Tuesday, 23 February 2016

Creative Response: Initial Plan and Research

Having spoke with Mike again about my idea, I now have a much better understanding of how I am going to structure my animation. I shall start by briefly mentioning what the gamer demographic was like in the 1980s, then move onto looking at statistics for today's demographic which will be the bulk of the animation. I shall end the animation with a brief look of what the future is looking like for gaming, or potentially pose a question to make my audience think of what the future holds.

In order to be able to progress from this point, I needed to carry out further research into gaming demographics. I already had some stats that I had found whilst researching for my essay but I needed to pad out my resources.

Initial Findings

Then:

- 1982 Arcade video game plaers 80% Male 20% Female
- 8 Male players for every 3 Female
- 1989 Variety stated women constituted for 3% of the gaming industry

Now:
- New consoles
- Mobile Gaming
- Esports
- (Tiga) 12% Females in UK in gaming industry
- Genres: Strategy and Casual most popular in 2014 (37.7% 24.8%)
- Uk Game industry worth over £3.9Bn (consumer spend 2014)
- Biggest Consumer market revenue streams in 2014 were digitial console and PC 
- Games sold more than video or music in 2014.



- GameTrack estimate there are 20m people 6-64 playing games in the UK
- Average play time 8.9 hours per week
- Formats: 24% packaged games (11.2m), 22% app games (10.3m)and 21% online (10.2m)


- 57% Male, 43% Female, GameTrack 2015
- 55% Male, 45% Female Ukie 2014
- 71M people watch esports worldwide 2014

Projected:
- Gaming Revenues to reach $91.5 Billion (New Zoo)
- Mobile Gaming expected to grow 51% year over year in NA, 86% Asia

- Esports expected 145 Million enthusiasts by 2017


Resources

BigFishGames
Ukie
ESA
Kotaku

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