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	<title>NPD Group Blog &#187; Video Games</title>
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	<link>http://www.npdgroupblog.com</link>
	<description>The official blog of The NPD Group</description>
	<pubDate>Wed, 01 Feb 2012 16:27:36 +0000</pubDate>
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		<title>Kids and NO Consumer Electronics</title>
		<link>http://www.npdgroupblog.com/2011/09/kids-and-no-consumer-electronics/</link>
		<comments>http://www.npdgroupblog.com/2011/09/kids-and-no-consumer-electronics/#comments</comments>
		<pubDate>Mon, 12 Sep 2011 16:39:14 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Consumer Technology]]></category>

		<category><![CDATA[Entertainment]]></category>

		<category><![CDATA[Software]]></category>

		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[consumer electronics]]></category>

		<category><![CDATA[kids]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1374</guid>
		<description><![CDATA[As I sit here enjoying my third cup of coffee, looking out the window at the water flowing down my street, it makes me wonder if the rain is ever going to stop (it also makes me wonder why I ever left California, but that is a topic for another day). Over the beautiful Labor [...]]]></description>
			<content:encoded><![CDATA[<p>As I sit here enjoying my third cup of coffee, looking out the window at the water flowing down my street, it makes me wonder if the rain is ever going to stop (it also makes me wonder why I ever left California, but that is a topic for another day). Over the beautiful Labor Day weekend, I took a trip with my family to visit friends in Westport, Connecticut, where the impact of Irene was very much evident in the fallen trees and power lines that remained six days after the storm passed through there.  When we showed up at their door Saturday afternoon, our friends’ power had just been restored that morning.  My friends were lucky – they had a generator that provided some power to their home, which allowed them to host another family who was without power in the days following the storm.<span id="more-1374"></span></p>
<p>While the damage inflicted by Irene varied by location, the loss of power was significant, widespread and affected millions. Talking to friends, neighbors, and reading Facebook posts revealed that outside of the true safety issues that the power outage presented, the loss of their ability to use many of their electronic devices was very much felt by the entire family.  Parents tend to have a love and not-so-much love relationship with the electronics their kids use.  We love them when they can keep them busy while traveling, or when they are distracting them from what is going on out in the world (like hurricanes), but we don’t love them as much when we need our kids to focus on homework or get chores done.</p>
<p>No matter how they make us feel, consumer electronics are a mainstay in kids’ lives &#8212; and it’s an area that is subject to rapid change, as the technology and devices themselves change. Our recent report, Kids and Consumer Electronics, 2011 Edition, takes an in-depth look at what devices kids ages 4 to 14 are using, how much time they’re spending with them, and what activities they engage in on their devices. We have conducted this study every year since 2005, and it’s fascinating to track the changes in kids’ interaction with their favorite gadgets.  New to this year’s study is a question regarding expected replacement rate of various types of devices, which gives us new insight into turnover.  At just under two years, cell phones showed the fastest expected replacement rate among all devices, while high definition televisions are expected to have the greatest longevity at nearly five years before expected replacement. This is great new information that can help with modeling and forecasting.</p>
<p>But what are kids doing with all these devices? It’s probably not surprising to learn that gaming is one of the most commonly enjoyed activities kids engage in across the gadget gamut. We plan to delve further into the content kids are consuming in our upcoming study, Kids and Entertainment Content, which we will release later this month.</p>
<p>It looks like I’ve caught a break in the rain – I’ve got to run out to get some batteries for my wireless keyboard.</p>
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		<title>Painting the Picture of Today’s Gamer</title>
		<link>http://www.npdgroupblog.com/2011/06/painting-the-picture-of-today%e2%80%99s-gamer/</link>
		<comments>http://www.npdgroupblog.com/2011/06/painting-the-picture-of-today%e2%80%99s-gamer/#comments</comments>
		<pubDate>Tue, 28 Jun 2011 18:55:14 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[3D gaming]]></category>

