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Nielsen and EEDAR join forces to provide 'unprecedented' game tracking data


Stat-tracking firms The Nielsen Company and Electronic Entertainment Design and Research (EEDAR) are teaming up to deliver "unprecedented insight into the video games industry." Nielsen's data, which has brought plenty of controversy on its own, will be integrated into EEDAR's GamePulse subscription service. Nielsen gathers its data from 1,200 "active gamers" through a weekly survey, while EEDAR data mines and organizes using various categories.

The data will be combined beginning in March of 2010 and be available to both Nielsen Video Game Tracking and EEDAR subscribers. This may not mean much to the average gamer, but to stat-obsessed executives and folks in marketing departments, this is like licking triple-chocolate ice cream covered in bacon and honey.

Nielsen: 360 has most 'active users' in 2009, Wii has fewest


We imagine those six multicolored lines you see above are going to cause quite a stir among the various fanboy contingencies -- they represent the percentage of "active users" on different consoles in the first half of 2009, according to survey data compiled by Nielsen. As you can see, the Xbox 360 dominated the charts, while the ubiquitously successful Wii came in dead last by a huge margin, ranking below the PS2, original Xbox and GameCube.

Our initial reaction to this data was that Nielsen is high on pot, but we can kinda understand what caused the Wii's disappointing placement on the list -- the chart is tracking the percent of console owners who use their gaming hardware on a regular basis. Everyone and their dog owns a Wii by this point, but very few actually play them consistently, according to Nielsen's findings. Meanwhile, there's only a handful of GameCubes out there that haven't been converted into lunchboxes, and their owners apparently use them a bit more frequently.

If you're looking for a more straightforward breakdown of console usage, Nielsen also figured the overall usage totals for each console. That chart's posted after the jump. (You'll find it slightly above the deluge of inflammatory comments.)

[Via IndustryGamers]

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Interest in Modern Warfare 2 spikes with Call of Duty branding


Don't freak out, guys. We know how worried you were when we told you that interest in Modern Warfare 2 was waning without the warm embrace of that familiar Call of Duty brand name. According to Nielsen's Video Game Tracking service, interest in the shooter has substantially improved following the association of Infinity Ward's work with Activision's recognizable franchise.

Three different consumer interest fields Nielsen tracked -- "Aided Awareness," "Definite Interest in Purchasing," and "Total Positive Interest in Purchasing" -- increased drastically from the week of July 6 (before the title was modified) to the week of July 13 (post-name change). It's just like Bill Shakespeare said: "A rose by any other name may smell as sweet, but a rose that's clearly endorsed by Activision will sell way better." We're pretty sure that's how that goes.

Nielsen: Gaming time, used game sales at all-time high


Take that, crumbling economy! In a recently released report (PDF), Nielsen Media Research claims that, despite poor economic conditions, gamers are actually spending more time playing games in 2009 than they have in previous years. In fact, the number of hours spent per week playing games is at an all-time high. Nielsen attributes this rise to "mainstream gamers" spending more time with "broadly appealing" titles like Rock Band, Guitar Hero and Wii Fit. Playing these games for all they're worth can help gamers "stretch their entertainment dollar," according to Nielsen's Michael Flamberg, director of client consulting,

Furthermore, used game sales are also higher than ever before. Since January, the average number of used games purchased in a six-month period has risen from 3.01 to 3.51, accounting for 36 percent of all games purchased. The firm also reports that subscription to game rental services like GameFly is on the rise, stating that some gamers may use such services as a substitution for purchasing new games.

What say you, Joystiq readers? Has the economy driven you to purchase more used games?

Nielsen: Halo 3: ODST, God of War 3, Wii Sports Resort most desired games post-E3


Now that the excitement of E3 has died down, research firm Nielsen has readied the results of a new survey, which gauged consumer purchase intent for titles from the show. Obtained between June 7 to June 14, the results (via Edge) concluded that Bungie's upcoming jaunt through New Mombasa, Halo 3: ODST, had the highest purchase intent, with 53% of respondents taking interest. It was followed by God of War 3, which received 49% in support of its comical, over-the-top violence, and Nintendo's log-splitting sim, Wii Sports Resort, which managed 45%.

While undoubtedly big titles, we'd be lying if we said we weren't surprised by the top three. Some other titles we thought would be huge scored lower in this survey, including Assassin's Creed 2 (32%) and The Beatles: Rock Band (30%). Clearly, the allure of wasting extra-terrestrial lifeforms is still very strong in gamers. What would Spock say?

