We're excited to release the second edition of our consumer research report on gamer demographics and video game audiences across the generations. Powered by the Global Gamer Study, this new report explores how players of all ages engage with games in 2023. Why get the new edition of our ...
It provides information on the demographics of people who play video games, the profile of game purchasers, and the reason why people play games. It also presents other demographic data such as the average time spend by players in playing games and the annual income of the gamers....
Total spending in the US on video game hardware, software, and accessories, including game cards, reached $1.2 billion in mid-2020, as a result of the widespread lockdowns due to the COVID-19 pandemic (NPD Group, 2021). This was historically the highest since Nintendo’s Wii was launched...
hyper-aggressive gamer. When we think of the kinds of players who give everyone else on the Internet all kinds of grief,we think of the favorite whipping boy of politicians and pundits everywhere:the FPS gamer. And yet, when we look at actual game sales over the past eight years, even...
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(Color figure online) 4.2 Concept Gamification Concept Gamification consists of four scales, representing car status, fuel con- sumption, driver health, and driver fun levels (Fig. 3). The inspiration was taken from computer games, where players have health levels they can directly influ- ence ...
ConceptGamificationconsists of four scales, representing car status, fuel consumption, driver health, and driver fun levels (Fig.3). The inspiration was taken from computer games, where players have health levels they can directly influence through power-ups. In our prototype, users could keep cons...
Our analysis shows that the collision of these forces could trigger economic disruption far greater than we have experienced over the past 60 years (see Figure 1). The aim of this report by Bain's Macro Trends Group is to detail how the impact of aging populations, the adoption of new ...
Auto companies are forming varied collaborations, often with players from outside the automotive world, as they try to stay on top of the latest technological trends. more >> Aston Martin sees recent non-automotive concepts as brand extensions In the past year, Aston Martin has unveiled two ...
Meanwhile, escapists tended to engage in aggressing and creating behaviors, and story-driven players exhibited creating and helping behaviors. These results may be useful in explaining individual differences in game behaviors and the relationships between video-game and real-life behaviors...