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Displaying results 1-19 of 19 results
For Consumer Product Strategy Professionals
by Nick Thomas, October 8, 2009
Western European Internet users have embraced the Web as a place to read news, play games, listen to music, and, especially, watch video. Consumption of all these will continue to rise, but most users of most content will not pay for it directly. Monetization . . .
For Consumer Market Research Professionals
by Olesia Klevchuk, August 13, 2009
For more than 10 years, Forrester has been tracking consumers' online and offline behavior in Europe. In recent years, we've published a dedicated report about their online behavior to understand the changes in this emerging medium. This year's European . . .
For Consumer Product Strategy Professionals
by Paul Jackson, Abe Garon, July 9, 2009
Consumer behaviors are becoming increasingly mobile, and many are almost continuously connected to the Internet. Along with the move toward downloadable content, this trend will allow the PC to play an increasingly important role in the video gaming market. . . .
For eBusiness & Channel Strategy Professionals
by Brian K. Walker, May 5, 2009
Digital products have become a ubiquitous part of the modern lifestyle as consumers buy and download software and digital media of all types to consume — on their PCs, mobile phones, handheld devices, and increasingly on their TVs. To meet this demand . . .
For B2B Market Research Professionals
by TJ Keitt, March 11, 2009
Cisco Systems, IBM, and Microsoft all have made early investments in serious games. Whether or not these tech titans are being prudent depends on the answer to two critical questions: Are the games effective? And do players really want to play them? Forrester's . . .
For Consumer Product Strategy Professionals
by Julie A. Ask, February 25, 2009
Nintendo has dominated the mobile console market since the introduction of the original Game Boy, but the rise of powerful new devices like the Sony PSP and Apple's iPhone means the mobile console market is more competitive than ever before. This competition . . .
For Consumer Market Research Professionals
by Jacqueline Anderson, January 23, 2009
This highlight deck summarizes the key findings from Forrester's North American Technographics PC and Gaming Online Survey, Q4 2008.
For Vendor Strategy Professionals
by TJ Keitt, Paul Jackson, August 19, 2008
Serious gaming, or the use of games and gaming dynamics for non-entertainment purposes, is poised to take off thanks to the rise of Technology Populism, the greening of IT, and the emergence of the Millennials. Opportunity comes from many sectors, but . . .
For Consumer Market Research Professionals
by Paul Jackson, July 21, 2008
For many years, gaming has been more than just a youth pursuit; PC gaming in particular has shown a capacity to engage and entertain all age groups, even if revenues don't necessarily follow this interest. However, Gen Y consumers show by far the greatest . . .
For Consumer Product Strategy Professionals
by Paul Jackson, June 20, 2008
Playing video games on a PC, console, and/or mobile device draws in almost three-quarters of online Europeans. The PC continues to be the most popular choice, although its devotees' spending on games lags significantly when compared with that of console . . .
For Consumer Market Research Professionals
by Reineke Reitsma, June 16, 2008
This Technographics Insight takes a look at the uptake of online gambling and online gaming by Internet users in the UK. It gives insight in the trends, and examines which types of consumers are gambling or gaming online and how this overlaps.
For Consumer Market Research Professionals
by Ted Schadler, June 4, 2008
This Technographics Insight takes a look at Gen Y¿s online activities in the US. It compares online audio, video, and gaming activities, social activities, communication activities and shopping activities between all adults and Gen Y.
For Consumer Product Strategy Professionals
by Michael Gartenberg, 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.
For Customer Experience Professionals
by Bruce D. Temkin, Ross Popoff-Walker, April 30, 2008
We examined three types of online gaming experiences: a branded microsite called Get the Glass, the online gaming community Club Penguin, and a social network with gaming elements called I'm in like with you. Customer experience professionals looking . . .
For Consumer Product Strategy Professionals
by Michael Gartenberg, February 28, 2008
This report examines the demographics of cell phone game consumption and hardware system ownership.
For Consumer Market Research Professionals
by Charles S. Golvin, January 4, 2008
What are the different generations doing online? How does online engagement of photo, music, video, gaming, shopping, communication, and social computing activities vary across the generations?
For Consumer Product Strategy Professionals
by Nick Thomas, November 29, 2007
Playing games on the Internet is a major driver of traffic, but current revenue models are limited.
For Consumer Market Research Professionals
by Reineke Reitsma, September 4, 2007
With a low 4% online gambling trails the list of activities Europeans do regularly online. European online gamblers still show a very early adopter profile: young tech savvy males. Online games are more popular: About a quarter of online Europeans play . . .
For Consumer Product Strategy Professionals
by Michael Gartenberg, August 9, 2007
The PC has long been an important game platform, and the primary locus of innovation and testing for new product strategies. The PC has, however, become the platform of last resort as dedicated system suppliers have successfully attracted customers with . . .
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