		<category><![CDATA[mobile gaming]]></category>

		<category><![CDATA[videogames]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1285</guid>
		<description><![CDATA[People are playing videogames in more ways now than ever before, and the task of understanding gamers and their needs is a challenging one. From the mobile gamer who enjoys a quick game of Angry Birds to the PC gamer who logs hours of World of Warcraft a day, the gaming population has never been [...]]]></description>
			<content:encoded><![CDATA[<p>People are playing videogames in more ways now than ever before, and the task of understanding gamers and their needs is a challenging one. From the mobile gamer who enjoys a quick game of Angry Birds to the PC gamer who logs hours of World of Warcraft a day, the gaming population has never been more diverse than now.<br />
<span id="more-1285"></span><br />
Gamers now have a multitude of outlets to play whenever and wherever they want, and various gaming platforms have grown in recent years to encompass large portions of the gaming populations. Mobile gaming, along with motion control and 3D gaming, have spearheaded this change and permanently altered the gaming landscape. The need to define the exact type of consumer who will purchase a certain gaming product has never been more important, as gamers have developed very new and evolved ideas about where and how they will play videogames. The goal of <a href="http://www.npd.com/press/releases/press_110627a.html" target="_self">Gamer Segmentation 2011 </a>is to provide an in-depth view of the gaming population in the U.S. by segmenting the market on the basis of attitudes, gaming behavior, usage, and spend.</p>
<p>Gamers can now tailor their gaming experience to their exact desires and, in doing so, have made the competition for their time and interest a more complex fight. Gamer Segmentation 2011 breaks gamers into six groups: Core Gamers, Digital Gamers, Mobile Gamers, Family &amp; Kid Gamers, Avid PC Gamers, and Light PC Gamers. The report provides key findings on each group and enumerates everything from the cross-categorical gamer activity that has come to typify the industry (52 percent of mobile gamers are also gaming on a console system) to the evolving attitudes toward gaming (41 percent of mobile gamers report that they like the “mindless entertainment” that gaming provides).</p>
<p>This report helps paint the picture of modern gamers and how they currently spend their time and money. Those who make videogames are now faced with even more difficult questions that need clear-cut answers before the first character is sketched or the plotline is developed. The industry stakeholders who are most informed of gamers’ evolving habits will inevitably be able to adapt to their demands and continue to innovate beneficially in this space.</p>
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		<title>Going Beyond Physical</title>
		<link>http://www.npdgroupblog.com/2011/04/going-beyond-physical/</link>
		<comments>http://www.npdgroupblog.com/2011/04/going-beyond-physical/#comments</comments>
		<pubDate>Fri, 15 Apr 2011 10:54:51 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[digital format sales]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[online gaming]]></category>

