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Gamer Audience Segmentation, 2008
Directly Address Important Home Console Users
Vision Report
Julie Ask -
December 4, 2008

In this report, JupiterResearch provides a refined taxonomy for the consumption matrix as a method for segmenting US gamers into discrete groups. This scheme helps narrow the focus on the gamers who matter most to suppliers and provides detail on how to best address demand.


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US Console Games Forecast, 2008 to 2013
Improve Leverage Among Ecosystem Partners with Connected Consoles
Vision Report
Julie Ask -
November 12, 2008

The home console market is a turbulent environment for suppliers. The market goes through regular and significant product cycles in which incumbents and competitive positions are regularly upset. This report presents the implications of JupiterResearch's market forecasts for the US.


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System Pricing
Understanding the Price-Conscious Gamer
Concept Report
Julie Ask -
October 16, 2008

Prices are an important purchase consideration for consumers planning to buy new home console systems and software. These decisions can affect system share and the cost of customer acquisition dramatically.


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Hardcore Games
Assessing Trade-Offs Between Hardcore and Mainstream Approaches
Concept Report
Jay Horwitz -
August 25, 2008

Video game content is as nuanced and varied as filmed entertainment. Although there have been a string of highly successful mainstream titles, hardcore games remain an important focal point of demand.


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Loyalty Programs
Ready Audience for Programs Administered by Connected Console
Concept Report
June 20, 2008

The use of loyalty programs in consumer products is widespread. This report assesses the opportunities for use of this marketing practice in video game product markets.


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Simple Web Games
Channel to Console Creates Win-Win Strategy for Sites and Consoles
Concept Report
May 16, 2008

Web games are the true mass market video game product. With broad audience participation and intensive use, this medium merits close attention from game suppliers and those with a stake in online media.


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Connected Consoles
Build Audience for Large Indirect Benefits This Hardware Cycle
Vision Report
May 9, 2008

Every major game platform has a coherent strategy for using the Internet to deliver new services and to further engage gamers in their existing products.


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Games in the Media Mix
A Focus on Teen Consumption Patterns
Concept Report
April 9, 2008

Teens spend a tremendous amount of time and discretionary income on electronic media. Consequently, it is worth understanding how video games fit into teen consumption patterns of major electronic media.


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Cell Phone Games
Focus Efforts on Adults Rather than Teens
Concept Report
February 28, 2008

This report examines the demographics of cell phone game consumption and hardware system ownership.


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Video Game Distribution
Digital Not Yet a Viable Work-around to Incumbent Retail
Concept Report
February 22, 2008

The major landscape change made possible in the current generation of systems is in the form of digital distribution as a means of working around incumbent retail.


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Immersive PC Games
Despite PC Ubiquity, High-End Systems Offer a Constrained Distribution Opportunity
Concept Report
January 24, 2008

Originally, PCs and consoles played very different games. Games you could play on a PC could not be played on a console, and vice versa. With console Internet connectivity and high-definition play, this is no longer the case. Today, PCs provide two gaming platforms: standard PCs for simple games and high-end PCs for complex games.


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US Adult Audience Benchmark, 2007
Consoles Lose Ground Among Adults Despite Initiatives
Concept Report
January 4, 2008

Each year, JupiterResearch benchmarks the most important aspects of adult gamers. As platform suppliers attempt to reach marginal audiences with new console products, they are challenged to understand which approaches are effective.


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