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Published : June 06, 2010 |
Author : cerullo10
Category : NEWS | Total Views
: 175
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Contact publisher via email
For Immediate Release:
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(eWebWire.com) June 06, 2010 — WORLD WIDE WEB, June 06, 2010 (FOR IMMEDIATE RELEASE) —
While that level of penetration does not begin to compete with music listening, which is nearly universal (94 percent), it exceeds the percentage of U.S. consumers who report going out to the movies (53 percent), during that same time period. Gaming is also benefiting from new outlets for playing. Overall 10 percent of U.S. consumers played video games on a social network. Five percent have paid to download a video game from the Web, which is an increase of nearly 2 percent since last year.
Video games account for one-third of the average monthly consumer spending in the U.S. for core entertainment content, including music, video, games. The average gamer spent just over $38 per month on all types of gaming content.
One in three gamers (31 percent) bought a console video game or portable game over the past 12 months – a seven percentage point increase in traditional game purchasers compared with the year prior.
"We’re also seeing an overall increase in the number of people participating in gaming year-over-year.” said Sonja Vukas, CEO of VRM.
About Vukas Research Marketing
VRM is a global provider of consumer and retail market research information for a wide range of industries. VRM provides critical consumer behavior and point-of-sale (POS) information and industry expertise across most industries. VRM helps our clients to identify new business opportunities and guide product development, marketing, sales, merchandising, and other functions.Headed by Sonja Vukas, the corporate office is located in Phoenix, AZ.
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