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Video Gaming Gaining Ground in Populous India and Mexico and Continuing to Grow Worldwide
Global survey results show that one third of Indians and more than 20 percent of Mexicans dedicate up to 50 percent of their leisure time playing video games
Seattle - May 18, 2005 -
A recent opinion poll of 13,000 consumers in 13 countries by global market research solutions company GMI, found that more than 20 percent of those polled spend up to half of their leisure time playing video games. Interestingly, this figure jumps to nearly 30 percent in India, the highest figure recorded in the study, and 20 percent in Mexico, another nation new to the industry. Not surprising, the more developed electronic gaming markets of the U.S. (24 percent) and Germany (24 percent) were a close second and third.
The results from the survey also suggest that video game entertainment is going to become an increasingly sought after leisure activity, with more than 80 percent of those polled believing ‘people will spend more time playing video games' over the next 10 years. This would also indicate even steeper growth for an industry that already enjoys the status of the fastest growing sector of the entire entertainment industry, with video game hardware and software sales generating about $25 billion in global revenue (Source: Entertainment Software Association, Oct. 2004). The figures from the GMI Poll and ESA lend credence to a growing belief that video games are a strong contender in the battle to win greater share of consumers' hearts, minds and pocket books.
"Relatively unexploited markets in Latin America and in Asia such as India offer new growth to the videogame industry,' said Billy Pidgeon, analyst, Go Play Research, a digital entertainment market research firm. "While the industry concentrates on proven markets, such as the U.S. and Europe, the underserved but high demand markets seek out illegally copied games. To realize full revenues from these markets, companies need to overcome the localization costs and distribution challenges that are being lost to the pirating of games."
According to the GMI Poll - for full survey briefing email us - the percentage of leisure time dedicated to gaming could rise, if existing game playing consumers have their way: overall 40 percent of those polled indicated that they would like to spend more of their free time playing video games.
What might surprise the industry is that this is not reserved to the male community only. Although there was very little gender difference across the world in attitudes toward gaming; surprisingly, in France, Japan and the U.K, more women than men (between the ages of 18-44), indicated they would like to spend more time playing video games.
Where the country differences were most stark was in the role of video games as a social activity. Although most respondents, 58 percent, do not feel that video gaming is a good form of social activity; in certain countries, it's quite the opposite. In India and Mexico, video games play an important role among gamers who use the activity to socialize with others, with 49 percent and 64 percent respectively, saying they played games to interact with friends. But, in other nations, playing games to socialize with others is not the goal: only 14 percent of those in the Netherlands, and 20 percent in France, say they played socially.
Pidgeon added, "the industry can generate substantial new revenue by meeting the hunger for social interaction by providing software and hardware that supports cooperative and competitive group play online and offline, for families, casual gamers, as well as the deep-pocketed hardcore gamer."
The GMI Poll also found that the majority of respondents, - 57 percent - do not think video gaming is a good way for family to spend time together, however a relatively high percentage (36 percent) agreed that gaming is a fine form of family entertainment. The positive attitude towards gaming and the family is particularly prevalent in India and Mexico, with 55 percent and 54 percent respectively, responding that video gaming and family time go together; the U.S. closely followed with 46 percent, and Canada with more than 40 percent. The nations least favorable of using video games as a form of family entertainment were the Netherlands with 77 percent, Denmark with 53 percent and Germany with 62 percent, of respondents answering that it was not a good way for the family to spend time.
About GMI Poll
GMI Poll quickly and accurately gathers international opinions about topical issues and critical global events, with real-time results available in as little as 24 hours. GMI Poll is the only survey that polls global opinions in real time, online, and with statistically accurate results.
About GMI
GMI (Global Market Insite, Inc.) is the only company that provides comprehensive integrated solutions for global market intelligence for both market research firms and corporate market research departments at Global 2000 companies. Solutions include Net-MR®, a suite of software tools to manage and automate research throughout the project lifecycle, desktop analysis tools, 24x7x365 service bureau capabilities, and one of the world’s largest, highly profiled, double opt-in managed panels, spanning across 200 countries. In addition, GMI offers high-value, real-time enterprise feedback solutions for customer, partner and employee programs. Founded in 1999 with world headquartersin Seattle, Wash., GMI has operations on five continents.
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