Values in Play Interactional Life with the Sims

Total Page:16

File Type:pdf, Size:1020Kb

Values in Play Interactional Life with the Sims Values in Play Interactional Life with the Sims Studies in Applied Information Technology, Report 10, March 2011 ISBN 978-91-628-8233-4, ISSN 1652-490X;10 Values in Play Interactional Life with the Sims Louise Peterson Doctoral Dissertation Department of Applied Information Technology University of Gothenburg SE-412 96 Gothenburg Sweden © Louise Peterson, 2011 ISBN: 978-91-628-8233-4 ISSN: 1652-490X;10 Doctoral thesis in Applied Information Technology towards Sciences of Education, at the Department of Applied IT, University of Gothenburg. The thesis is available in full text online http://hdl.handle.net/2077/24118 This doctoral thesis has been prepared within the framework of the graduate school in educational science at the Centre for Educational Science and Teacher Research, University of Gothenburg. Centre for Educational Science and Teacher Research, CUL Graduate school in educational science Doctoral thesis 8 In 2004 the University of Gothenburg established the Centre for Educational Science and Teacher Research (CUL) in. CUL aims to promote and support research and third-cycle studies linked to the teaching profession and the teacher training programme. The graduate school is an interfaculty initiative carried out jointly by the Faculties involved in the teacher training programme at the University of Gothenburg and in cooperation with municipalities, school governing bodies and university colleges. www.cul.gu.se Printed in Sweden by Geson Hylte Tryck, Göteborg, 2011 To my mother and to the memory of my father ABSTRACT Title: Values in Play – Interactional Life with the Sims Author: Louise Peterson Language: English Keywords: Open-ended games; sandbox games; game play; The Sims; interaction analysis; video analysis; sociocultural theory; fantasy and creativity; role distance; learning; values. ISBN: 978-91-628-8233-4 This study arises from pedagogical discussion about learning potential with computer games – more precisely, that one game genre called open-ended (sandbox) games can make players explore the game content in such a way that they learn about a specific content or phenomenon while playing. These arguments are strong in the constructionist tradition but are seldom backed up by empirical results. This study scrutinizes the social activity of game play with OESG. Video recordings of 19 play sessions in home environments generated the empirical data. The study comprises 39 players in groups of two or three, aged 10 to 14, as they were playing The Sims or The Sims 2 for one hour. The theoretical tools in the analysis were assembled within a sociocultural perspective on learning and communication, and also by using Vygotsky’s ideas on fantasy and creativity and Goffman’s ideas on social interaction. Drawing from analyses of the video-recorded play activities, this study gives an account of how meaning and values are negotiated during actual game play. Whereas previous research indicates that this particular game genre might hold progressive potential, insofar as it challenges the players’ prevailing values and norms, this empirical study brings forth a counterargument by showing how the “freedom” in the computer game assists instead in reproducing prevailing values and norms. This is because the players proved to be using their sociocultural experiences – what they already know – as a resource in their interactions. This suggests that the educational potential of games might not be in exploring, but rather in the fact that rule-based activities make participants orientate themselves to specific topics. Hence, open-ended exploration within immersive game worlds might not be an appropriate way to challenge young people’s preconceptions and stereotypes. These findings suggest that if a concept of challenged stereotypes is desired in video games, the design must present more of a contest to prevailing norms, accentuating alternative subject positions. ACKNOWLEDGEMENTS It is a pleasure to thank those who made this thesis possible, and I owe my deepest gratitude to all the players for sharing an hour of their game play, and to their parents for allowing them to do so. It was nice to meet you all. Even though writing a thesis has much to do with improving your authoring skills, and learning how to make the practice of writing work for you as a process deeply entwined in developing your thoughts regarding the object of your study, it is not something done in isolation. It is something done within an academic community and with clear expectations of the result. This study would not have been possible without the essential financial support from the Centre for Educational Science and Teacher Research (CUL). The study presented here was also partly supported by the IT Faculty at University of Gothenburg, and The Swedish Knowledge Foundation through their projects LearnIT and Unga nätkulturer (project Gränsöverskridande Online spel). The study is also part of the research conducted at the Linneus Center for Research on Learning Interaction and Mediated Communication in Contemporary Society (LinCS, funded by the Swedish Research Council). I gratefully acknowledge the financial support and the productive collaboration. When positioning myself as a Ph.D. student within the graduate school CUL, I am thankful to all the people involved in the research program, for the organizational support they have provided, as well as for challenging me in so many ways during these years. Not only in terms of learning how to conduct a study on the topic of games and learning, but also figuring out what would become the theoretical foundation