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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>Mon, 08 Mar 2010 14:45:16 +0000</pubDate>
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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>
		<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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		<item>
		<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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		<title>Here Comes The Sun?</title>
		<link>http://www.npdgroupblog.com/2009/10/here-comes-the-sun/</link>
		<comments>http://www.npdgroupblog.com/2009/10/here-comes-the-sun/#comments</comments>
		<pubDate>Mon, 26 Oct 2009 13:43:37 +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[Wii]]></category>

		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=782</guid>
		<description><![CDATA[The highly anticipated video game industry sales results for September have now been delivered, and many who were expecting a bigger increase over last year&#8217;s results, were underwhelmed by the numbers. The industry did return to positive territory after six consecutive months of posting declines, but the increase was a modest 1 percent.

Hardware price cuts [...]]]></description>
			<content:encoded><![CDATA[<p><span lang="EN">The highly anticipated video game industry sales results for September have now been delivered, and many who were expecting a bigger increase over last year&#8217;s results, were underwhelmed by the numbers. The industry did return to positive territory after six consecutive months of posting declines, but the increase was a modest 1 percent.</span></p>
<p><span id="more-782"></span></p>
<p>Hardware price cuts delivered what they were designed to do: all three console systems received a price cut in either later August or September and the month-over-month unit sales increase, taking into account the extra week of sales in the September reporting period, was noticeable. PS3 unit sales increased 87 percent on a weekly sales basis over August, while the Xbox 360 and the Wii realized increases of 31 percent and 33 percent, respectively. Historically, price reductions on hardware have impacted unit sales anywhere in the range of 2 percent to 200 percent, with greater increases usually coming from price cuts that occurred earlier in the lifecycle than this recent round of cuts did. In most cases, unit sales of hardware exceeded what many analysts had expected. So, on the hardware front, the industry performed very well. And a greater install base of hardware provides the foundation for future software growth, and can provide a healthy shot in the arm for the entire industry ecosystem.</p>
<p>But for September, software sales didn&#8217;t live up to what many expected, despite having realized a 5 percent gain over last year. All eyes were on the battle of the Bands as The Beatles: Rock Band, and Guitar Hero 5 hit store shelves. While both titles performed well, and are the type of games that can have a long life, particularly through the upcoming holiday season, some were expecting bigger numbers out of the gate. Halo 3: ODST grabbed the top spot for the month, selling an impressive 1.5 million units. It is important not to overlook the fact that Madden NFL 10, which hadn&#8217;t performed as well in August as compared to last year&#8217;s game, made up some ground this month, narrowing the difference in the first two months sales of the title. Looking forward to October there are some key releases, which should generate some solid sales. They include Wii Fit Plus, Uncharted 2: Among Thieves, Brutal Legend, Mario &amp; Sonic at the Olympic Winter Games, NBA Live 10, and more. The content line-up in aggregate looks very much like it could hold its own against last year.</p>
<p>Overall, based purely on seasonality trends, which put historical year-to-date through September sales in the range of 47 percent to 55 percent of annual sales, the total industry is poised to land in the range of $19 to $22B for the year. Because of how this year has shaped up so far, I would say that it looks more like a year where sales could be more heavily weighted in the back months than average, so the industry ending up flat at $22B isn&#8217;t out of the question.</p>
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		<item>
		<title>At What Price, Free?</title>
		<link>http://www.npdgroupblog.com/2009/06/at-what-price-free/</link>
		<comments>http://www.npdgroupblog.com/2009/06/at-what-price-free/#comments</comments>
		<pubDate>Tue, 30 Jun 2009 16:44:25 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

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

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

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

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=682</guid>
		<description><![CDATA[We frequently meet with clients to take a look at changes in the industry and consumer behavior, and provide analysis and insights into how the changes will impact things to come. This spring, it was clear that last year was one of the most transformative years in the video games industry: audience expansion, the accelerating [...]]]></description>
			<content:encoded><![CDATA[<p>We frequently meet with clients to take a look at changes in the industry and consumer behavior, and provide analysis and insights into how the changes will impact things to come. This spring, it was clear that last year was one of the most transformative years in the video games industry: audience expansion, the accelerating adoption of digital distribution, increases in mobile and social gaming, and the influence of the Wii were all topics on the minds of industry followers. But I get a little uneasy when I see how all these factors are influencing the plethora of free game options available, and while it&#8217;s great to have more ways to expose gaming to a broader audience, the industry struggles with how to best monetize that gaming activity.</p>
<p> <span id="more-682"></span></p>
<p>A case in point: NPD recently conducted a study of iPhone/iPod Touch applications using its panel of pre-identified iPhone/iPod Touch owners. Some of the gaming industry questions pertained to the impact that the greater availability of gaming apps for those devices has had on the time those folks spend playing games on other platforms. But what was striking, and a bit disconcerting, was the reported downloads of free vs. paid gaming applications. On average, respondents indicated they had downloaded nearly 10 games, but the paid for only 18% of them. Taking it a step further, of the Lite game apps. they downloaded (nearly 5 on average), only 18% then upgraded to a paid app. So did the Lite app. satisfy their gaming need enough? Or was the Lite app. so unsatisfying that the respondent didn&#8217;t bother to upgrade? Either way, it&#8217;s not a great scenario, but what could be more harmful to paid gaming overall is if the free app. is satisfying the gaming need for the respondent.</p>
<p>I was contemplating all of this when I read our latest study on <a href="http://www.npd.com/press/releases/press_090629b.html" target="_self">Gamer Segmentation</a>, which was recently released. Probably because this free gaming issue was on my mind, I took special note of one particular section of the report that addressed the willingness on the part of the various gamer segments to pay for micro-transactions. Across the types of potential micro-transactions, the amount the gamers were willing to pay decreased over the last year. I can&#8217;t help but think that the explosion of free gaming options is exercising at least a slight downward pressure on pricing for gaming. Grappling with the monetization of these new avenues for gaming and assessing the impact it has on the more traditional channels for gaming will be an important issue for the industry to address in the coming year.</p>
<p>Regardless, the Gamer Segmentation 2009 study found a very promising sign for the games industry: that participants in gaming increased by 4.3 million over the last year. So, while free gaming may be a source of concern, surely it is also one of the reasons more have come into gaming as a form of entertainment. The challenge remains: making these consumers more invested participants who contribute to the expansion of industry revenues over time.</p>
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		<item>
		<title>E3 Here We Come</title>
		<link>http://www.npdgroupblog.com/2009/05/e3-here-we-come/</link>
		<comments>http://www.npdgroupblog.com/2009/05/e3-here-we-come/#comments</comments>
		<pubDate>Thu, 28 May 2009 14:47:17 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<category><![CDATA[E3]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=604</guid>
		<description><![CDATA[Many of us in the video games industry eagerly await E3 next week in Los Angeles.  As we&#8217;ve been busily working on our meeting schedules, invariably the conversation turns to, &#8220;What do you think will be the big announcements coming out of E3?&#8221;

