintendo and Sony will have to adjust their strategies," says Lewis Ward, program manager of IDC game service. "Another insight is that Microsoft' s Arcade/Kinect bundle has a lot of prospective console gamers rethinking their buying decisions in 2011."

Table of Contents

  • IDC Opinion
  • In This Study
    • Methodology
  • Situation Overview
    • Multiplatform Comparisons
    • PC Gamers
    • Console Gamers
    • Handheld Gamers
  • Future Outlook
    • 1H11 Trends
  • Essential Guidance
  • Learn More
    • Related Research
    • Synopsis
  • Table: U.S. Gamer Monthly Usage of Console, PC, and Handheld Gaming Platform by Gender and Age (% of Respondents)
  • Table: U.S. Game Genre Preference by Platform (% of Respondents)
  • Table: U.S. Gamer Physical and Digital Content Purchasing Activity in the Past Three Months
  • Table: U.S. Gamer Full-Game Spending, ASPs, and Purchases in the Past Three Months by Platform
  • Table: U.S. Gamers' Social Online Services Usage in the Past Month (% of Respondents)
  • Table: U.S. PC Gamer Peripheral and Accessory Purchases in the Past Year (% of Respondents)
  • Table: U.S. Console Gamer Usage of Select Nongame Services (% of Respondents)
  • Table: U.S. Video Game Console Accessory Purchases in the Past Year (% of Respondents)
  • Table: U.S. Handheld Gamer Co-op Gaming and Web/Multimedia Usage Frequency
  • Figure: U.S. Gamer Hardware Acquisition Criteria by Platform
  • Figure: U.S. Gameplay Usage Frequency in the Past Three Months by Platform
  • Figure: U.S. Gameplay Duration by Platform
  • Figure: U.S. Gamer New and Used Game Acquisition Channels
  • Figure: U.S. PC Gamer Operating Systems
  • Figure: U.S. PC Gamers' PC System Manufacturer
  • Figure: U.S. PC Gamers' CPU Speed/Power
  • Figure: U.S. PC Gamer Hardware Considerations
  • Figure: U.S. Console Gamers' Ownership by Product Line
  • Figure: U.S. Console Gamers' Preferred Console
  • Figure: U.S. Console Gamers' Quarterly Usage Frequency of Secondary Consoles
  • Figure: U.S. Handheld Gamers' Preferred Handheld
  • Figure: U.S. Gamer New Video Game Console Purchase Brand Preference, 4Q10 and 1Q11
  • Figure: U.S. Game Console Acquisition Criteria, 4Q10 and 1Q11
  • Figure: U.S. Gamer Likelihood of Playing Stereoscopic 3D Games, 4Q10 and 1Q11
  • Figure: U.S. Console Gamer Digital Game Discount Price Sensitivity
  • Figure: U.S. Gamer New Video Game Handheld Purchase Brand Preference, 4Q10 and 1Q11
  • Figure: U.S. Likely Handheld Purchasers' Smartphone Handheld Device Substitutability, 4Q10–1Q11
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