in the newly established, and inter-disciplinary, third-cycle subject area Applied Information Technology towards Sciences of Education, in which my study is written. In that sense, I am also grateful to all the authors (even those not included in the references) whose texts have intrigued and inspired me in my work. Another challenge I have encountered as a Ph.D. student within CUL graduate school, is learning how to become a full member within this inter-disciplinary community and navigate between different intellectual environments. All these challenges mentioned above would have seemed insuperable without my two supervisors Jonas Linderoth and Berner Lindström. I owe them my deepest gratitude. Thank you for believing in me! Besides their enthusiastic support of, and involvement in, this study, they have made space for me to develop, and guided me to places where I was given the opportunity to discuss my work and learn from others. The thesis was improved by conversations with a large number of people. I would like to acknowledge the contributions of the following groups, all members and organizers included, to the development of my study: The seminar group MUL (New Media, Education and Learning) organized by Berner Lindström, Patrik Lilja and Johan Lundin; The seminar group NAIL (The Network for the Analysis of Interaction and Learning) organized by Oskar Lindwall; The former seminar group SCS (Sociocultural Studies) and present seminar group SDS (Sociocultural and Dialogical Studies) organized by Roger Säljö and Åsa Mäkitalo. I also wish to express my appreciation to all the fellow students, colleguagues, and administrators within the CUL, the IT Faculty, and the Department of Education, for supporting me in various ways. A special thank you to Ulrika Bennerstedt, Annika Lantz-Andersson and Marisa Ponti for letting me share all the ups and downs in my academic life, in writing as well as in dialogue. Thank you for your never ending enthusiasm when it came to reading and carefully commenting on my texts. I would also like to thank Doris Gustafson for her friendly support; Mattias von Feilitzen for his support on my work in the video lab; Margot Lundquist for her courteous and diligent proofreading; Camilla Olsson for her generously support and insights on editing and proofreading; Russel Francis for giving my cover text a ‘punchy’ tone; Lena Dafgård for checking my Swedish Summary with such a short notice. And as I already mentioned, writing a thesis is not done in isolation. Encouragments from family and friends are invaluable after long hours of work. I am grateful for all the love and support I have felt, in so many different ways, from my family during the years. My appreciation goes to my dear brother Per-Anders and the two girls in his life, Anna and Hanna. To Malin and Frida, who I think of as my sisters. To my caring mother Mary-Louise and her husband Mats, who are always there for me and my family. And last, but not least, to my love and friend in life, Marco, and our beloved son Nicola. Göteborg, January 2011 Louise Peterson CONTENTS 1. INTRODUCTION .............................................................................................................................. 1 GAMES AND LEARNING ................................................................................................................. 3 CONSTRUCTIVIST IDEAS ABOUT LEARNING AND ICT................................................................ 9 ASSUMPTIONS AND EVIDENCE IS NOT THE SAME THING ....................................................... 13 OPEN-ENDED SANDBOX GAMES................................................................................................ 15 PURPOSE OF THE STUDY ........................................................................................................... 17 THESIS OUTLINE .........................................................................................................................
Recommended publications
  • The US Footwear Industry Market Drivers
    An In-depth Look at Footwear Retail YTD The U.S. Footwear Industry Market Drivers 12 months ending Jun ‘15 Prepared for FDRA members September 2015 Copyright 2015. The NPD Group, Inc. All Rights Reserved. This presentation is Proprietary and Confidential and may not be disclosed in any manner, in whole or in part, to any third party without the express written consent of NPD. The NPD Group, Inc. | Proprietary and Confidential Introduction The NPD Group provides market information and advisory services to help our clients make better business decisions. We help companies develop and offer the right products and get them in the right places at the right prices for the right people in order to grow their businesses. For more information, visit npd.com and npdgroupblog.com. Follow us on Twitter: @npdgroup. The NPD Group, Inc. | Proprietary and Confidential 2 Highlights The total footwear market is estimated at $64B for the 12 months ending (ME) Jun’15 and grew +5% YOY. Footwear has benefited from consumers’ increased spending on health and wellness categories, driving the comfort and athletic markets. ■ Women’s footwear represents the largest wearer segment, and generated an absolute dollar gain around +$1.3B. Men’s footwear also contributed over +$1B in incremental sales. ■ Millennials drove industry dollar growth, particularly ages 25-34. This segment increased +37%. But still keep watch on 65+ consumers which increased +14%, generating over +$500MM in growth volume. ■ Online footwear sales totaled $15 billion, up +13% in dollar sales. 23% of total footwear dollar sales are generated online. ■ Performance footwear contributed the largest dollar volume growth of about +$2B.