		<category><![CDATA[point of sale]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1240</guid>
		<description><![CDATA[One of my colleagues puts it the best: “In terms of the games industry, NPD might as well be spelled POS.” We are very well known for, if not infamous for, our monthly reporting of new physical retail sales of hardware, software (aka, games) and accessories. What we’re not as well known for in the [...]]]></description>
			<content:encoded><![CDATA[<p>One of my colleagues puts it the best: “In terms of the games industry, NPD might as well be spelled POS.” We are very well known for, if not infamous for, our monthly reporting of new physical retail sales of hardware, software (aka, games) and accessories. What we’re not as well known for in the games industry is our extensive consumer research capabilities. We utilize our online panel of nearly 2 million consumers to conduct a wide array of surveys to cover industries where we don’t have a point-of-sale service or to conduct custom research, offer trackers and monitors that cover areas such as content acquisition and device ownership, or to provide a topical report on a particular area of interest, like our upcoming topical on Online Gaming. We have tapped these consumer research capabilities to launch our newest service, <a href="http://www.npd.com/press/releases/press_101015.html" target="_self">Games Industry: Total Consumer Spend</a>.<br />
<span id="more-1240"></span><br />
Games Industry: Total Consumer Spend utilizes our monthly point-of-sale tracking along with a wide array of consumer research sources to arrive at a quarterly estimate of the size of the consumer spend on the U.S. games industry including both physical and digital format sales. While we are publicly releasing an aggregate figure for the consumer spend on content outside of the new physical retail channel, clients who subscribe to the service receive the breakdown for sales of used games, &#8220;digital&#8221; which includes full game and add-on content downloads as well as microtransactions, subscriptions, mobile apps, social network games, and rentals. We first launched this in September 2010 when we issued our estimate of the first half 2010 sales, followed by Q3 2010, which we released in December. At the end of March 2011, we issued the full year 2010 estimate of $25.13B for the industry, down 2.4% from 2009. An increase in sales coming from full game and DLC downloads, mobile apps, and social network gaming partially offset the declines seen in new physical retail sales. While new physical retail sales have faced some tough comparisons in the last two years, that channel comprised 77% of the total consumer spend on the industry in 2010.</p>
<p>Why the delay as compared to point-of-sale results? Consumer research is more complex to conduct and analyze than point-of-sale, and since the Games Industry: Total Consumer Spend utilizes many different sources along with some inputs from data sharing partners, number crunching and expertise from our analyst team, and finally calibration with partners that participate in the various forms of digital distribution, is a time consuming process. While we continue in our digital retailer and first-party recruitment efforts with the goal of ultimately offering a full market point-of-sale service that includes both physical and digital formats, we believed it was important to start covering the broader market now, utilizing the other tools in our tool box, rather than to wait for point-of-sale to become a reality, in order to better serve our clients. We have invested heavily in our consumer research capabilities, moving some of our surveys, monitors, and trackers from a quarterly outgo to a monthly outgo with the goal of improving data quality and reducing the turnaround time on our quarterly estimates.</p>
<p>We will continue to report monthly on new physical retail sales as they still comprise the majority of the consumer spend on the industry, and it is one important barometer of industry performance. When weekend box office results are reported, no one would suggest that that is a measure of the entire revenues generated by the movie industry – but they are one leading indicator in the consumer demand for filmed entertainment. Likewise, new physical retail sales of games remain a critical piece of business for many in the industry.</p>
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		<title>&#8220;I Gotta Feeling” About Digital Buyers</title>
		<link>http://www.npdgroupblog.com/2011/02/i-gotta-feeling%e2%80%9d-about-digital-buyers/</link>
		<comments>http://www.npdgroupblog.com/2011/02/i-gotta-feeling%e2%80%9d-about-digital-buyers/#comments</comments>
		<pubDate>Tue, 08 Feb 2011 15:49:27 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[digital games purchases]]></category>

		<category><![CDATA[Kinect]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1181</guid>
		<description><![CDATA[I’ve recently gotten completely hooked on Dance Central for a variety of reasons. It could be the fact that I’m still in awe of how well the Kinect for Xbox 360 tracks my every movement, or that I can routinely beat any of my four sons in the “Dance Battle” mode (ok, maybe not “routinely”, [...]]]></description>
			<content:encoded><![CDATA[<p>I’ve recently gotten completely hooked on Dance Central for a variety of reasons. It could be the fact that I’m still in awe of how well the Kinect for Xbox 360 tracks my every movement, or that I can routinely beat any of my four sons in the “Dance Battle” mode (ok, maybe not “routinely”, but you get the picture…). What it all boils down to, however, is the fact that I like to dance, and I like music. So when I’d worked through most of the 32-track playlist that comes with Dance Central, I realized it was time to add some new tracks from the Xbox Live Marketplace. Soon after going with “I Gotta Feeling” by the Black Eyed Peas, I was exercising my inner-Fergie.<br />
<span id="more-1181"></span></p>
<p>Upon review, my entire decision-making process begged one simple but extremely important question: what motivates a digital games purchase decision? For me, it was the ability to extend my Dance Central experience with new music and moves. For my newly-minted teenage son, his desire to explore new areas with his online friends drove him to beg me for the new Black Ops map pack. NPD’s new <a href="http://www.npd.com/press/releases/press_101217.html" target="_self">Games Purchase Drivers 2010</a> provides an in-depth look at the market factors affecting digital games purchases while giving a comprehensive view of what impacts the entire game purchase decision-making process. With the growth of digital buyers comes a need to deliver reliable data on the composition of this expanding group. The “Spotlight on Digital” section reports in detail on the three main purchasing subgroups: digital-only, physical-only, and dual (digital and physical) game buyers. One-in-10 Americans ages 2+ have purchased a digital game in the past three months and we are committed to being the market research leader in analyzing the continued emergence of the digital buyer.</p>
<p>What motivated your last full game or DLC digital purchase?</p>
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		<title>The Games Pie is BIG(GER)</title>
		<link>http://www.npdgroupblog.com/2010/10/the-games-pie-is-bigger/</link>
		<comments>http://www.npdgroupblog.com/2010/10/the-games-pie-is-bigger/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 15:42:41 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[games industry]]></category>

