Archive for February, 2010

Official Olympic Winter video game hits 6 million units worldwide

SEGA of America, Inc. and SEGA Europe Ltd. are thrilled to announce that the Nintendo platform-exclusive game – Mario & Sonic at the Olympic Winter Games™ – has sold over 6 million units worldwide since its launch in October 2009 and is available for the Wii™ system and the Nintendo DS™ handheld system.

With the Olympic Winter Games Opening Ceremony on February 12th marking the start of the Games themselves, SEGA has big plans to support the title across the globe with increased marketing activity. New television campaigns for the game are planned for North America (running from February 12 to 28th) and other major European territories including France, Benelux, Austria and the Nordic countries. As Olympic Winter Games fever hits, SEGA will also be participating in events celebrating the Games around the world in cities such as London, Washington DC and San Francisco.

“The original Mario & Sonic at the Olympic Games™ was a huge success for SEGA” commented Mike Hayes, CEO for SEGA America and SEGA Europe. “Mario & Sonic at the Olympic Winter Games is one of the leading third party games for Wii and DS and we were confident the title would have longevity within retail. The start of the Vancouver 2010 Winter Games is a perfect time to ensure SEGA is at the forefront of the consumer’s mind when it comes to recreating that Olympic Winter Games feeling in living rooms everywhere.”

Mario & Sonic at the Olympic Winter Games is available on Wii™ and Nintendo DS™ systems exclusively.

For more information on any of the Olympic video games, please visit the official site at http://www.olympicvideogames.com/.

New survey reveals social gaming phenomenon in U.S. and U.K.

Nearly a Quarter of All Consumers Now Play Social Games Regularly; Women Drive Latest Video Game Trend Ahead of Men

PopCap Games unveiled the results of a survey targeting “social gamers“: Consumers in the U.S. and UK who play games on social networking platforms such as Facebook® and MySpace®. More than 24% of respondents said they play social games regularly, indicating a total social gamer population of approximately 100 million in America and the United Kingdom alone. And contrary to prevailing stereotypes, the average social gamer is a 43-year old woman.

The survey identified a number of differences between U.S. and UK social gamers, and revealed trends and tendencies which establish the social gamer audience as unique from traditional video game playing audiences. While still in its infancy compared to the traditional video game industry, the social games sector represents a huge opportunity to reach hundreds of millions of consumers who historically have not played video games. The social games sector is projected by industry analysts and researchers to generate revenues of more than US$1 billion in 2010.

Among the nearly 5,000 consumers who responded to the survey, more than 1,200 play games on social networking sites and platforms at least once a week, qualifying them as “social gamers” for the purposes of the survey. Two-thirds of all qualified survey respondents are U.S.-based. 55% of all social gamers are female and 45% are male — with the disparity being even larger among UK consumers (58% vs. 42%). The average age of social gamers is 43, with U.S.-based social gamers averaging 48 years of age compared to 38 for those based in the UK. Further, 46% of American social gamers are 50 or older, compared to just 23% in the UK. Only 6% of all social gamers are age 21 or younger.

Gender Differences

As with most forms of video games, men and women differ in their consumption of, and attitudes towards, social games:

  • Among the most avid social gamers, women make up the majority; 38% of female social gamers say they play social games several times a day, vs. 29% of males.
  • Women are more apt to play social games with real-world friends than men are (68% vs. 56%).
  • Men are more inclined than women to play with strangers (41% vs. 33%); nearly twice as many women as men say they play social games with relatives (46% vs. 29%).

Frequent Play

  • The vast majority (95%) of social gamers play multiple times per week; nearly two-thirds (64%) play at least once a day.
  • U.S. players tend to play more frequently, with 68% saying they play daily compared to 55% of U.K.-based social gamers.
  • 61% of social gamers say their average social gaming session lasts more than half an hour; one in ten say their average session lasts 3 hours or more!
  • More than half (56%) of social gamers have been playing social games for more than a year.
  • About one quarter (26%) are new to social gaming, having started playing in the last six months.
  • About a third (35%) of social gamers say their consumption of social games has increased over the past three months, compared to 10% who said it has decreased.

