The 'We Were Here' Franchise Gave Away 7 Million Copies of Its Latest Game.
Source: The 'We Were Here' Franchise: Strategic Impact of Limited-Time Free Launchespeaking at 22,000 CCU on Steam
Source: The 'We Were Here' Franchise: Strategic Impact of Limited-Time Free LaunchesThe FriendShip had almost 7 million downloads, as of a week+ ago
Source: The 'We Were Here' Franchise: Strategic Impact of Limited-Time Free LaunchesThe report informs stakeholders that Square Enix Limited has postponed the release of its title “Outriders.” The publisher announced that a free demo will be available on 25 February 2021, and the official launch date has been moved from 2 February to 1 April 2021. The demo is intended to provide players with several hours of gameplay, covering both cooperative and single‑player modes across all four character classes, to aid in purchase decisions. The information was received by the board of PCF Group S.A. on 6 January 2021, and the notice is issued under Article 17(1) of the MAR regulation. The scope covers the Polish market and pertains exclusively to the “Outriders” title, with no broader industry implications noted. No survey or statistical methodology is described; the update relies solely on publisher communication. The key outcome is a two‑month delay in launch, accompanied by an early demo release aimed at maintaining consumer interest and supporting sales conversion.
**Summary of “The Power of Play: España” (Survey of Spanish Video‑Game Players)** --- ## 1. Scope & Sample - **Population surveyed:** 12 847 active gamers (play ≥ once a week) across several markets. - **Spanish subsample:** 1 139 respondents (men + women) who answered the questionnaire. --- ## 2. Demographic Profile | Age group (years) | % of Spanish respondents* | |-------------------|---------------------------| | 16‑18 | 8 % (men) / 41 % (women) | | 19‑24 | 49 % (men) / 28 % (women) | | 25‑34 | 28 % (men) / 28 % (women) | | 35‑44 | – | | 45‑54 | – | | 55‑64 | – | | 65+ | – | \*The table in the original document mixes gender‑specific percentages; the numbers above reflect the most clearly reported figures. - **Gender split (overall):** Roughly equal, with a slight male majority in the 19‑24 bracket. - **Play mode:** 8 out of 10 male gamers (≈ 80 %) report playing **with other players online**. For women, solo play is still the most common, but a sizable minority also play online or in person. --- ## 3. Primary Motivations for Playing | Motivation | % of respondents (overall) | |------------|----------------------------| | **Fun / Entertainment** | 85 % | | **Stress reduction / relaxation** | 78 % (men) – 75 % (women) | | **Social connection (meeting new people, making friends)** | 62 % (men) – 55 % (women) | | **Escapism / coping with daily problems** | 28 % (men) – 48 % (women) | | **Feeling happier / more positive** | 75 % (men) – 60 % (women) | | **Creating lasting memories** | 45 % (men) – 35 % (women) | *Note:* The percentages are drawn from multiple overlapping questions (e.g., “Jugar a videojuegos me ayuda a sentir…”, “Reduce el estrés, la ansiedad, el aislamiento”). The highest‑scoring items are fun, stress relief, and social interaction. --- ## 4. Perceived Benefits ### 4.1 Psychological & Emotional - **Stress & anxiety:** 78 % of men and 75 % of women say gaming helps them feel **less stressed** and **less anxious**. - **Isolation:** 78 % of men and 72 % of women report a **reduction in feelings of loneliness**.
Co-op Games as a % of All Games Released, by Year
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