Nielsen corrects console usage chart: Wii beats 360 in January

The Nielsen report on American console usage percentages contains some mislabeled data, according to a correction sent to Fast Company by Nielsen's Gavin McMillan. In the original PDF's Figure 4, "January 2008 to January 2009 Video Console Usage Percents," the Wii and Xbox 360's positions are transposed for January 2009. The correct chart appears above, showing that Wii usage, at 20.7% of the total recorded usage minutes, exceeded 360 usage (18.2%) in January.

The average percentage of active use for each console for December 2008, the metric on which we reported yesterday, remains accurate. That refers to the percent of use each console got against the total possible time users could have been using them.

Nielsen report reveals average game console usage


The Nielsen group has released a new report on usage of the three major consoles. Coming as little surprise, Nielsen's study has placed Wii in dead last, with the average player using the console 6.8 percent of the time during Nielsen's study in December, 2008. During that same period, those involved in the study played Xbox 360 10.2 percent and PS3 10.6 percent -- nearly double the Wii average. Clearly, the average gamer doesn't have the endurance necessary for long-term waggling.

Wii also ranked the lowest in average days used over the course of the study, with users only partaking an average of 5 days (so much for that Wii Fit vow). The PS3 ranked second place, with users spending an average of 6.8 days days, which leaves us with Xbox 360 -- the top dog in this category -- with an average of 7.1 days.

Lastly, Nielsen tracked the daily average number of sessions, and, again, Wii was last with 1.78 sessions, whereas the Xbox 360 and PS3 had much higher averages of 2.15 and 2.74 sessions, respectively. So, how would you rank your console usage?

Source - Nielsen report (PDF) [via Edge]

Nielsen: Wii audience is youngest, PS3 audience is oldest


According to a recent console usage report compiled between October and December of last year by Nielsen Media Research, the Wii appeals to quite the broad spectrum of people, being especially popular among boys age 6 -11 and women age 25 - 34. Most interesting is the Wii's ability to captivate the older women audience, as the console's use by women over 35 is much higher than that of the Wii's competition. And they're apparently playing Wii Fit, Guitar Hero and Rock Band, games cited as favorites among that group.

Of course, as much as the younger audience and older women flock to Wii, it still has trouble captivating that coveted 18 - 24 demographic, where the Xbox 360 and PS3 fare a lot better. For Microsoft's Xbox 360, the group getting their game on the most is males aged 12-17, and females aged 25-34. The PS3, it would seem, has the oldest male audience locked down, as the report notes that gamers who may have owned a PSOne or PS2 in the past "may have 'graduated' to the PS3 in their assumed adulthood." For both males and females, the highest usage came from the 18 - 24 group.

As far as average playtime, the Wii trailed behind the others. On the Xbox 360 side, males used the console almost twice as much as females (10.2 vs. 5.4 in December), whereas usage between genders on the PS3 and Wii was much more balanced.

Nielsen: $823 million spent on game marketing in '08


Market research firm Nielsen estimates that $823 million was spent on video game promotion in the US during 2008. Not bad, considering the region brought in $21.3 billion in sales.

Edge reports the numbers come with news that Nielsen is teaming up with EEDAR to more efficiently track advertising dollars and give better ideas of where to spend cash in the troubling economic time.

Nielsen: People prefer playing original Xbox over PS3 in '08

It's not too hard to believe that people are spending more time playing on Xbox 360 or Wii than they are with the PS3. It's also not too difficult to hear that the PS2 is the most played console in 2008 -- everyone and their pet lizard owns one. However, there is one thing which stuns not only us but our comrades as well, and that is hearing that the original Xbox is roping in more gamers than the PS3 for a share of TV time. It's a bit tough to stomach, we know, but that feeling of queasiness should subside within the hour.

Media research group Nielsen reports the PS3 ranks 5th in 2008's "Video Game Console Usage" from data collected during the months of January through October. In that period, PS2 took the top spot with a 31.7 percent share followed by the 360 and Wii with 17.2 and 13.4 percent, respectively. The PS3 is right under the original Xbox's 9.7 percent share by a meager difference of 2.4 percent.

But hey, it's not all doom and gloom. Our choice console did beat out the GameCube by a whopping 3.3 percent. The full statistics can be found after the break.

[via Joystiq]

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Nielsen: 2008's most played console was ... PS2


The Nielsen Company is best known for tracking television viewership, but its quantifying of what people spend their time doing doesn't end there. It also tracks console usage among its selected households, and, for 2008 (January through October, at least), the PlayStation 2 was played more than any other.

According to Nielsen's findings, PS2 accounted for 31.2% of all console usage minutes measured. Xbox 360 was a distant second with 17.2%, followed by Wii (13.4%), the original Xbox (9.7%), PS3 (7.3%), GameCube (4.6%), and "other" (16.2%). The fact that more hours were spent playing the original Xbox than PS3 is, well, surprising. PS2's dominance isn't; last we checked, there were 87.6 bazillion of them in the world (give or take a few trillion).