Playing Preferences

  • Facebook is far and away the most popular destination for social gamers; 83% of social gamers cite Facebook as a place where they play social games, compared to 24% who play on MySpace, 7% on Bebo and 5% who play on Friendster.
  • Social gamers spend 39% of all their time on social networking sites/services playing games. The second and third most popular social networking activities among social gamers are chatting with/messaging friends (17%) and playing non-social (solo) games (15%).
  • When asked to choose as many reasons as they wanted for playing social games from a lengthy list, social gamers cited “fun and excitement” as the most popular motivation (53%). Stress relief (45%) and “competitive spirit” (43%) were next most popular respectively, followed by “mental workout” (32%) and “connect with others” (24%).
  • Only 17% of UK-based social gamers chose “connect with others” as a reason for playing, compared to 28% of their U.S. counterparts.
  • Nearly half (49%) of the times when they log into social networks, social gamers do so specifically to play social games.

Viral Growth/Consumption

  • Social gamers tend to play their favorite games with great frequency; the most popular games for weekly or more frequent play are Farmville (69% of all social gamers who play Farmville say they play once a week or more), Bejeweled® Blitz (65%), Texas Hold’em Poker (63%), Cafe World (61%) and Mafia Wars (59%).
  • Word-of-mouth is the most common way that social gamers hear about new social games; 57% of social gamers rely on a recommendation or in-game alert from a friend while 38% said they learn about new games from ads on social networking sites and 27% cited standard Web searches as a source of information on new social games.
  • Social gamers have played an average of 6.1 different social games; 39% have played between three and five social games and 13% say they’ve played more than 10.

Virtual Currencies

  • Slightly more than half (53%) of social gamers say they’ve earned and/or spent virtual currency in a social game, but only 28% have purchased virtual currency with real-world money and only 32% have purchased a virtual gift.
  • Nearly a third (32%) of social gamers say they’re likely to purchase virtual items with real-world currency.
  • Fully a quarter (25%) of social gamers say they’ve been misled by an ad or other “special offer” tied to a social game they’ve played.

Social Gaming Relationships

  • 62% of qualified survey respondents say they play social games with real-world friends, while 56% play with friends they’ve made online and 37% say they play with strangers.
  • U.S.-based social gamers are far more likely to play with strangers than their UK counterparts (41% vs. 29%).
  • Nearly half (43%) of social gamers say they also play social games with their parents, children, and/or other relatives.
  • 62% of social gamers agree that social games allowed them to reconnect with “old friends, colleagues, classmates etc.”; a similar percentage (63%) say that social games have been a source of new friendships and 70% say that social games make them feel more connected to other members of their social networks.
  • When asked to choose aspects of social gaming that appeal to them — other than “social interaction” — social gamers cite “friendly competition” (59%), “interactive gameplay” (49%) and “opportunity to win prizes” (35%) as the primary reasons; only 24% of UK-based social gamers chose the latter as a reason for playing, compared to 40% of their American counterparts.

*More detailed survey results

“This study establishes social games as a fast-growing and quickly maturing pastime for an enormous portion of the population,” noted Robin Boyar, founder and principal at Thinktank Research, a market research consultancy specializing in gaming and the digital consumer. “And with more than 80% of social gamers stating that playing social games strengthens their relationship with friends, family and colleagues, social gaming reinforces the core appeal of social networks.”

Survey Methodology

This international research was conducted by Information Solutions Group (ISG; www.infosolutionsgroup.com) exclusively for PopCap Games. The results are based on 1,202 online surveys completed by Toluna/Greenfield Online panel members in the United States and United Kingdom between January 7 and January 12, 2010. Of the 1,202 respondents, 800 (67%) are from the US, while 402 (33%) are from the UK.

