As more people and devices become connected, industries are being transformed, and the digital gaming industry is no different. It is changing like never before, according to a new Ericsson ConsumerLab report called ‘New ways to play games’.
Gaming has become more socially acceptable as a mainstream form of culture and consumers are looking for game immersion and socialization. This leads to a desire for devices and tools to be continuously improving, offering new, enhanced gaming experiences.
“The introduction of very personalized, app-based, multi-purpose devices such as the smartphone has enabled gaming to reach a much wider audience,” said Niklas Heyman Rönnblom, Senior Advisor at Ericsson ConsumerLab. “Many of today’s games are leveraging internet connectivity to add more aspects such as multiplaying. As this continues to develop further it will stress the importance of improved coverage, performance and reliability. Any interruptions to the gaming experience are a great source of frustration,” Niklas added.
This report is based on online interviews with 60 gamers (20 per country) in the US, South Korea and Brazil, 8000 online respondents from Brazil, US and South Korea (Ericsson ConsumerLab, Analytical Platform 2013) and 13 interviews were made with industry and academic experts.
Interesting findings in the report were as follows:
•The profile of a gamer is changing. Our research showed that 85% in South Korea, 75% in US and 53% in Brazil of respondents play fixed or mobile games. (Ericsson ConsumerLab analytical platform, age 16-59).There is an even split between males and females, slightly more male in Brazil. 50% of the gamers in US were over 34 years old, whereas in South Korea 50% were over 40. In Brazil almost 60% of the gamers were under 30 years old.
•It is not bandwidth that is the most important aspect of the network quality for gaming, but rather the stability and reliability. The number one pain point for gamers is disruption of the seamless experience.
•As games become more commonplace, consumers are becoming used to gaming elements. This will drive uptake of gamification into other areas, such as learning and personal development.