    [Show full text]
  • Food Service Stuff
    STATE OF THE CONSUMER The NPD Group, Inc. | Proprietary and confidential U.S. Consumer Economy Improving Economy Food and Retail Challenges Major economic indicators point to recovery, as consumers Cost increases for certain expenditures are shifting consumer are more confident, income is on the rise, and GDP posts gains budget priorities, and changing demographics create headwinds Consumer confidence has remained high Healthcare and other spending categories 129 for the past year are taking a greater share of our budget Restaurant prices have risen faster than Disposable personal income reached a new high household income Consumer spending growth is the leading contributor Our aging population is reshaping household to gains in GDP dynamics and influencing consumption patterns Consumers exhibiting an Soft but improving retail Result interesting shift in spending Can the food industry spending across a broad to the experiential—like find a way to tap into range of consumption- activities or entertainment oriented categories this trend? The NPD Group, Inc. | Proprietary and confidential 2 Canadian Consumer Economy Slow but Steady Economy Food and Retail Challenges Major economic indicators broadcast a mixed signal Cost increases for certain expenditures are shifting consumer budget priorities, and changing demographics create headwinds Groceries, utilities and the basics are the costs that Consumer confidence has remained high consumers are most worried about in their 116 for the past year, but is down this month household budgets Restaurant
    [Show full text]
  • In 2006 USD, the World Toy Market Adds To: 2006 2007 (2006 Exchange Rates) World Toy Market $67.030 $70.398 Bn +5.0%
    AUTOMOTIVE BEAUTY COMMERCIAL TECHNOLOGY CONSUMER TECHNOLOGY ENTERTAINMENT FASHION FOOD & BEVERAGE FOODSERVICE HOME OFFICE SUPPLIES SOFTWARE SPORTS TOYS WIRELESS June, 2008 Copyright 2008. The NPD Group, Inc. All Rights Reserved. This presentation is Proprietary and Confidential and may not be disclosed in any manner, in whole or in part, to any third party without the express written consent of NPD. Content Objectives & Methodology Toy Markets in the World 2 Proprietary and Confidential Objective & Methodology 3 Proprietary and Confidential Objective Leverage The NPD knowledge and expertise in the Toy Industry to provide with an estimate of the Toy markets around the World. Because The NPD Group already operates on the Toy Industry in more than 12 countries, we have developed a market estimate statistical model based on this accurate information. It's a logical place to start, as some of these countries have been covered by The NPD Group for a long period. 4 Proprietary and Confidential The Concept The primary factors that drive the Toys & Games market consumption over the period are: – Average expenditures per child, – Changes in population age groups, – GDP per inhabitant and change in GDP per inhabitant. The business-as-usual projection of the Toys & Games market sizes were produced, using the projections of these driving variables provided by IMF, the UN, and The NPD Group. The framework assumptions involved in this business-as-usual projection are: – The richer the country is, the higher the Average Expenditure in Toys per Child (AETC), – The richer the country is, the larger proportion of Consumers 15 years old and over. 5 Proprietary and Confidential Methodology Statistical models from the 12 existing markets NPD already operates: – Toys Consumer Panel: Australia, France, Germany, Italy, New Zealand, UK, U.S.A.
