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Player Behavior reports and market data

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Cover of The 84% Problem: What Bad Ads Are Costing Game Publishers
39 min
PocketGamer.biz39 min

The 84% Problem: What Bad Ads Are Costing Game Publishers

The gaming industry faces a critical retention crisis driven by the prevalence of disruptive, deceptive, and poorly placed advertisements.

  • Approximately 84% of players uninstall games due to disruptive, poorly placed, or inappropriate advertisements, directly impacting publisher retention and revenue.
  • Publishers must actively police ad partners and implement manual monitoring or automated ad-quality tools to prevent offensive, deceptive, or category-specific content (such as political or religious ads) from appearing in their games.
  • The transition from waterfall mediation to header bidding has increased revenue competition but significantly reduced publisher control over the specific ads displayed to users.
PocketGamer.bizNov 2024
Cover of A New Frontier: Where Transmedia Meets UGC
60 min
Naavik60 min

A New Frontier: Where Transmedia Meets UGC

The gaming industry is undergoing a fundamental transition from traditional, static intellectual property management toward the development of co-creative transmedia ecosystems.

  • The gaming industry is shifting toward co-creative transmedia ecosystems where user-generated content (UGC) is integrated directly into major franchises to transform games into long-term content engines.
  • UGC integration significantly boosts engagement, as evidenced by 'Ark: Survival Ascended,' where 74 percent of the player base uses mods, leading to a 42 percent increase in average playtime.
  • The adoption of mods has become cross-platform, with 69 percent of mods for major titles now being utilized on consoles rather than being restricted to PC.
NaavikNov 2024
Cover of Shooting for Success: Navigating the Ultra Competitive Shooter Genre
60 min
Deconstructor of Fun60 min

Shooting for Success: Navigating the Ultra Competitive Shooter Genre

The competitive shooter market on PC and console is currently undergoing a period of significant contraction, characterized by a 40% decline in monthly active users for PvP first-person shooters between 2021 and 2024.

  • The PvP first-person shooter market experienced a 40% decline in monthly active users between 2021 and 2024, with arcade shooters suffering a sharper 45% drop.
  • Established 'black hole' titles like Fortnite, Call of Duty, and Counter-Strike continue to dominate the market, creating high barriers to entry due to player investment in social groups, ranks, and microtransactions.
  • New shooter launches face rapid attrition, with daily active user counts typically falling below 20% of their peak within the first 90 days.
Deconstructor of FunOct 2024
Cover of What is the Audience Web? | Brenden Fraher from Game Refinery
12 min
PocketGamer.biz12 min

What is the Audience Web? | Brenden Fraher from Game Refinery

The games industry is currently undergoing a shift toward an audience-centric model, characterized by the emergence of the audience web.

  • The gaming industry is shifting toward an 'audience web' model where players are platform-agnostic, moving fluidly between mobile, console, and PC to access specific experiences.
  • Long-term retention has replaced user acquisition as the primary industry challenge, as games must compete for a finite amount of player time against all forms of digital entertainment.
  • Hybrid-casual games are outperforming hyper-casual titles in revenue by integrating deeper engagement mechanics such as social features, collectibles, and live events.
PocketGamer.bizOct 2024
Cover of Choice Architecture: Manipulation for Fun and Profit! | Extra Credits Gaming
10 min
Extra Credits10 min

Choice Architecture: Manipulation for Fun and Profit! | Extra Credits Gaming

Choice architecture refers to the strategic arrangement of options to influence human decision-making, often creating an illusion of free will while guiding individuals toward specific outcomes.

  • Choice architecture is the strategic arrangement of options to influence human decision-making, often creating an illusion of free will to guide users toward specific behaviors.
  • Designers use anchoring to influence perception, such as displaying high-priced items to make mid-range options appear more reasonably priced by comparison.
  • Framing significantly impacts user reception, as demonstrated by early MMOs that shifted from an 'unrested penalty' to a 'rested bonus' to achieve the same mathematical result with higher player satisfaction.
Extra CreditsOct 2024
Cover of Randomness in Video Games | Compilation | Extra Credits Gaming
30 min
Extra Credits30 min

Randomness in Video Games | Compilation | Extra Credits Gaming

Randomness serves as a fundamental tool in game design, functioning as a mechanism to evoke specific emotional responses, heighten suspense, and challenge player intuition.