		<category><![CDATA[video games sales]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1086</guid>
		<description><![CDATA[Last week, we alerted our games industry clients and media covering the space to some changes we&#8217;d be making to our monthly, external reporting of video games sales stats. While this news was, in some cases, a hard pill for some to swallow, we believe it is an important step for the industry. Why? Because [...]]]></description>
			<content:encoded><![CDATA[<p>Last week, we alerted our games industry clients and media covering the space to some changes we&#8217;d be making to our monthly, external reporting of video games sales stats. While this news was, in some cases, a hard pill for some to swallow, we believe it is an important step for the industry. Why? Because we&#8217;ve long acknowledged that our reporting of monthly point-of-sale purchases (covering new physical sales of hardware, software and accessories only, not used game sales) did not represent 100% of the consumer spend on the industry.</p>
<p>Since new physical sales at retail have been down for some months now, the news that the industry is beleaguered has been widely covered, and it has caused unnecessary angst for many. So, while the monthly POS sales reporting still represents the majority of the consumer spend on the industry, we believe that by reducing our reporting on that portion of the market, and augmenting it with our new report, <em>Games</em> <em>Industry: Total Consumer Spend,</em> <span lang="EN">which looks at, and measures, the other avenues consumers are acquiring games content, we would provide a better, more comprehensive look at just how big the games industry is.</span></p>
<p>This new report covers not only what we&#8217;re best known for (our sales tracking of new physical retail purchases), but it adds coverage of consumer spending on used games, rentals, mobile apps, social network games, and digitally acquired content in the U.S. The pilot issue of this new report will be available later this month, but for some highlights you can read the <a href="http://www.npd.com/press/releases/press_101015.html" target="_self">press release </a>we issued last week. The games industry is experiencing one of the most transformative periods in its rich history; new technologies and ways of gaming, new consumers being introduced to gaming, and new avenues of distribution all play major roles &#8230; and we&#8217;re excited to be evolving our coverage of the market to accommodate the industry.</p>
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		<title>Modern Warfare and Farmville - More Alike Than You&#8217;d Think!</title>
		<link>http://www.npdgroupblog.com/2010/08/modern-warfare-and-farmville-more-alike-than-youd-think/</link>
		<comments>http://www.npdgroupblog.com/2010/08/modern-warfare-and-farmville-more-alike-than-youd-think/#comments</comments>
		<pubDate>Tue, 24 Aug 2010 16:12:36 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[social network games]]></category>