While the industry is certainly an ecosystem in which marquee content sells hardware, [...]]]></description>
			<content:encoded><![CDATA[<p>Many of us in the video games industry eagerly await <a href="http://www.e3expo.com/" target="_blank">E3</a> next week in Los Angeles.  As we&#8217;ve been busily working on our meeting schedules, invariably the conversation turns to, &#8220;What do you think will be the big announcements coming out of E3?&#8221;</p>
<p><span id="more-604"></span></p>
<p>While the industry is certainly an ecosystem in which marquee content sells hardware, hardware sales increase the install base and drive more software sales, and both hardware and software spur accessories sales, the truth is that content remains king.  For that reason, at E3, I am most looking forward to what I learn about upcoming game releases.  As has been abundantly clear from the last two months of sales results, when the aggregation of new game releases doesn&#8217;t quite measure up to what was released last year the entire industry suffers. Clearly, the first third of 2008 was quite unusual in the number of top-selling games released early in the year - and compared to any other prior year, 2009 is stacking up quite nicely.  This just underscores the importance of big game releases in driving the total industry to new heights this year, as they did handily in 2008.</p>
<p>So while I&#8217;m keenly interested in the E3 news around digital distribution, hardware, and corporate announcements, the games are what I&#8217;m going for</p>
<p>What are you looking forward to at E3?  We&#8217;d love to hear what&#8217;s on your mind. See you in LA!</p>
<p>Be sure to follow us on Twitter:</p>
<p><a href="http://twitter.com/NPDFrazier" target="_blank">http://twitter.com/NPDFrazier</a> and <a href="http://twitter.com/NPDGroup" target="_blank">http://twitter.com/NPDGroup</a></p>
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		<item>
		<title>It&#8217;s All About Mom&#8230;</title>
		<link>http://www.npdgroupblog.com/2009/03/its-all-about-mom/</link>
		<comments>http://www.npdgroupblog.com/2009/03/its-all-about-mom/#comments</comments>
		<pubDate>Tue, 31 Mar 2009 13:10:25 +0000</pubDate>
		<dc:creator>Anita Frazier, Entertainment Industry Analyst Toys &#38; Video Games</dc:creator>
		
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://www.npdgroupblog.com/?p=487</guid>
		<description><![CDATA[When I least expected it, BAM! Something hit me over the head like the proverbial ton of bricks. I was sitting at a conference in January listening to a panel discussion on kids and their use of the Internet. As usual, Internet safety concerns came up time and time again. Amongst the largely PC panelists, [...]]]></description>
			<content:encoded><![CDATA[<p>When I least expected it, BAM! Something hit me over the head like the proverbial ton of bricks. I was sitting at a conference in January listening to a panel discussion on kids and their use of the Internet. As usual, Internet safety concerns came up time and time again. Amongst the largely PC panelists, one more outspoken gentleman was talking about what kids were really doing on the Internet, and the pains they take to hide these things from their parents, especially their mothers. While moms rule the household and largely set the rules and cultural agendas, dads will tell great stories about the things they got away with when THEY were kids, and most likely rebel against mom&#8217;s household rules themselves. And that&#8217;s when it hit me - I am totally un-cool.</p>
<p><span id="more-487"></span></p>
<p>You see, I have four boys between the ages of six and eleven, and a fifth boy, my husband, whose age will go unstated. I had been living this illusion that because I was kind of hip to the whole video game and toy world, and my job had some really cool side benefits for my kids, that I was actually a pretty cool person. So I&#8217;m sitting at this conference having this major life-changing personal image transformation when something occurred to me that was pretty comforting - I may not be cool, but I am large, and in-charge. Like the millions of other moms out there, I do rule the household. I control most of the household spending, I decide what we&#8217;re eating for dinner, and otherwise make most of the decisions.</p>
<p>The moms of the world are vitally important to the video games industry because not only are more of them becoming gamers themselves, but we control a lot of the money that is spent on hardware and games. I think that moms have been at the heart of one of the biggest shifts the games industry has experienced with this latest generation, and that shift has been part of the reason the industry is now in its fifth year of experiencing sales growth.</p>
<p>Moms are now a lot more in-tune with the industry and it has helped foster in a more mainstream acceptance of gaming as a form of entertainment. With moms more aware of the industry and more involved themselves, it has paved the way for more households&#8217; cultural agendas to include video gaming as a regular form of entertainment.</p>
<p>Us moms may not be cool, but everyone knows who runs the show.</p>
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