Nielsen: 360 the second most played console of '08


The Nielson Company (the same folks who give us television ratings) just released their scientific digits for 2008's most played video game consoles. Based on console usage, calculated using a select few Nielson households and expressed in a percentage of total console usage minutes.

After the data was tabulated, Nielson has awarded the Playstation 2 the most played console of 2008. But seeing that this is an Xbox centric website, the bigger news is that the Xbox 360 took home the number two spot as the second most played console of '08. Congrats! Now about that Playstation 3 and its 5th place finish behind the original Xbox. Hmm ...
  • Playstation 2 - 31.2%
  • Xbox 360 - 17.2%
  • Wii - 13.4%
  • Xbox - 9.7%
  • Playstation 3 - 7.3%
  • Gamecube - 4.6%
  • "Other" - 16.2%
[Via Joystiq]

Wii clinches bronze in console usage stakes

The white coats at Nielsen have been at it again, analysing our gaming lives and charting the consoles we use most. Unlike the Nielsen study we posted about previously, this one takes into account pre-Wii/PS3/Xbox 360 platforms. This means that the PS2 stormed to a predictable, convincing victory: 30.2% of "all measured console minutes" were dedicated to Sony's nine-year-old machine.

Despite its smaller user base, the Xbox 360 was second with 18.3%, while the Wii came third with 13.5% -- high enough, we feel, to put any no-doubt-hilarious Wii/dust jokes to rest. Excellently, the GameCube is following the PS3 more closely than you'd think.

A quick disclaimer before you scuttle past the break to see the data in full: these numbers cover January to October 2008, there's no word on whether non-U.S. gamers were surveyed, and handhelds aren't mentioned, though are presumably bracketed in the "Others" category. Multiple console owners who are richer than us: how closely do your own habits follow this pattern?

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Study: Parents corrupting unsullied children with killer game


A recent study conducted by Nielsen Games has uncovered an unsavory and alarming new link in the video game industry's ever-tightening chain around our nation's youth. It was found that 17% of respondents in the survey who had purchased a copy of the popular role-model pummeling game, "Grand Theft Auto IV," were between the ages of seven and sixteen. The crime glorification simulation, which imparts "gamer points" for beating innocent police officers to death with decapitated prostitute bodies, was rated "M" for "Mature."

The most distressing news lies not in the fact that 61% of impressionable youths had been tricked into purchasing the games themselves by slick marketing and peer pressure, but the shocking revelation that 39% had been aided by someone else -- in 80% of these cases, parents themselves had thrust their child's ripe brain beneath the industry's oppressive mallet.

Speaking exclusively to Joystiq, renowned child psychologist Dr. Alphred Larmist described this turn of events as "the ultimate betrayal." According to him, parents could be the most dangerous conduit of pixelated poison. "Parents getting involved is the last thing we need," Larmist said. "If they take an active role in what entertainment their children partake in, this is the sort of disaster that could happen. Next thing you know, they're determining what's appropriate for the kids and going out and buying Grand Theft Auto. They're supposed to be on our side."

Dr. Larmist vowed he would take up the campaign to keep parents and their influence away from children. "If nothing is done, these video gamers will reduce our society to naught but chainsaws having bloody sex with each other."

Study: in-game advertiser says 82% of you don't mind in-game ads


The life of a Joystiq editor is frought with difficult – and often perilous – decisions. Take this example: do we choose to run a story about in-game advertising statistics (we imagine a large majority of you are already rolling your eyes, scrolling down to see if there's something a little stronger waiting for you below) or do we simply run a post about another tattoo of [insert popular video game character here]? In this case, we've chosen to share the statistics with you, and we want you to know why.

In-game advertiser IGA Worldwide contracted the survey-mavens at Nielsen to conduct the "Consumers' Experience with In-Game Content & Brand Impact of In-Game Advertising Study." The results of said study may shock you, but here goes: according to IGA's study, a whopping 82% of gamers "felt games were just as enjoyable with ads as without" and a no less impressive 61% "increase consumers' favorable opinions of products advertised in-game post-play." What's this all mean? Why, that in-game advertising works, despite some marketers fears to the contrary.

Regardless of the wall of statistics contained in the press release (really, go check it out), we all know the key to successful in-game advertising comes from using a gentle-touch. MLG ads littered throughout the $60 Rainbow Six Vegas 2? No thanks, really. Some pre-roll ads before your free game of Quake Live, brought to you by none other than IGA? That we can live with.

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