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Personal Computer & Console Games



Overview
Personal Computer & Console Games analyzes the game market via the use of consumer surveys, sophisticated consumer segmentation schemes, market forecasts and competitive analysis of key industry players, especially video and PC game vendors, platform manufacturers, and related media firms. It helps video game and interactive media stakeholders understand consumer adoption of new game platforms, predict landscape changes, and develop creative marketing and product ideas within this dynamic competitive arena.

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  Research Topics
  • Advertising & Promotion
  • Audience Demographics & Segmentation
  • Cellular Games
  • Content Licensing & Franchises
  • Game Retailing & Distribution
  • Mobile Game Consoles
  • Networked Games
  • PC Games
  • Peripheral Hardware & Services
  • TV-based Game Consoles

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Hardcore Games
Assessing Trade-Offs Between Hardcore and Mainstream Approaches
Concept Report
Jay Horwitz - August 25, 2008

Video game content is as nuanced and varied as filmed entertainment. Although there have been a string of highly successful mainstream titles, hardcore games remain an important focal point of demand.


Loyalty Programs
Ready Audience for Programs Administered by Connected Console
Concept Report
June 20, 2008

The use of loyalty programs in consumer products is widespread. This report assesses the opportunities for use of this marketing practice in video game product markets.


Simple Web Games
Channel to Console Creates Win-Win Strategy for Sites and Consoles
Concept Report
May 16, 2008

Web games are the true mass market video game product. With broad audience participation and intensive use, this medium merits close attention from game suppliers and those with a stake in online media.


Connected Consoles
Build Audience for Large Indirect Benefits This Hardware Cycle
Vision Report
May 9, 2008

Every major game platform has a coherent strategy for using the Internet to deliver new services and to further engage gamers in their existing products.


Games in the Media Mix
A Focus on Teen Consumption Patterns
Concept Report
April 9, 2008

Teens spend a tremendous amount of time and discretionary income on electronic media. Consequently, it is worth understanding how video games fit into teen consumption patterns of major electronic media.


Cell Phone Games
Focus Efforts on Adults Rather than Teens
Concept Report
February 28, 2008

This report examines the demographics of cell phone game consumption and hardware system ownership.


Video Game Distribution
Digital Not Yet a Viable Work-around to Incumbent Retail
Concept Report
February 22, 2008

The major landscape change made possible in the current generation of systems is in the form of digital distribution as a means of working around incumbent retail.


Immersive PC Games
Despite PC Ubiquity, High-End Systems Offer a Constrained Distribution Opportunity
Concept Report
January 24, 2008

Originally, PCs and consoles played very different games. Games you could play on a PC could not be played on a console, and vice versa. With console Internet connectivity and high-definition play, this is no longer the case. Today, PCs provide two gaming platforms: standard PCs for simple games and high-end PCs for complex games.


US Adult Audience Benchmark, 2007
Consoles Lose Ground Among Adults Despite Initiatives
Concept Report
January 4, 2008

Each year, JupiterResearch benchmarks the most important aspects of adult gamers. As platform suppliers attempt to reach marginal audiences with new console products, they are challenged to understand which approaches are effective.


Teen Audience Benchmark, 2007
Xbox 360 Lead Threatened by Enthusiasm for Wii
Concept Report
December 6, 2007

Because teens are key purchasers of game systems, it is worth better understanding competitive forces at play in this subgroup, particularly in light of the success of immediately playable games.


Game Publishing
Managing the Portfolio in a Multiplatform World
Concept Report
November 8, 2007

Just as independent game publishers are faced with increased opportunities from a multiplatform world, so too are they forced to make difficult decisions regarding the allocation of publishing resources.


US Audience Segmentation, 2007
Getting a Handle on Game Influencers
Vision Report
September 27, 2007

Convincing people to buy new video game products is an ongoing effort; however, the industry has been successful at repeatedly injecting interest in the medium. In a highly competitive environment, such as that faced by game suppliers, it is vital for companies to capitalize on the enthusiasm for quality products. Doing so through influential gamers offers a promising pathway.


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