    [Show full text]
  • Počítačové Hry Jako Fenomén Nových Médií Jan Rylich
    Počítačové hry jako fenomén nových médií Jan Rylich [ DIPLOMOVÁ PRÁCE ] Jan Rylich Ústav informačních studií a knihovnictví FF UK Studia nových médií 2011 1 1 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Vedoucí diplomové práce: Oponent diplomové práce: Datum obhajoby: Hodnocení: 2 2 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Prohlášení: Prohlašuji, že jsem diplomovou práci vypracoval samostatně, že jsem řádně citoval všechny použité informační zdroje, a že práce nebyla použita v rámci jiného vysokoškolského studia či k získání jiného nebo stejného titulu. V Praze dne: 18. srpna 2011 Jan Rylich _ _ _ _ _ _ _ _ _ _ _ _ 3 3 Počítačové hry jako fenomén nových médií Jan Rylich Počítačové hry jako fenomén nových médií Identifikační záznam: RYLICH, Jan: Počítačové hry jako fenomén nových médií. Praha, 2011. 112 s. Diplomová práce. Univerzita Karlova v Praze, Filozofická fakulta, Ústav informačních studií a knihovnictví, Studia nových médií. Abstrakt: Diplomová práce se věnuje vývoji počítačových her, videoher, herního průmyslu a herních technologií a jejich vlivu na naši společnost. Kromě nezbytného historického kontextu a praktického i teoretického rozboru herních žánrů a působení her na hráče, se práce ve svých klíčových kapitolách věnuje významu her a jejich vlivu na různé aspekty našeho života, od ekonomických a demografických hledisek až po vliv na naši kulturu a současné umění. Práce si v neposlední řadě klade za cíl představit a prezentovat počítačové hry a videohry v souvislosti s konceptem neglected media a v kontextu teorie remediace a demonstrovat tak jejich dopad na celou naši společnost.
    [Show full text]
  • A 2014 Study by the Entertainment Software Association (ESA)
    SALE2014S, DEMOGRAPHIC, AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ] “Our industry has a remarkable upward trajectory. Computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.” —Michael D. Gallagher, president and CEO, Entertainment Software Association [ ii ] WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Online and Mobile Games are Played Most Often? 5 How Many Gamers Play on a Phone or Wireless Device? 6 How Many Gamers Play Games With Others? 7 Parents and Games 7 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2013? 11 What Were the Top-Selling Games of 2013? 12 Sales Information: 2003–2013 13 Total Consumer Spend on Video Game Industry in 2013 WHO WE ARE 14 About ESA 14 ESA Members OTHER RESOURCES 16 ESA Partners The 2014 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2014. The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. Heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes.
    [Show full text]
  • 2019 Essential Facts About the Computer and Video Game Industry
    2019 ESSENTIAL FACTS About the Computer and Video Game Industry Foreword Table of Contents 2018 was a record-breaking year for our industry, with total video game sales exceeding $43.4 billion. Over 164 million adults in the United States play video games, and three-quarters of all Americans have at least one gamer in their Foreword 3 household. It’s now more important than ever to understand who America’s video At-A-Glance 5 game players really are and what’s driving them. Average Gamer 6 That’s why I’m thrilled to share the 2019 Essential Facts About the Computer and Video Game Industry. For the first time, we at the Entertainment Software Social & Lifestyle 9 Association have taken a comprehensive look at the individual Americans who enjoy video games and their lifestyles in order to better understand their profiles Parents of Gamers 10 and interests. Households with Children 13 The resulting data speaks for itself. Video game players represent a diverse cross- Who Plays 15 section of the American population spanning every age, gender, and ethnicity. They live healthy lives, are civically engaged, and are socially active. More than Purchasing 20 three-quarters report that video games provide them with mental stimulation (79%) as well as relaxation and stress relief (78%). The role of video games in the ESA Partners 22 American family is also changing: nearly three-quarters (74%) of parents believe video games can be educational for their children, and more than half (57%) enjoy ESA Members 23 playing games with their child at least weekly.
    [Show full text]
  • GFI Foodservice NPD Webinar 6.18.2020
    Plant-Based Meat in US Foodservice Market trends, Covid-19, and how plant-based can help rebuild the restaurant industry Presented by: Zak Weston, Foodservice & Supply Chain Manager Moderated by: Kyle Gaan, Research Analyst Copyright 2020 Good Food Institute. All rights reserved. Agenda ● NPD market data overview: Plant-based meat in US foodservice ● Effects of Covid-19 on plant-based and foodservice industries ● GFI’s outlook: How plant-based can help rebuild foodservice How GFI advances alternative proteins We work as a force Multiplier, bringing the expertise of our departMents to GFI is a nonprofit working to create a sustainable, healthy, and just the rest of the world. food system through three key areas of work: Science and Technology Bridging gaps in scientific research, funding, and talent across the alternative protein sector. Corporate Engagement Helping the food industry and investor coMMunities put delicious, affordable alternative proteins on every Menu and in every food retailer. Policy Advancing governMent investMent in sustainable proteins as well as fair regulation and legislation. United States Europe Brazil Asia Pacific India Israel GFI officially earned GuideStar's 2019 PlatinuM Seal of Transparency - obtained by less than 1% of nonprofits - reflecting our commitment to MaxiMuM iMpact, efficiency, and inclusion. 100+ staff in 6 countries How will we feed a global population of 10 billion by the year 2050? Sustainably Efficiently Safely Industrialized animal It takes nine calories of AniMals in the United States agriculture is in the top 2-3 food fed to a chicken to get consume more than 2x as most significant contributors one calorie back out in the many medically important to the world’s Most pressing forM of aniMal Meat.
