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Lancer

Total Consumer Spend 2010

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Se estiverem curiosos em ver a analise do mercado de videojogos de 2010 podem verificar aqui www.newzoo.com

Report geral aqui (PDF): http://www.newzoo.co...erSpend2010.pdf

US_National_Gamers_Survey_2010_tn.png

UK_National_Gamers_Survey_2010_V2_tn.png

German_National_Gamers_Survey_2010_V2_tn.png

Restantes National surveys aqui: http://newzoo.com/EN...%282010%29.html

A ter em conta:

Definitions / scope

Hardware: no hardware included, only games spending.

Consoles: includes pre-owned and rental markets, downloadable content (DLC) revenues as well as portable console devices such as PSP, NDS(i).

PC/Mac boxed: includes pre-owned and rental markets.

Casual game portals: online casual gaming destinations such as pogo, miniclip, zylom, gameduell, king.com.

PC/Mac downloads: does not include paid MMO client downloads or paid premium downloads from casual game portals. These revenues are attributed to the individual categories.

Mobile devices: all mobile phones plus iPod Touch & iPad

MMOs: Massively Multiplayer Online games played on PC or Mac, browser or client-based. Includes virtual worlds.

Social networks: games played within social networks such as Facebook, MySpace, Hi5, VZ Networks, Orkut.

The Total Consumer Spend 2010 é o nome do mais recente estudo realizado pela Newzoo, empresa especializada em pesquisas de mercado relativas à indústria de vídeojogos.

De acordo com as conclusões agora divulgadas, a prestação dos vídeojogos para consolas sofreu uma enorme queda durante os passados doze meses. O oposto aconteceu com os jogos sociais, que tiveram um fortíssimo crescimento.

A Newzoo adianta que foi registado um crescimento global de 27% de utilizadores de MMOs e de 66% no que respeita ao uso de jogos disponíveis nas redes sociais.

Dando como exemplo o Reino Unido, a venda de títulos para consolas sofreu uma queda de 25% durante 2010.

O estudo sugere que os jogos estão a tornar-se cada vez mais sociais, com o consumidores a preferirem dar uso a obras gratuitos, imediatamente disponíveis em redes socais como o Facebook, em vez de gastarem dinheiro em vídeojogos para consolas.

Nos Estados Unidos (em relação a 2009)

Vendas de:

PC\Mac (Boxed): -19%

PC\Mac (Digital): +60%

MMO: +27%

Consoles: -29%

Mobile devices: +46%

Social networks: +66%

Casual game portals: +34%

Edited by Lancer

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