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| Polling and Market Research Since 1984 |
AHEAD OF THE CURVE
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| November, 2006 |
Volume 2, Issue 11
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Game time adds up
Computers gaming wins out
For most, home is where the games are
It’s only a game…or is it?
Video games - new way of learning?
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Chances are increasingly likely you probably do.
Think video and computer gaming is just for young men who spend hours illuminated by the glow of the TV or computer monitor furiously clicking the controller? Think again.
Grandmothers are playing games on their cell phones. Women are drawn in greater numbers to online computer gaming especially word and puzzle games, according to those polled for this month’s edition of Zogby’s American Consumer newsletter. The Zogby Interactive poll of 8,284 adults was conducted Oct. 20-23 with a margin of error +/- 1.1 percentage points.
Yes, it’s a brave new world out there today, with more games than ever and many more ways to play. Maybe it’s an effort to escape reality, or maybe this is the modern day equivalent to reading, but gaming is ensnaring more and more Americans. And now, you don’t have to commit to endless hours immersed in some computer-generated fantasy world or taking out frustrations by shooting the enemy in a fictional war zone. You may be among those who toss their handheld gaming system into the briefcase to play on the commute. Or you may simply be among those who take a break to challenge their kids to a game of virtual football.
Computer gaming wins out
Personal computers won out as the top electronic gaming choice among respondents to our latest poll two out of three (67%) say they use their computers for games but one in four also said they own a specialized gaming console such as a Playstation 2 or Xbox. Playing games on-the-go was also popular 44% say they play games on cell phones while another 15% own handheld gaming devices.
Gaming consoles were most popular among the youngest respondents, with 45% of those between 18 and 34 who say they own at least one console. Console ownership became less common as age increased, although 33% of those 30-49 own a console, many of whom may have children at home.
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An overwhelming majority of those polled (85%) say they don't spend more time playing video or online games than they do watching television.
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Volume 2, Issue 11 |
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Page 2 |
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Continued from Page 1
With children introduced to and embracing technology earlier than ever, it comes as no surprise that those with children younger than 17 beat out those without younger children by a wide margin in nearly every gaming category 43% with kids say they have a gaming console they personally use compared to just 18% of those in homes without young children. And even if they don’t play themselves, 71% of respondents with kids younger than 17 at home have at least one game console.
While very few adults older than 65 (3%) said they own a video game console, they’re still playing games 53% say they play games on their personal computer and 34% said they play games on their cell phones.
Nearly one in four respondents said they own one video game console, while 13% own two and 7% own three. Just 2% said they own six or more. Young enough to have grown up with games themselves and many who may have children of their own, 58% of those 25-34 own between one and three video game consoles. But who owns the most? The generation that grew up gaming, of course 13% of those 18-24 say they own more than four systems. Half of those polled said they own a Playstation 2, while one in four say they own an Xbox.
While one in three say they play video games using a console, handheld gaming device or cell phone occasionally, 8% said they play video games most days and 6% play every day. It’s no surprise that 9% of those 18-24 say they play video games on devices other than a computer every day but the same percentage of older respondents (55-69) say they play just as often.
Game time adds up
While most people limit a typical gaming session to two hours or less 41% said they play for less than an hour and 42% said they play from one to two hours 12% said they typically play for two to three hours at a time. Our polling shows older players are much more likely to favor shorter gaming sessions 57% of those older than 65 keep game sessions to less than an hour, falling to 30% among those 18-29.
When it comes to marathon gaming playing continuously without taking a significant break of 10 minutes or more 5% said they have played for 10 or more hours, 6% for six to 10 hours and 6% for five to six hours.
Younger gamers are far more likely to rack up hours-long gaming sessions among 18- to 24-year-olds, 12% say they have played for six to 10 hours without a significant break and 11% have pushed their session to 10 hours or more. Married gamers tend to play for shorter stretches many may have spouses or children vying for their time (or maybe even waiting for a turn to play) while single gamers outpace married gamers after four-hour or longer gaming sessions. Is this one of the reasons Hollywood is having such a tough time luring young people to theatres? Is there anyone who doubts this is part of the reason kids seem fatter these days? Is this why kids today seem to have such trouble relating to each other and resort to bringing weapons to school? The social implications could be enormous, but our polling did not probe those areas, so we will leave that for another newsletter.
Online gaming lots of potential for growth
The majority of those polled (58%) have yet to venture into the world of online video gaming using their video game console. Among those who play online games, only 2% said they play every day while 14% said they play occasionally. But nearly two in three said they play online games using their computers. While 7% play every day, 21% play only occasionally and 21% say they play rarely.
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Volume 2, Issue 11 |
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Page 3 |
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Continued from Page 2
The oldest respondents were most likely to play online computer games every day 18% say they play daily. Many may be retired and have the time to spend playing games one in three were also the most likely to say they play at least several times per week.Women also show a greater tendency to play computer games online 26% say they play at least several times per week compared to 17% of men.
