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Home | | Gaming Lifestyle

Survey: 24% Of Gamers Reduce Television Time

Gamasutra reports that the Digital Gaming in America survey from Ziff Davis has found that gamers are reducing the amount of time they spend watching television.
One of the main findings of the study was that 24 percent of gamers have reduced the amount of television watched since the 2004 survey; another 18 percent indicated that they plan to do so in the next year. The average amount of television consumed went down from 18 hours a week in 2004 to 16 in the 2005 survey, though the demand for High-Definition TV is on the rise: 18% of gamers reported HDTV-capable sets, compared with 7% in 2004.
Maybe gamers are dumping television to make space for even more gaming? The study also found that console gaming is growing faster than pc gaming and mobile gaming is also becoming more popular.
Also significant is the clear foothold console gaming has gained over PC gaming. The 2004 survey reported neck-and-neck user bases for both varieties, with 54.5 million reporting regular use of consoles vs. 52.3 PC players, while the 2005 respondents clocked in at 62.6 million and 56.6 million, respectively. Though console gaming has gained the advantage, both groups have still grown in the past year.

Another interesting gain is the rise of mobile phone gaming, as 86% of gamers report owning a phone compared to last year's 70%, though only 48% of mobile phone owners say they play games on the devices. Their average gaming session on the phone is 19 minutes long, and the most popular genre was arcade-style games, followed by card and puzzle titles.
Console game systems should expand their lead over pc games even more later this year with the new gaming systems on the way for the holidays.


Posted on August 24, 2005
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Giant LAN Party

Tom's Hardware Guide went to The Gathering, a giant LAN party held in Norway at an Olympic skating arena called The Vikingship. Tom's Hardware Guide has filed this report about the LAN party. The Gathering (TG) was attended by over 5,200 people which means lots and lots of computers had to be connected together. Tom's Hardware Guide describes the event:
TG isn't like most LAN parties around: there is no age limit, there are no limits regarding speakers, and there's no main target group. The party is for absolutely everyone who is able to take care of themselves and wants to be involved, including gamers and demo scene people, and those who participate to make the most out of it socially. For about $100 you got table space about 2.5 feet square, a power outlet, and a switch port for your network cable for five days. And of course: the craziest Easter you can buy for a modest amount of money.
Tom's Hardware Guide also reported that the LAN party had a 1 Gbps uplink to the core network. Some of the games played at the event were : Counter-Strike, Quake 3, Battlefield and War Craft 3


Posted on April 14, 2005
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Men Spend More on Games Than Music

Reuters reports that a new Nielsen Entertainment study has found that men now spend more on video games then they do on music. However, men still spend more on DVDs than games. The study also found that 40 percent of U.S. households own a video game systems and 8% of those surveyed said they own all three of the major video game systems -- PlayStation, Xbox and Nintendo. Reuters said the U.S. video game industry has $10 billion in annual revenue which is about the same as the movie industry.

Posted on April 11, 2005
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Research Organization Collecting Personal Video Game Histories

The Institute for the Future (IFTF), a 35 year-old non-profit research organization that studies technology and its impacts on society, says it wants your personal video game history. A webpage on the IFTF's website says, "We're embarking on a new project to look at the history of electronic games so we can better understand where they're headed in the future." A Boing Boing reader named Jason told the Boing Boing blog:
Hi, we were hoping that BoingBoing readers would be perfect for a research project we at the Institute for the Future are starting. We're creating a history of video games, not just with input from experts (we'll use some of course) but primarily using a lot of real players' experiences with the role of video games in their lives. Since we're a non-profit a lot of our work goes public; this history map and the future forecasts we create from it will go on our web site when we're done. Thanks!


Posted on April 8, 2005
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Gamers Play Two Hours Daily on Average

Phoenix Marketing International has found 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. PMI's study also indicated 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. The results of the survey were 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.

Posted on February 28, 2005
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Stereotypes of Gamers Not True?

Stereotypes of gamers often include negative words like lazy, obese and slacker. The stereotype that most gamers are male was thwarted in 2003 by a study that showed a surprising number of gamers are female (over 40%). The trend in 2003 also showed more female game stars like Lara Croft, Rosella Graham and Princess Zelda. Now, a new survey conducted by Peter D. Hart Research Associates for the ESA shows that gamers actually do things like volunteer, exercise, and attend religious services. The survey found that computer and video game players spend more than three times the amount of time exercising or playing sports, volunteering in the community, reading, or engaging in religious, creative, and cultural activities than they do playing video games. In total, gamers spend 23.4 hours per week on these activities, compared to 6.8 hours per week playing games. Avid gamers -- those who play games 11 or more hours per week -- spend 34.5 hours per week on the activities mentioned above.

Some findings from the survey:
  • 45% of gamers volunteer at an average 5.4 hours per month.
  • 61% of game players engage in some type of religious activity for several hours each month.
  • 93% of game players read books or daily newspapers, while 62% often attend cultural events, such as concerts, museums, or the theater.
  • 50% spend time painting, writing, or playing an instrument.
  • 94% follow news and current events, and 78% report that they vote in most of the elections for which they are eligible.
These findings are similar to an interesting opinion piece that recently appeared in the Boston Globe discussing how the baby boomer generation is actually falling behind to this new emerging generation of gamers. The Globe also did a study that found gamers could make great business executives. The Globe reported that, "Professionals who grew up playing video games actually make better business people. They're more serious about achievement; more attached to the company they work for and the people they work with; more flexible, persistent problem-solvers; more willing to take only the risks that make sense. In short, they're pretty good executives right out of the gate -- and not at all what we boomers would expect."


Posted on January 11, 2005
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