现在和未来的50+玩家.pdf

Key Takeaways

Gaming is increasing its share of attention.

While roughly the same amount of people play games as was seen in 2019,the average amount of time individuals

spend playing video games has increased over 40%from 8.5 hours of weekly play to 12 hours.

Mobile continues its ascendancy as the primary device for gaming.

Over 80%use a mobile device to game,with 30%of monthly gamers only using a mobile device to play.

The Wordle effect.

The massive growth of Wordle has brought Word games to the forefront of preferences,sitting just behind perennial

favortes card/tile and puzzle/logic.

“50-plus Gamer”is not a homogenous entity.

5 uniquely motivating gaming segments emerge,from the least passionate Dabblers motivated by wantingsomething fun to occasionally pass the time,to the heavily passionate Immersives,lifelong gamers.

Most gamers perceive some benefit to playing video games.

Seven in ten gamers across all age groups perceive meaningful play-which includes gaming-as an important part

of healthy aging.

Key Takeaways

Gamers are spending across multiple categories.

The number of 50-plus gamers has grown to 52.4 milion since 2019.50-plus gamers spent on average $49

gaming within a six-month timeframe [January-June].

Gaming is primarily used as a means of having fun,reducing stress,and passing time.These motivators are consistent across both today’s 50-plus gamers and 40-49 gamers.

Cost is the biggest inhibitor to playing more for gamers.

Gated progress behind advertising and microtransactions is also among the biggest pain points for today’s50-plus gamers.

50-plus gamers feel like an afterthought of the gaming industry.Almost 70%feel games are designed with older players as an afterthought.

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