    [Show full text]
  • Awesome Video Game Data
    Awesome Video Game Data Geoffrey Zatkin Founder of EEDAR YOUR PRESENTER Geoffrey “GZ” Zatkin Indie Game Developer Lead Designer 1991 to 1996 2003 to 2005 Sr. / Lead Designer Founder 1997 to 2003 2006 to Current CONTEXT IS EVERYTHING ATTRIBUTION Retail Aggregate Market Release Downloadable Character Protagonist Title MSRP Buzz Presence Review Spend Date Content Advancement Alignment Game Platform Speed Alternate 3D Platforms Enabled Associated HDTV Portal Support Use of Franchise Celebrity Branding Co-Op ESRB Multiplayer Rating Content Literary Optional Hardware Combat Launch Gender(s) Descriptors Genre Peripherals Requirements Speed Competitors Available Edition Genre Monetization Camera Avatar(s) Developer Publisher Genre Sub-Genre Setting Type Elements Model Perspective Used CONTEXT IS EVERYTHING ATTRIBUTION 15,000+ Objectively Quantifiable Attributes of Video Games (Retail and Digital) Downloadable Content & Micro-Transactions Use of Brand/License Playable Character Types Multiplayer Support CONTEXT IS EVERYTHING EEDAR About EEDAR • Founded in 2006 • Based in Carlsbad, California w/ 60 Employees • Exclusively Servicing the Video Game Industry • Over a Dozen Industry Data Partners • Servicing >95% of the top Publishers and >50 Development Studios EEDAR Data • 118,000+ Products (Games, Accessories, Hardware) Observed To Date • 148,000,000+ Data Points CONTEXT IS EVERYTHING GAMES Franchise Distinct Game Platform SKU Standard Edition SKU Peripheral Edition SKU CONTEXT IS EVERYTHING GAMES Franchise Distinct Game Region Platform SKU CONTEXT IS EVERYTHING FADS: MUSIC & RHYTHM GAMES Music & Rhythm Genre Games Released by Year All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A. 70 60 50 40 30 20 10 0 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 Source: EEDAR CONTEXT IS EVERYTHING FADS: MUSIC & RHYTHM GAMES Revenue from Music & Rhythm Genre Games All 6th, 7th and 8th Generation Console, Handheld and PC Distinct Titles in the U.S.A.
    [Show full text]
  • About the Computer and Video Game Industry
    ESA_EssentialFacts_09:Layout 1 5/19/09 4:15 PM Page 1 2009 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY www.theESA.com © 2009 ENTERTAINMENT SOFTWARE ASSOCIATION ESA_EssentialFacts_09_Booklet_3:Layout 1 6/17/09 9:59 AM Page 2 WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 How Long Have Gamers Been Playing? 5 Parents and Games 6 Parents Play Games AT PLAY 7 2008 Computer and Video Game Sales by Rating 7 What Were the Top-Selling Game Genres in 2008? 8 What Were the Top-Selling Games of 2008? 9 Who Plays Games Online? 9 How Many Gamers Play Games Online? 9 What is the One Type of Online Game Played Most Often? 9 How Many Americans Play Games on Wireless Devices? THE BOTTOM LINE 10 Recent Sales Information (2007 and 2008) 11 Historical Sales Information (1996 – 2008) 11 How Many Americans Plan to Buy Games in 2008? WHO WE ARE 12 About the ESA 12 ESA Members OTHER RESOURCES 13 ESA Partners ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2009 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2009 Essential Facts About the Computer and Video Game Industry at the 2009 E3 Expo. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.
