Michael Bluth
11-18-2003, 09:39 PM
San Francisco - November 17, 2003 --In the most comprehensive survey of U.S. console gamers available, Zelos Group found that although gaming remains a solitary endeavor, online gaming and broadband support drive consumer adoption of game consoles.
“This finding bodes well for Microsoft and Sony, whose latest consoles offer Internet connectivity,” noted Billy Pidgeon, senior analyst, Zelos Group and the report’s principal author.
“But Nintendo would be well advised to reconsider its strategy to not connect its console to the Internet, as GameCube owners show a greater desire to play games online than did PS2 and Xbox owners.”
Despite the increased interest in online gaming and Internet connectivity, online console games services face a significant barrier: U.S. gamers overwhelmingly play alone, and well over half of those surveyed said they never play online with friends or strangers.
“Increased broadband penetration and ease of use with wireless connectivity will increase adoption of online gaming, but negative experiences caused by poor customer service, mismatched competition, and bad player behavior, will cancel out technical improvements,” Pidgeon observed. “Responsive troubleshooting, effective skill matching and curtailing cheating or abusive players will remain the real challenges in providing successful online gaming.”
Beyond online gaming, connectivity opens up new content possibilities to console owners. Respondents indicated that the ability to rent, buy and download games online were highly favored as features they would pay for. Those surveyed were also interested in buying additional weapons, vehicles and characters.
“Digital distribution of content is advantageous to everyone in the gaming food chain, from the independent developer, to the publisher trying to squeeze out every last bit of revenue from a title,” said Pidgeon, who built a noteworthy career as a game producer. “Retailers and rental outlets, however, should be concerned about new distribution schemes as they may be left out when publishers and manufacturers can deliver content directly to consumers.”
In the report, Zelos Group suggests that console manufacturers take advantage of the record industry’s need for additional revenue channels, as a natural synergy exists between games and music. Twenty-five percent of gamers surveyed said they would pay for the ability to rent, buy and download music and movies online.
“Music and film industry executives would do well to broker deals with console manufacturers and game publishers to access alternative marketing and distribution channels,” Pidgeon advised. “Our results show that network connected videogame consoles may succeed where manufacturers of computers and set-top boxes have failed to deliver the fabled home media server to the entertainment system.”
http://www.teamxbox.com/news.php?id=5128
“This finding bodes well for Microsoft and Sony, whose latest consoles offer Internet connectivity,” noted Billy Pidgeon, senior analyst, Zelos Group and the report’s principal author.
“But Nintendo would be well advised to reconsider its strategy to not connect its console to the Internet, as GameCube owners show a greater desire to play games online than did PS2 and Xbox owners.”
Despite the increased interest in online gaming and Internet connectivity, online console games services face a significant barrier: U.S. gamers overwhelmingly play alone, and well over half of those surveyed said they never play online with friends or strangers.
“Increased broadband penetration and ease of use with wireless connectivity will increase adoption of online gaming, but negative experiences caused by poor customer service, mismatched competition, and bad player behavior, will cancel out technical improvements,” Pidgeon observed. “Responsive troubleshooting, effective skill matching and curtailing cheating or abusive players will remain the real challenges in providing successful online gaming.”
Beyond online gaming, connectivity opens up new content possibilities to console owners. Respondents indicated that the ability to rent, buy and download games online were highly favored as features they would pay for. Those surveyed were also interested in buying additional weapons, vehicles and characters.
“Digital distribution of content is advantageous to everyone in the gaming food chain, from the independent developer, to the publisher trying to squeeze out every last bit of revenue from a title,” said Pidgeon, who built a noteworthy career as a game producer. “Retailers and rental outlets, however, should be concerned about new distribution schemes as they may be left out when publishers and manufacturers can deliver content directly to consumers.”
In the report, Zelos Group suggests that console manufacturers take advantage of the record industry’s need for additional revenue channels, as a natural synergy exists between games and music. Twenty-five percent of gamers surveyed said they would pay for the ability to rent, buy and download music and movies online.
“Music and film industry executives would do well to broker deals with console manufacturers and game publishers to access alternative marketing and distribution channels,” Pidgeon advised. “Our results show that network connected videogame consoles may succeed where manufacturers of computers and set-top boxes have failed to deliver the fabled home media server to the entertainment system.”
http://www.teamxbox.com/news.php?id=5128