2004 Web and Downloadable Games White Paper
IGDA Online Games SIG
hours of it playing some kind of online game. This has been largely driven by what are called 2
nd
and 3
rd
tier cities in the interior of China that lack the social, leisure or entertainment infrastructure of larger cities.
Japan follows closely as a serious contender to be the next `big' online gaming market in Asia. Broadband
penetration has hit 14MM subscribers nationwide and averages several hundred thousand new
subscribers monthly.
B.
Consumer Segments
Women over 40 continued to be the driving force of web and downloadable games in 2003. A recent AOL
study found that even though men spend more time on the Internet each week than women (23.2 vs. 21.6
hours), female game players over 40 spend the most hours per week playing online games (9.1 hours or
41 percent of their online time vs. 6.1 hours 26 percent of their online time for men). This demographic
was also more likely to play online games every day than men or teens of either gender.
3
When it comes to purchases of downloadable games the female skew becomes even more significant
with some sites reporting as much as 70% of sales coming from females over 30.
3
AOL DMS Survey conducted 12/4/03 1/12/04 with 3,613 casual online game players interviewed,
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