		<category><![CDATA[social network gaming]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=1048</guid>
		<description><![CDATA[Last December, I blogged about my experiences running my own virtual cafe&#8217; in Cafe&#8217; World via Facebook. Since then, I spent a lot of time in Cafe&#8217; Frazier, sending gifts of food and stove parts to friends, cooking up a storm to keep my level higher than those of my neighbors, and trying out new [...]]]></description>
			<content:encoded><![CDATA[<p>Last December, I <a href="http://www.npdgroupblog.com/2009/12/tikka-masala-kabobs-anyone/" target="_self">blogged</a> about my experiences running my own virtual cafe&#8217; in Cafe&#8217; World via Facebook. Since then, I spent a lot of time in Cafe&#8217; Frazier, sending gifts of food and stove parts to friends, cooking up a storm to keep my level higher than those of my neighbors, and trying out new decor items. There are times when I am too busy to play online, so I go dark for a period of time, but something always seems to reignite my interest, and I get sucked in again.<br />
<span id="more-1048"></span></p>
<p>Along about April, however, my participation with Cafe&#8217; World and Farmville came to a screeching halt. Why? I was getting ready to move my family cross-country and simply didn&#8217;t have any time to waste (there, I&#8217;ve said it) on non-real-world activities. Besides, most of my neighbors had trailed off on their participation, and it just wasn&#8217;t as much fun sending gifts but getting few in return.</p>
<p>This whole phenomenon of social network gaming is the topic of our latest research report cleverly titled &#8220;<a href="http://npd.com/lps/Social_Network_Gaming/index_PR.html" target="_blank">Social Network Gaming</a>,&#8221; and it explores in-depth this relatively new form of gaming that has introduced the world of video games to entirely new groups of people. Of all social network gamers, over a third indicated they had never played a game before. But that means that about 2/3 of social network gamers came from existing gamers, which debunks the theory that &#8220;real&#8221; gamers could never be interested in such simple games. In fact, I was just chatting with one of my nieces the other day. She&#8217;s interested in going into the games industry after she graduates from college, and is a pretty dedicated gamer - playing on everything from mobile phones to PCs to handhelds to consoles. In fact, she was telling me how much she is looking forward to playing Black Ops when it releases, but also told me about the time she spent playing Bubble Island while on the job. For her, the social aspects were meaningless - it was about how easy it was to access these games, and at certain locations, to pass time. Another existing gamer, my friend Tim (his name has been changed to protect his identity), is what I would call a core gamer through and through. His current obsession with Farmville, Mafia Wars, Vampire Wars, Castle Age, and Zynga&#8217;s Texas Hold &#8216;Em left a few of us scratching our heads, since we figured he&#8217;d never be the type to succumb to this new form of gaming. He mentions the achievements, the collections, and enjoying the fact that his level is higher than that of his neighbors (because he is more efficient at managing his farm) as similar to his experience on Xbox Live and Modern Warfare! He also doesn&#8217;t highlight the social aspects as driving his involvement, other than liking the cooperative nature of the gifting - but that is more about getting the collections and achievements than it is about being social.</p>
<p>Regardless, there is a lot that game developers can learn about the swift adoption of social network games. Whether they&#8217;re developing social network game titles or more traditional forms of games for other platforms, developers need to pay close attention to what makes these titles so attractive to gamers, and learn to apply this to their own games. Sure, it&#8217;s easy to say that a lot of the appeal comes from the fact that so many titles are free to play, but there is much more to it than that. Things happen beneath the surface that encourages someone to take money out of their wallets and pay for virtual items, or, conversely, make them leave out of boredom.</p>
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		<title>A Collective Sigh Of Relief</title>
		<link>http://www.npdgroupblog.com/2010/04/a-collective-sigh-of-relief/</link>
		<comments>http://www.npdgroupblog.com/2010/04/a-collective-sigh-of-relief/#comments</comments>
		<pubDate>Tue, 20 Apr 2010 19:18:46 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[PS3]]></category>

		<category><![CDATA[video games industry]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=974</guid>
		<description><![CDATA[Last week, when The NPD Group posted video game industry sales results for March, one could almost hear the collective sigh of relief among stakeholders; that after a fairly long drought, there was some good news to report.  The industry recorded a gain of 6 percent in total revenues generated, and along with that top [...]]]></description>
			<content:encoded><![CDATA[<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">Last week, when The NPD Group posted video game industry sales results for March, one could almost hear the collective sigh of relief among stakeholders; that after a fairly long drought, there was some good news to report.<span style="mso-spacerun: yes;">  </span>The industry recorded a gain of 6 percent in total revenues generated, and along with that top line gain, several records were noted as well.<span style="mso-spacerun: yes;">  </span>For me, it&#8217;s always more fun to report good news than bad, so here are just a few of the stories pulled from analysis of the data:</span></p>
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<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"> </p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- March 2010 was the third best non-holiday month ever for the industry, behind March 2008 and June 2008</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- Unit sales for all categories (hardware, software, accessories) were up over last March.<span style="mso-spacerun: yes;">  </span>Only hardware saw a dollar sales decline due to falling average retail prices</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- PS3 unit sales increased year-over-year for the eighth consecutive month</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- The PS3 platform contributed the greatest revenue to the industry over all other platforms, driven by stellar software performance with four of the top 10 games for the month</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- Eight of the top 10 SKUs for the month were new releases, which is a noticeable change in recent trends</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">- God of War III, Final Fantasy XIII, and Battlefield: Bad Company 2, all launched with significant unit sales growth over previous best-selling games in their respective franchises</span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;"> </span></p>
<p class="MsoNormal" style="margin: 0in 0in 0pt; mso-layout-grid-align: none;"><span style="font-size: 10pt; font-family: Tahoma;">And the list goes on.<span style="mso-spacerun: yes;">  </span>While one month does not a marked improvement make, the success of the new title launches along with the increase in hardware unit sales combines to help boost industry spirits considerably.<span style="mso-spacerun: yes;">  </span>That said,<span style="mso-spacerun: yes;">  </span>we all have to acknowledge that video games are still going through a transformational time as digitally distributed content becomes a bigger focus for many publishers, and social network gaming (and other free gaming options) draws the attention of more consumers.<span style="mso-spacerun: yes;">  </span>But the appeal of high-quality and deeper gaming experiences to consumers is evident in the March sales results, and that should make everyone feel better coming off what has admittedly been a tough run.</span></p>
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		<title>Want Some Games With That Music Purchase?</title>
		<link>http://www.npdgroupblog.com/2010/03/want-some-games-with-that-music-purchase/</link>
		<comments>http://www.npdgroupblog.com/2010/03/want-some-games-with-that-music-purchase/#comments</comments>
		<pubDate>Mon, 08 Mar 2010 14:45:16 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[itunes]]></category>