  • Designers should use clarity when they want players to think through a problem, but use obfuscation when they want to evoke specific emotional responses like nervousness, hope, or power.
  • The frustration level of RNG in games can be estimated using the formula: Frustration = Time Lost × Percentage Chance of Losing, which helps designers identify if a game's randomness is unfairly punishing.
  • To maintain consistent player engagement, designers should reduce the impact of randomness as the game progresses; for example, a game might allow a 35% chance of RNG-based loss at 20 minutes, but only an 11.7% chance at the one-hour mark.
Extra CreditsAug 2024
Cover of Mastering F2P Cosmetics Monetization in Games
59 min
GameMakers59 min

Mastering F2P Cosmetics Monetization in Games

Effective free-to-play cosmetic monetization relies on the intersection of social signaling, player engagement, and carefully managed in-game economies.

  • The presence of a secondary market significantly alters monetization strategy, as seen in platforms like Second Life, which generates $180–$200 million in revenue from a relatively small base of 50,000–60,000 concurrent users.
  • Managing a secondary market requires rigorous economic oversight to prevent hyperinflation, as evidenced by the collapse of Gaia Online after the introduction of a currency-producing item.
  • Player motivation for cosmetic purchases is driven by status and social signaling, particularly in competitive multiplayer games where spectating mechanics force players to visually engage with others' gear.
GameMakersAug 2024
Cover of U.S. Gamer Segmentation 2024 Edition
Report23 pages

U.S. Gamer Segmentation 2024 Edition

This analysis of the 2024 U.S. video gaming market identifies a resilient landscape where 71% of the population, or approximately 236.4 million people, engage with games.

  • The U.S. gaming population stands at 236.4 million people, representing 71% of the population, which is a slight decline from the 2020 peak of 74% but remains above 2018 levels.
  • Average weekly engagement has increased to 14.5 hours, up 1.8 hours since 2022, while average spending over a six-month period has risen to $56.20.
  • The market is shifting toward more dedicated segments, with a migration away from casual 'Incidental Players' and 'Daily Dabblers' toward 'Super Gamers' and 'Transitionals'.
CircanaAug 2024
Cover of 게임 리터러시 교육 안내서: 게임인식개선을 위한
Report124 pages

게임 리터러시 교육 안내서: 게임인식개선을 위한

Games have evolved beyond simple entertainment to become a significant cultural, artistic, and industrial force, serving as a primary engine for economic growth.

  • The South Korean gaming market exceeded 22 trillion won in value as of 2022, contributing to a global landscape dominated by a duopoly between the United States and China.
  • Game literacy education is being prioritized globally as a core component of media literacy, with countries like Germany, the United States, Japan, and Australia implementing systematic rating and educational frameworks.
  • Daily average game usage times are rising across both PC and mobile platforms, reflecting a universal trend of gaming becoming a primary cultural and economic force.
K-GAMES – Korea Association of Game IndustryJul 2024
Cover of Stream Hatchet Q2 2024 Report
Report20 pages

Stream Hatchet Q2 2024 Report

Live streaming viewership reached 8.5 billion hours watched in the second quarter of 2024, marking a 10% year-over-year increase and a significant resurgence following a post-pandemic decline.

  • Live streaming viewership reached 8.5 billion hours in Q2 2024, representing a 10% year-over-year increase.
  • Twitch's market share of hours watched declined from 70% in Q2 2023 to 60% in Q2 2024.
  • YouTube Gaming grew to a 23% market share, while the platform Kick captured 5.5% of the total viewership.
Stream HatchetJul 2024
Cover of The Psychology of Knowing Something is Sus | Extra Credits Gaming
9 min
Extra Credits9 min

The Psychology of Knowing Something is Sus | Extra Credits Gaming

The Iowa Gambling Task serves as a foundational psychological study for understanding how human brains process patterns and make decisions.

  • The Iowa Gambling Task demonstrates that the human brain detects complex patterns and makes intuitive judgments long before the conscious mind can articulate them, with physiological stress responses appearing as early as the 10th draw in rigged scenarios.
  • While participants in the Iowa Gambling Task felt an intuitive inkling about rigged decks by the 50th draw, they were only able to consciously identify the patterns after 70 draws.
  • Players often utilize 'thin slicing' to master game mechanics intuitively, which can make traditional, heavy-handed tutorials feel tedious or redundant to experienced users.
Extra CreditsJul 2024
Cover of Global Gamer Study 2024: How Consumers Engage with Games Today
Report30 pages

Global Gamer Study 2024: How Consumers Engage with Games Today

This analysis examines global consumer engagement with video games, drawing on data from over 73,000 surveyed individuals across 36 markets.

  • Gaming is a primary entertainment pillar, with 80% of the global online population playing games and 85% engaging through play, viewing, or social communities.
  • Gen Alpha and Gen Z are the most active demographics, with over 90% engagement and Gen Alpha spending 5.2 hours per week on gaming, surpassing their time spent on social media.
  • A high-value segment of 'new game seekers' makes up 31% of PC and console players; these users are 50% more engaged than average players and 80% of them spend money on games monthly.
NewzooJul 2024

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