Most (46%) say they spend less than one hour playing online games with their computer, while 33% play from one to two hours and 12% play from two to three hours. As with console video games, as the greater the age of a respondent, the more likely they limit computer game playing to less than an hour at a stretch.
For most, home is where the games are
While the vast majority say they resist the urge to play games at work or school, 13% say they take time out of their day to play. Those younger than 30 many who may be in college or in their early years on the work force are far more likely to extend their gameplay to work (please don’t tell the boss) and school time. Men were slightly more likely to play at work or school than women, 15% to 11%.
Puzzle and word games were played by 41%, while 34% said they play action games, 32% play strategy games and 29% play sports games. Puzzle and word games are by far the favorite among women 61% play games such as Tetris, Bejeweled and Literati compared to just 29% of men.
Solo gaming was preferred by more than half of respondents (54%) while 27% said they like to play with others in person and 8% favor playing with others online.
The gift of gaming
Among respondents who said they plan on buying a new gaming system this holiday season, the Nintendo Wii is on the shopping list for 37% and the Playstation 3 for 35% 26% said they play to purchase the Xbox 360, which was originally released last year. Those respondents who already own a gaming console and are looking to upgrade show a similar trend 42% plan to purchase the Nintendo Wii, 38% hope to get their hands on a Playstation 3 and one in four say they will buy an Xbox 360.
Overall, video games make the must-have list for 17% of those polled, with 38% planning to purchase two games and 17% planning to buy three. Among those who already own a console, nearly half (48%) plan to buy new games this holiday.
It’s only a game…or is it?
Concerns over violent video games have often captured headlines such as the often-cited Grand Theft Auto series. Many groups fear the games may lead to violent behavior in real life and have called for both the government and the gaming industry to put the breaks on violent games.
But most consumers don’t want the government calling the shots. The majority (57%) said consumers should be able to make up their own minds about what video games to purchase and play, while 27% said violence in video and online games is a problem and the industry should be more heavily regulated by the government.
Support for more government regulation increases steadily among older respondents. Only 13% of those 18-24 support government regulation, compared with 37% of those 55 to 69. The oldest of those polled were most supportive, with 44% of those older than 65 in favor of heavier regulations.
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Continued from page 3
Women were more likely than men to support government regulation 32% as opposed to 22%. Married respondents were also more supportive 30% favor more regulations compared with just 18% of singles. But among those with children younger than 17 the very people many concerned about violent games say they are trying to protect 24% want more regulation compared with 28% of those without school-age and younger children at home.
Support for government regulation was strongest among those who attended religious services most often 41% compared to just 16% who say they never attend services.
But some would prefer those violent games never make it to the market in the first place. Older respondents were far more likely to favor the industry self-policing what it puts out in the marketplace, 58% of those older than 70 favor that approach, but less support is seen as respondents get younger, with only 22% of those 18-29 holding the same belief. Women, married respondents and those who attend services most often also were more likely to be supportive of industry-self regulation. But just as with their opinion on government regulation of the gaming industry, there was slightly less support among those with children at home (34%) compared to those without (38%).
Overall, nearly half (48%) also said the gaming industry should be left to develop games as it sees fit but 37% believe the industry should police itself and not create or release violent games.
The majority (60%) also said they believe playing violent video or online games can cause people to become violent in real life. Nearly half (47%) said they have played video games that contained violent images or scenarios. Again, the youngest respondents were much more likely to have played violent games, but even 13% of those older than 65 said they have played violent games. Men also are much more likely to have played more violent games than women, 61% compared to 35%. Those with children at home were also more likely than those without to have played violent games 57% compared with 44%.
A new way of learning
While some may blame the prevalence of computer and console video gaming for contributing to a generation of overweight, slothful children other see the opportunity to create games specifically to promote learning among todayxs tech-savvy youth. Those younger than 30 and certainly school-age children have grown up in a world of computers and video games. While their parents and grandparents cracked open the encyclopedia and hand-wrote their homework, today's children have the vast resources of the Internet at their fingertips while in class.
As more educational game titles hit the market and companies research how to combine the benefits of learning and the fun and excitement of games, it comes as no surprise that 79% of those polled believe video games can be a valuable educational tool for children. Of those with children younger than 17 at home, 84% see the benefit in educational video games compared to 77% without.
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Zogby International: Keeping Your Company and Your Clients Ahead of the Curve Since 1984.
For more infomation about polling and market research, contact Chad Bohnert at (315) 624-0200 ext. 237 or chad@zogby.com
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Zogby's American Consumer Newsletter
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Zogby’s American Consumer Publisher
John Zogby
President & CEO, Zogby International
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Editor-in-Chief
Fritz Wenzel
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Managing Editor
Marc Penz
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Senior Writer
Stephanie DeVries
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