		<category><![CDATA[online gaming]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=933</guid>
		<description><![CDATA[When I was 16, I got my first non-babysitting job and spent four months toiling at the drive-through window of my local Carl&#8217;s Jr. restaurant. Being a quick study, &#8220;Want some fries with that shake?&#8221; or &#8220;Can I interest you in a hot apple pie this evening?&#8221; soon rolled off my tongue at the end [...]]]></description>
			<content:encoded><![CDATA[<p>When I was 16, I got my first non-babysitting job and spent four months toiling at the drive-through window of my local Carl&#8217;s Jr. restaurant. Being a quick study, &#8220;Want some fries with that shake?&#8221; or &#8220;Can I interest you in a hot apple pie this evening?&#8221; soon rolled off my tongue at the end of every order as I eagerly attempted to up sell customers.<br />
<span id="more-933"></span><br />
As I read through our new <a href="http://www.npd.com/press/releases/press_100302.html" target="_self">Online Gaming 2010 report</a>, issued earlier this week, this memory came flooding back to me as one finding in particular caught my eye. One part of the report covers digital acquisition of game content, and the top retailers/websites where gamers purchased content in the past three months. While iPhones and iPod Touch devices are clearly quite popular, it still was surprising to me to learn that the top site that gamers acquired digital content was iTunes.com. Now it could be that gamers are going to iTunes.com specifically to acquire gaming applications, and certainly some are, but I think the far more likely scenario for the majority of owners of these devices is that they&#8217;re going to the site to access other types of content and happen upon an interesting looking gaming app in the meantime.</p>
<p>In this sense, iTunes.com could be benefiting from the very same up sell long favored by fast-food restaurants and enjoyed by mass market merchandisers as shoppers pick up impulse items to go along with their planned purchases.</p>
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		<item>
		<title>Dial &#8220;D&#8221; For Digital</title>
		<link>http://www.npdgroupblog.com/2010/01/dial-d-for-digital/</link>
		<comments>http://www.npdgroupblog.com/2010/01/dial-d-for-digital/#comments</comments>
		<pubDate>Wed, 13 Jan 2010 16:37:50 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Entertainment]]></category>

		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[content acquisition]]></category>