To qualify for participation, individuals must play social games for more than 15 minutes a week. This social game playing audience consisted of 535 men and 665 women. In theory, in 19 cases out of 20, the results will differ by no more than 2.5 percentage points from what would have been obtained by seeking out and polling all US and UK Internet users age 18 and over. Smaller subgroups reflect larger margins of sampling error. Other sources of error, such as variations in the order of questions or the wording within the questionnaire, may also contribute to different results. Toluna/Greenfield Online is an independent, global provider of online panel intelligence to the market research industry from its 17 offices in Europe, North America and Asia Pacific.

New study reveals the social graces of social gaming for women

Over 700 Women Share Insight on Wants, Faux Pas & Boundaries of Social Media Gaming; Q Interactive & Engage! Expo Dive into Psychology of Rapidly Growing Gaming Community

A new study from Q Interactive and Engage! Expo (host of the Virtual Goods Conference) reveals insight into the psychology of social media gaming women, the largest demographic of social media users. The study of over 700 women, about 54 percent of which play daily and 30 percent weekly, investigates a range of viewpoints around salient social media gaming topics.

“We had a frank conversation with women to better understand not only how, when and what they play, but how they approach gaming at work, their self-imposed boundaries for play, their willingness to spend to feed their habit, and more,” said Marj Calinog, VP, Business Development. “Overall, we found a group completely engaged with play but one with definite ‘rules’ and opinions as well as concerns about the future. The findings hold great implications and opportunities for developers wanting to increase game loyalty and brands and advertisers seeking a meaningful presence in social gaming.”

As brands gather to discuss how companies can capitalize on the social gaming space, Q Interactive, specializing in social media monetization solutions for advertisers and developers, specifically shares how women engage with social media / games. This marks the company’s third recent proprietary research study from its “Women’s Channel.”

Finding: “I Embrace My Inner Gamer!”

  • Of those surveyed, 42 percent consider themselves “gamers” and seven percent deem themselves “obsessed.”
  • For 67 percent, one to five hours per week is “socially acceptable”; however, 26 percent feel six or more hours per week is socially acceptable.
  • Nearly 45 percent of those surveyed have friends they consider “obsessed” with social media gaming.
  • Approximately 16 percent of those surveyed “hide” or “sometimes hide” their gaming habits.

Finding: “There are Gaming Faux Pas – But I Set Boundaries for Myself”

  • Over two-thirds of those surveyed believe there are “stigmas” associated with gaming. For those women, the leading stigma is:

-”Games are addictive” (24 percent)

    -”Play makes you neglectful of other areas of your life” (21 percent)

      -”Gaming is a waste of time” (17 percent.)

        • Play at work is basically off limits: 93 percent of those surveyed share they primarily play at home versus work.

        Finding: “I Won’t Pay – No Matter How Much I Love a Game”

        • More than half of women surveyed – 54 percent – “fear” more games will make gamers pay in the future.
        • If forced to pay, 77 percent would give up the game, while:

        -10 percent would prefer a monthly subscription or fee

          -10 percent would prefer a pay-as-I-go system

            -Two percent would prefer a separate payment scenario for each game played

              Finding: “My Kids Are Active in Social Media Gaming – But They are Not Paying”

              “What we have found is moms and kids are both wired into social media gaming, however, mom has a heavy hand in kids’ play; she is actively supervising the time her kids play and what they spend,” said Christopher Sherman, CEO and Founder of the Engage! Expo.

              • Overall kids (children under 18 years old) are connected: 16 percent of moms say their children have a smart phone.
              • According to mom, 40 percent of kids are allowed to play daily, 37 percent weekly, and 10 percent monthly.
              • Generally speaking, kids are banned from the wallet: 80 percent are not allowed to pay for social media gaming.

