July 2009 the Value Gamer: Play and Purchase Behavior in a Recession a Nielsen Report on How Gamers Are Responding to the Current Economic Climate

July 2009 the Value Gamer: Play and Purchase Behavior in a Recession a Nielsen Report on How Gamers Are Responding to the Current Economic Climate

July 2009 The Value Gamer: Play and Purchase Behavior in a Recession A Nielsen report on how gamers are responding to the current economic climate INSIDE: Recent trends in gamers’: Hours of gameplay Game purchase behavior Title awareness and purchase interest DVD purchasing Movie attendance that, but 35% of gamers claim they are analysis of historical gamer data from Introduction spending more money or plan to spend a total of over 200,000 respondents The current economic downturn has led more on gaming this year than last year indicates a secular rise in claimed hours many in the video game industry, and and 39% claim they are spending the of gameplay since 2007. These findings entertainment in general, to worry about same amount. This is not for lack of feel- on gameplay have been accompanied by their bottom lines as consumers slash ing affected by the recession. Fully half unprecedented increases in claimed pur- discretionary spending. But based on re- (50%) of gamers believe their situation chases of used games in 2009. The most cent questions asked to 2400 gamers and has been negatively affected to some recent sales figures do suggest softer over three and a half years of historical extent by the recession, and 35% believe retail sales for new video games versus data from Nielsen’s Video Game Tracking they have been unaffected. The uptick in 2008, but consumer data among gamers survey, those in the video game industry claimed play and purchasing is concen- indicates that this is likely more driven by have less to be concerned about than trated within younger gamers, particu- the absence of blockbuster releases ver- others. larly males and technophiles. Those who sus any significant change in consumer say they are cutting back on both playing sentiment. Taken together, these trends That’s because 42% of gamers age and buying are more likely to be female, illustrate deepening engagement with 7–54 claim to be playing or plan to play older and more casual gamers. gaming and a desire to get more value more than last year, and 41% claim to out of games at the expense of costlier be playing the same amount.i Not only How do we explain this continued inter- forms of entertainment. est in gaming during a recession? An i The questions about game play and purchase this year versus last year were asked within the Video - How many games they have purchased in the last Game Tracking survey for the weeks of April 27 6 months and how many were purchased in used and May 4, 2009. For the purposes of the survey, or pre-played condition a gamer is defined as claiming to have purchased - If they own or subscribe to certain home a title in the past 6 months and played for at least entertainment products and services 1 hour per week on any of the current consoles or the PC. For the purposes of this historical analysis, - Their awareness, interest in purchasing and handheld gamers were excluded and responses urgency to purchase video game titles were averaged for each month. The survey has Since 2007, the survey has also asked gamers about asked gamers about the following on a weekly basis the following on a weekly basis: since 2006: - Their movie-going and DVD purchase behavior Gameplay in Historical Perspective The responses mentioned above can be Figure 1: Average Hours Played Per Week contextualized by comparing them to historical responses on how many games, 19 18.5 both in total and used, consumers claim to 18 17.5 have purchased in the past six months and 17 16.5 how many hours they say they are playing 16 15.5 per week. From January through May of 15 2009, gamers claimed to be playing more 14.5 14 hours per week and to have bought more y ch used games over the past six months Jul May June April Mar August January than ever before. The year-over-year ebruary October F December November comparisons for each of these months September indicate consumers are devoting one to two additional hours to gameplay and 2006 2007 2008 2009 have purchased one additional used game Source: Nielsen Video Game Tracking survey compared to last year. 1 Indeed, the historical data seems to indi- cate a secular rise in gameplay beginning in 2007 that has only accelerated of late. In the 29 month span between January 2007 and May 2009, claimed hours of gameplay increased year-over-year for Figure 2: Average Metered Minutes Per Month all but five of these months. This is not 1000 surprising given that the overall gaming 900 800 industry has grown