(Length: 17 pages)
This is a Consumer Technographics document

February 21, 2006

North American Video Gaming: Surviving A Midlife Slowdown

by Paul Jackson

with Ted Schadler, Remy Fiorentino, Manuela Neurauter


Executive Summary (This is a document excerpt)

The US is the largest market for video games, worth some $10.5 billion in 2005. Almost half of US households own and play games on a PC, game console, or portable game player. But the video gaming industry is in the throes of a midlife crisis — facing aging consoles, layoffs, slower growth, and a disgruntled customer base. The industry is responding with major equipment upgrades, online gaming, new titles to reach non-gamers, and ad-supported online and console gaming.

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TABLE OF CONTENTS

NOTES & RESOURCES

itemThe State Of North American Video Gaming

itemConsumers' Gaming Gear: PCs, Consoles, And More

itemConsumer Attitudes To Gaming Are Slumping

itemOnline Gaming Comes Of Age — Finally

itemThe North American Video Game Market Will Grow Once Again

itemThe Consumer Appetite For New Gaming Technology Is Strong

itemGame Consoles Will Be In Nearly Half Of North American Households By 2011

recommendations

itemMicrosoft And Sony: Gear Up For The Battle For North America

itemSupplemental Material

We used data from Forrester's Consumer Technographics Q3 2005 North American Study and Forrester's Consumer Technographics Q1 2005 North American Youth Devices & Access And Finance Online Study.

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itemSell Digital Experiences, Not Products

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itemVideo Gaming Levels Up?

December 16, 2005, Market Overview

itemYouth Got Game

September 2, 2005, Trends

itemThe Business of Video Games

August 5, 2005, Market Overview

itemGame Consoles' Role in the Digital Home

June 15, 2005, Quick Take

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Analyst: Paul Jackson
Industry: Gaming, Media & Entertainment
Geography: North America

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