Prepared by Javier Garcia For CCNY BIC B3002 (Consumer Behavior & Persuasion, Zontee Hou)
May 06, 2015
Prepared by Javier Garcia
For CCNY BIC B3002 (Consumer Behavior & Persuasion, Zontee Hou)
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Of the American population plays video games.
That’s 187,202,567 people
$24 Billion
59% worth of video game related sales industry-wide. That’s:
• More than double 2013 US/Canada movie ticket sales
• Approx. 3x Netflix subscription revenue in 2013
Source: 2014 Sales, Demographic and Usage Data, Essential Facts About the Computer
& Video Game Industry. (http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf)
Of the American population that plays games,
52% are male
48% are female
Disproving the stereotype that most gamers are male
The age of the average American gamer 31
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Me
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Online digital media distribution platform for Windows & Mac
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Online digital PC gaming, media and software distribution platform
for Windows, Mac & Linux
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22 * Beta version of controller pictured
• A large awareness and knowledge gap between the audience and a potential purchase
• Relying on limited beta-testers and press for initial impressions on early hardware
• A lack of hands-on experience with the product and the innovative controller
• Help them understand how it feels, how it works, and how it fits into their lives
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• Gaming/Tech News Sites
• Twitch.TV
• Retail
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Managed by, and frequented by gaming enthusiasts (Especially the comments sections)
• Gaming/Tech News Sites
• Twitch.TV
• Retail
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• Video streaming platform dedicated to all things video games – from individual gamer broadcasts to major, global competitive gaming events
• Embedded applications built into the latest major gaming consoles
• Launched June 2011 - Less than 3 years old
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• 4th largest driver of traffic on the web
• Attracts more prime time viewers than MTV, TNT & AMC
• Reaches 45 million viewers a month Compare to: • 26.5 million Netflix Subscribers
• 22.3 million cable TV subscribers
• Launched June 2011 - Less than 3 years old
• Gaming/Tech News Sites
• Twitch.TV
• Retail
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• Hands-on experience + dialogue with professionals key to establishing user experience
• Consider foregoing existing big box and gaming/technology retailers in favor of branded Steam pop-up shops or dedicated,
• Controlled experience championed by dedicated professionals and gaming enthusiasts
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• Raise expectations of consumers
• Rely on existing, happy consumer advocates
• Capture imagination of potential consumers
• Simplify exploration / learning process
• Fulfill expectations of product/service in satisfying and delightful manner
• Raise expectations of consumers
• Rely on existing, happy consumer advocates
• Capture imagination of potential consumers
• Simplify exploration / learning process
• Fulfill expectations of product/service in satisfying and delightful manner
Retail / Post-Purchase
Product Usage Press & Existing User /
Awareness of Brand
Press or Social Web /
Word of Mouth
WOM / Press / Content
Sponsorship
Retail Experience / WOM
Advocate
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