dramatically in terms 700 of sales since 2007.ii 600 500 400 These claims of increased gameplay align 300 200 fairly well with the changes observed 100 in monthly console and PC audience 0 y measurement data, which is drawn ch Jul May June April Mar from People Meter households and the August January ebruary October F December November online MegaPanel via Nielsen’s GamePlay September Metrics service. The trend in average 2007 2008 2009 minutes per month from April 2007 through March 2009 shows a secular rise Source: Nielsen GamePlay Metrics in 2008 which continued through the first quarter of 2009. Monthly minutes were Figure 3: Average Hours Played Per Week—Males 18–24 down 5% for January compared to last 25 year, but up 6% for both February and 24 March. Though drawn from a different 23 22 sample, the electronic audience measure- 21 20 ment data from GamePlay Metrics is 19 18 consistent with the self-reported findings 17 16 about increased gameplay since 2007. 15 y The increases in claimed gameplay span ch Jul May June April gender and age segments, but a few groups Mar August January ebruary October F December November stand out. Males 18 to 24 showed some of September the largest sustained increases with gains 2006 2007 2008 2009 year-over-year between 16% and 29% for each month of 2009. This segment has Source: Nielsen Video Game Tracking survey historically played more than others in absolute terms, so increases of this magni- Figure 4: Average Hours Played Per Week—Females 13–17 tude are notable. Additionally, younger females age 13 to 17 showed some of the 17 largest sustained increases within female 16 segments (between 12% and 30% for 15 14 each month). This is interesting given that 13 for the purposes of this historical analysis 12 we have removed handheld gaming data 11 and these systems tend to skew slightly 10 y younger and more female. The data here ch Jul May June April Mar August indicates that they are claiming to play January ebruary October F December November more on traditional consoles and the PC. September 2006 2007 2008 2009 Source: Nielsen Video Game Tracking survey ii Source: MSNBC.com, “Video game sales top $21 billion in 2008,” January 15, 2009. 2 Game Purchasing Metrics in Figure 5: Games Purchased—Used vs. Total Historical Perspective Average Number Total Average In terms of claimed games purchased, an of Games Number of Games increase is evident from September 2008 Purchased Used in Purchased in Past Games Purchased through May of 2009, which has been Past 6 Months 6 Months Used Ratio driven by used game purchasing. The table January 2009 3.01 10.35 0.29 at right illustrates that claimed used game February 2009 3.50 10.56 0.33 purchases have picked up in 2009, and this has increasingly come at the expense March 2009 3.58 10.64 0.34 of new games when looked at as a share April 2009 3.52 10.63 0.33 of the total. Consumer claims are typically May 2009 3.51 9.75 0.36 over-stated versus actual activity, but analyzing this data in the context of Source: Nielsen Video Game Tracking survey longitudinal trends makes it relevant. In terms of the segments driving this Figure 6: Games Purchased—Used Ratio increase, males 18 to 24, males 35+ and females 13 to 17 had some of the largest 0.38 0.36 gains with monthly increases of over 0.34 0.32 50% compared to last year. The games 0.30 0.28 purchased used ratio has been at or near 0.26 0.24 all-time highs for 2009 looking back 0.22 to 2006. 0.20 y Indeed, the retailer GameStop, which is ch Jul May June April well known for its used-game marketplace, Mar August January ebruary October F December had its best quarter ever in terms of sales November September and earnings in the first quarter of 2009 on the strength of used game purchases.iii 2006 2007 2008 2009 Sales of used games increased by 31.9% Source: Nielsen Video Game Tracking survey compared to last year while new game software sales decreased by 2.8%. Perhaps prompted by these results, other video game retailers like Best Buy and Walmart are beginning to experiment with selling used games through kiosks.iv This spike in used game purchasing has come ahead of the summer months, when used as a share of the total games purchased tends to climb historically. It will be interesting to follow this in the coming months. iii Source: GameStopcorp.com, “GameStop Reports Record First Quarter 2009 Results,” May 21, 2009. iv Source: Gamasutra, “Best Buy Steps into Used Games Arena with Kiosks, “ June 23, 2009. 3 Much like buying used games, the choice Figure 7: Average Subscription Rate for Video Game Rental Services by Mail to subscribe to a game rental service by 16% mail is a plausible substitute for purchas- 15% 14% ing new titles.

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