		<category><![CDATA[entertainment content]]></category>

		<category><![CDATA[games content]]></category>

		<category><![CDATA[music sales]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=871</guid>
		<description><![CDATA[During some of my &#8220;kid-oriented&#8221; presentations, I will often talk about some of the things that we adults can still remember, but that kids of today have never been exposed to - like rotary-dialed phones or 8-track tapes. I was reminded of this recently when I had my car in for service and was given a loaner [...]]]></description>
			<content:encoded><![CDATA[<p>During some of my &#8220;kid-oriented&#8221; presentations, I will often talk about some of the things that we adults can still remember, but that kids of today have never been exposed to - like rotary-dialed phones or 8-track tapes. I was reminded of this recently when I had my car in for service and was given a loaner for the day, and the car actually had manual roll-down windows. My kids had no clue how to operate them, and a verbal explanation wouldn&#8217;t do - I had to visually demonstrate the hand-cranking method for them as they stared on in disbelief. <br />
<span id="more-871"></span><br />
As the march toward all things digital moves steadily along, it almost seems inevitable to imagine a future, and maybe a not so distant one, where nearly all entertainment content would be distributed via digital methods, but is that reality?  Even with the prevalence of various digital music acquisition sources, my colleagues here at NPD that cover the music industry tell me that physical purchases of music still account for a majority of music sales and now, our new <a href="http://www.npd.com/press/releases/press_100112.html" target="_self">Games Acquisition Monitor </a>covers the entire content acquisition pie for the games industry - including physical, digital, rental, mobile, used and even games acquired by piracy.  Sales of games content, for now, are still heavily dominated by physical purchases at retail.  During Q3 of 2009, 86% of acquired content was in a physical format, and if you look at just content for console platforms, it&#8217;s 90% physical.  So, while digital distribution of games content is an important consideration for the games industry, the role retail plays is vitally important to getting games into the hands of consumers.</p>
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		<title>Tikka Masala Kabobs Anyone?</title>
		<link>http://www.npdgroupblog.com/2009/12/tikka-masala-kabobs-anyone/</link>
		<comments>http://www.npdgroupblog.com/2009/12/tikka-masala-kabobs-anyone/#comments</comments>
		<pubDate>Thu, 03 Dec 2009 19:40:08 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[gaming]]></category>

		<category><![CDATA[kids]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=831</guid>
		<description><![CDATA[Like many of you, I spent a good portion of my Thanksgiving weekend cooking. In addition to the traditional turkey, stuffing and pumpkin pie, my weekend menu included hundreds of portions of Triple Berry Cheesecake, French Onion Soup, chips and guacamole, home-style pot roast and Tikka Masala Kabobs. Now, mind you, not all of this [...]]]></description>
			<content:encoded><![CDATA[<p>Like many of you, I spent a good portion of my Thanksgiving weekend cooking. In addition to the traditional turkey, stuffing and pumpkin pie, my weekend menu included hundreds of portions of Triple Berry Cheesecake, French Onion Soup, chips and guacamole, home-style pot roast and Tikka Masala Kabobs. Now, mind you, not all of this was real food. Much was conjured up in Cafe&#8217; Frazier compliments of Cafe&#8217; World, one of the most popular social networking games on Facebook. As my kids observed me running to the computer to serve up my fruit salad before it rotted on the stove (who makes fruit salad on the stove anyway?), they soon became curious and interested themselves, and before I knew it, I had created a Facebook account for my 7 year-old twins so they could run a cafe&#8217; of their very own. And my kids have a lot of company when it comes to gaming.<br />
<span id="more-831"></span></p>
<p>Our newest report, <a href="http://www.npd.com/press/releases/press_091202.html" target="_self">Kids and Gaming</a>, reveals that 87 percent of kids age 6-8 play games on some device, while 50 percent of kids in this same age group report playing games online, and 10 percent are playing games on cell phones. Even at this relatively young age, gaming is deeply rooted in kids&#8217; lives. But one of the issues gnawing at the industry at large, the increasing incidence of free gaming - whether on a cell phone, or online, is an issue with the kids market as well. While there may not be as many young kids engaged in gaming on social networks right now, there are plenty of free online virtual worlds to draw them in. Our report found that only 9 percent of kid gamers ages 2-17 had purchased a microtransaction in the past three months. Having spent quite a bit of time myself now on both Cafe&#8217; World and Farmville, I haven&#8217;t found anything that would compel me to take out my wallet and spend real money. My kids, however, have been enticed to buy a Grand Chase pre-paid game card at 7-Eleven. So the ongoing debate about how to best monetize these gaming experiences - experiences kids are clearly engaged in - remains one for the industry to grapple with.</p>
<p>Anyway, gotta go. My spaghetti and meatballs are ready to serve.</p>
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