    [Show full text]
  • Eating Patterns in America Information and Analytic Solutions That Drive Better Decision-Making Simply Everything You Need to Know About the Key and Better Results
    FOOD CONSUMPTION About The NPD Group, Inc. The NPD Group provides market Eating Patterns in America information and analytic solutions that drive better decision-making Simply everything you need to know about the key and better results. The world’s leading brands rely on us to help them get trends influencing food and beverage consumption in the right products in the right places the U.S. for the right people. Practice areas include apparel, appliances, For 31 years, The NPD Group’s annual report on Eating Patterns in America has been automotive, beauty, consumer the definitive source for detailed information on eating and drinking habits in the electronics, diamonds, e-commerce, United States. That’s because only NPD’s trended information provides in-depth insight entertainment, fashion accessories, food consumption, foodservice, into actual consumption behavior — and, more importantly, shows you how that behavior footwear, home, mobile, office is changing over time. supplies, retail, sports, technology, toys, video games, and watches / Eating Patterns in America gives you the most in-depth and comprehensive insight jewelry. For more information, visit into in-home and away-from-home food and beverage consumption. Plus, it explores the npd.com and npdgroupblog.com. impact of health, nutrition, demographic shifts, and economic factors on consumer behavior. Follow us on Twitter: @npdgroup. Business Benefits ■ Determine which emerging behavior patterns will be long-term trends and which will be fads, to support effective product development,
    [Show full text]
  • Toy Markets in the World TOYS
    AUTOMOTIVE BEAUTY COMMERCIAL TECHNOLOGY CONSUMER TECHNOLOGY ENTERTAINMENT FASHION FOOD & BEVERAGE FOODSERVICE HOME OFFICE SUPPLIES SOFTWARE SPORTS Toy Markets in the World TOYS WIRELESS June 2009 Copyright 2008. The NPD Group, Inc. All Rights Reserved. This presentation is Proprietary and Confidential and may not be disclosed in any manner, in whole or in part, to any third party without the express written consent of NPD. Content Methodology Toy Markets in the World Top 10 Countries Impact of the GFC Evaluating the future Summary Proprietary and Confidential Objective The main objective of this report is to leverage NPD’s knowledge and expertise in the toy industry to provide toy marketers an estimate of the global toy market’s size. Because The NPD Group already tracks toy sales in more than 12 countries, we have developed a market estimate statistical model based on accurate tracking information. It's a logical place to start, as some of these countries have been covered by The NPD Group for a long period. 3 Proprietary and Confidential Methodology Statistical models from the 12 existing markets in which NPD already operates: – Toys Consumer Panel: Australia, France, Germany, Italy, New Zealand, Spain, U.K., U.S. 51% – Toys Point-of-Sale Panel: Austria, Belgium, of the world toys market Poland, Portugal We divided the toy market into two sections and created two models, based on the GDP/Inhabitant: Kids (0-14 Years Old) 15 Years + (Number of Kids) X ($ per Kid) % Consumption Based on GDP/Inhabitant In U.S. $ Based on GDP/Inhabitant
    [Show full text]
  • Research & Data Analytics Industry
    RESEARCH & DATA ANALYTICS INDUSTRY TOP 50 REPORT U.S., 2020 AUTHORED BY DIANE BOWERS IN PARTNERSHIP WITH THE INSIGHTS ASSOCIATION & MICHIGAN STATE UNIVERSITY SPONSORED BY: AMA, ESOMAR AND GRBN 1 An Opening Note 2020 has been a huge shock for our personal, public, and The American Marketing Association advances the professional life in the U.S. and around the world. Our industry profession and excellence of marketing through a (like every industry) has struggled to sustain business by adopting membership of 30,000 professional marketers and new and different ways of working, communicating, marketing, academicians. Once again, AMA will be publishing and providing services. As we navigate through this difficult time the U.S. Top 50 Report in “Marketing News” in the fall and (hopefully soon) control and even vanquish this pandemic, issue. I am confident that working together we will reestablish a stable ESOMAR is the global voice of the data, research, and and predictable environment and economy for our lives, our insights community. For many years ESOMAR has communities, and our businesses. included the U.S. Top 50 Report in either their monthly With the publication of the 2020 U.S. Top 50 Report, we are magazine or in their annual industry report. This year, continuing to document the development, progress and ESOMAR will publish the U.S. Top 50 Report in the transformation of our industry. Over the past 47 years, this report ESOMAR Global Market Research 2020, which will be has focused on survey research and marketing research. Now, available in September. with the expansion and transformation of our products and The Global Research Business Network is an services, we showcase the U.S.
    [Show full text]