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  • Ziff Davis Video Game Survey: Gamers Continue to Cut TV Viewing

    August 9th, 2005
    According to Ziff Davis Media’s annual “Digital Gaming in America” survey of more than 1,500 randomly selected U.S. households, nearly a quarter of all video game players watched less television than last year and expect to cut their viewing time even further this year. The study also showed that 76.2 million people in the United States play videogames, up from 67.5 million a year ago, representing an increase of 11.4%. The increase in gaming follows strong sales of portable gaming systems and reductions in the prices of current-generation video game consoles.

    The Digital Gaming in America study is conducted by Ziff Davis Media Game Group, producers of leading print and online brands Electronic Gaming Monthly, Computer Gaming World, Official U.S. PlayStation Magazine and 1UP.com. The study reveals a number of surprising shifts in gaming habits and consumer preferences in 2005.

    The study lends credence to observations that consumers are increasingly turning away from television and towards videogames for their entertainment. The Digital Gaming in America study found that 24 percent of gamers reduced their TV watching over the last year, and a further 18 percent expect to do so in the next twelve months. Video gamers are generally spending less time watching television this year compared to last year: they watched 16 hours per week in 2005 versus 18 hours per week in 2004, representing an 11.1% decrease. Furthermore, among core gamers, High Definition Television (HDTV) viewership increased to 18% in 2005 versus 7% last year.

    “We’re seeing a broadening of the gamer base as gaming goes more mainstream, and simultaneously a heightening of intensity among core gamers,” said John Davison, Vice President and Editorial Director of Ziff Davis Media Game Group. “We’ve see this expansion reflected in the discussions among our gaming community members on 1UP.com. Portable gaming in particular appeals to a more diverse audience, while the new high-definition capabilities promised in next-gen home consoles has raised core gamers’ expectations for high quality gaming.”

    In 2004, video gaming overtook PC gaming for the first year ever. The strong growth in video games continued in 2005. This year, 62.6 million households played video games and 56.6 million played PC games, versus 54.5 million and 52.3 million, respectively, last year. According to the study, this year core gamers will spend an estimated $5.6 billion on gaming products, also up from a year ago.

    One of the leading trends impacting the videogame market is portable gaming, which continues to grow strongly. According to the study, 40 percent of video gamers are likely to purchase a portable gaming device in the next twelve months.

    Habits of a Portable Gamer

    According to the study, 86% of video gamers own a cell phone this year, which is up from 70% a year ago. Of these individuals, 48% play games on their mobile devices. The high proportion is due mainly to the advancement in technology of cellphones and their ability to play multi-functional video games with improved graphics.

    Other highlights include:
    * Over 42% of gamers purchase games for their cell phones
    * Mobile gamers spent an average of $13 in the last 60 days on mobile
    games for their cell phones
    * Mobile gamers spent 19 minutes per gaming session
    * Text messaging is the most popular option on cell phones (77%),
    followed by color screens (71%) and downloadable ring tones (67%)
    * Arcade (57%), Card (44%) and Puzzle (37%) games are the most popular
    games on cell phones

    Methodology
    The Digital Gaming in America 2005 study was conducted by the Strategy Group, an independent research company. One thousand five hundred and fifty eight people were polled, randomly, nationwide from May 2005 through July 2005.

    Full text of press release

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