              Source: Q Interactive

              Silent Hunter 5: Battle of the Atlantic

              Sweeping Orchestral Soundtrack Immerses Players in the Next Installment of the Best-Selling Submarine Computer Game Series

              BAFTA award-winning composer Jason Graves has created a rousing thematic score for the next iteration of the highly acclaimed submarine simulation series, Silent Hunter® 5: Battle of the Atlantic. A classically trained composer renowned for his adventurous symphonic music in video games, Graves elevates the dramatic story of a World War II German submarine captain with an emotionally charged orchestral score, expertly crafting graceful chord progressions and Wagnerian majestic chorus. Developed by Ubisoft Romania, Silent Hunter 5: Battle of the Atlantic will be released exclusively for the PC in March 2010. The original soundtrack will be available with the Collector’s Edition of the game and for digital download on iTunes®.

              “Working with Jason to compose music for Silent Hunter 5: Battle of the Atlantic was a real pleasure,” said Mihai Gheorghiu, Audio Director at Ubisoft Romania. “Continuing the franchise’s tradition for high-quality orchestral scores, he delivered an intense soundtrack that captures the essence of the gameplay and enhances the overall experience for the player.”

              “Collaborating with Ubisoft Romania was a wonderful experience and it was a privilege to be asked to score the next installment in the franchise,” commented Jason Graves. “I always try to find a unique approach to every score I compose. I thought the German perspective of the story would permit more musical liberty than my previous World War II scores. I drew on classical composers such as Mozart and Wagner to instill a dramatic, operatic sensibility to the score and I utilized choir to the same purpose, especially in the main themes.”

              Silent Hunter 5: Battle of the Atlantic ventures into uncharted territory and takes players behind the periscope of a German U-boat to take on the Allied Forces in famous battles across the vast Atlantic Ocean and Mediterranean Sea. For the first time in the history of the series, players can live the life of a submarine captain from a first-person view and lead and interact with crew in the dynamic campaign.

              Source: www.silenthunter5.com

              Edinburgh Interactive 2010

              Edinburgh Interactive and Media Guardian Edinburgh International Television Festival to host networking and information showcase

              Edinburgh Interactive, part of the Edinburgh Festival, and the Media Guardian Edinburgh International Television Festival announced plans for a far-reaching partnership that will bring the games industry together with the TV industry.

              On Thursday 26th August 2010, the eve of the TV Festival and the closing day of Edinburgh Interactive, the two will host the first ever creative industries event for television and games, providing an insight into technologies, but more importantly bringing the decision makers from games and television together for the first time.

              The MGEITF Futureview Keynote Address will be given this year by a games industry leader, with Edinburgh Interactive hosting a Keynote Address from television. There will also be a Creative Masterclass at MGEITF which will bring together games developers and creatives to discuss the game development process and to explore what the opportunities may be for co-development of interactive TV and games formats.

              Today there are 13 million new generation static games consoles in UK homes (Nintendo Wii, Microsoft Xbox and Sony Playstation 3), giving access to games, the internet, dedicated content channels and either the BBC iPlayer or Sky Player.

              With TV formats such as I’m A Celebrity… Get Me Out Of Here, Countdown, Family Fortunes and Ready Steady Cook already available as Nintendo Wii and DS games, it is only a matter of time before the TV industry will develop new games formats for next generation 3D HD TVs with integrated console and internet access. Games are already becoming a major driver for digital entertainment usage, particularly on the internet and mobile phone platforms.

              Chris Deering, Chairman of Edinburgh Interactive, said: “Games have had a significant effect on the use of the television in the home. Over the last 12 months this has moved on dramatically with recent research showing that 10 per cent of all BBC iPlayer requests are being driven by games consoles. The debate between the two industries has not yet begun; it will begin in August at Edinburgh Interactive and MGEITF.”

              Deborah Turness, Editor of ITV News and Advisory Chair of the MGEITF Advisory Committee, said: “This is an exciting opportunity to explore joint format development between television and games and is a natural evolution driven by major advances in technology. In bringing together executives from these two entertainment industries to discuss, network and share ideas, we place both Festivals at the centre of a new global debate in Edinburgh.”

              Edinburgh Interactive takes place on Wednesday 25th and Thursday 26th August 2010.

              MGEITF takes place between Friday 27th August and Sunday 29th August 2010.