VIDEO GAMERS IN EUROPE

Size: px
Start display at page:

Download "VIDEO GAMERS IN EUROPE"

Transcription

1 VIDEO GAMERS IN EUROPE Prepared for the Interactive Software Federation of Europe (ISFE) By Nielsen Interactive Entertainment

2 CONTENTS EXECUTIVE SUMMARY 3 BACKGROUND AND METHODOLOGY 5 SECTION 1: USAGE OF VIDEO GAMES 7 SECTION 2: VIDEO GAMES AMONG OTHER LEISURE ACTIVITIES 12 SECTION 3: USAGE OF AND ATTITUDES TO PIRATED GAMES 17 SECTION 4: DIGITAL DOWNLOADING 30 SECTION 5: THE PEGI AGE RATINGS AND GAME DESCRIPTOR SYSTEMS 37 2

3 EXECUTIVE SUMMARY Gaming As an Entertainment Option: This study demonstrates that gaming accounts for a significant proportion of leisure time when placed in the context of wider media and entertainment consumption, cementing its status as a mainstream media option. More than one in six (15%) European gamers spend in excess of 14 hours playing video games per week, which is less than the time spent surfing the internet, watching TV or listening to music, but accounts for a greater proportion of time when compared to watching DVDs, listening to the radio or reading books or magazines. Video games are also differentiated from other media options, such as watching movies or television, in terms of their ability to offer a greater degree of creative and cerebral stimulation: 55% agree video games stimulate the imagination (compared to 51% for movies and 36% for TV), while 47% feel that video games make you think (compared to 41% for movies and 38% for television). However, gaming fares less well in comparison to movies in terms of the social experience offered (27% vs. 59% for movies and 34% for TV) or as a constructive use of time (34% vs. 42% for movies and 24% for TV), while television is seen to be the more educational of the three (51% vs. 37% for video games and 34% for movies). Outside of gaming, these Europeans also engage in a wide variety of activities in their spare time; friends play a central role in their social lives, while group activities such as going to the movies, shopping or going out to eat or drink also feature highly (more than half claim they participate in these activities at least once a month). Playing sports, either outdoors or at a health centre are also important component of leisure time. Further emphasising the diverse profiles of European gamers, respondents within the survey encompass a wide variety of individuals; from teens to adults to parents, men and women, and include a broad spectrum of occupations and income levels. In terms of gaming preferences, the majority either play on their PC (72%) or the PS2 (), with ownership of the newer platforms such as the PSP and Wii, peaking in the UK. Demonstrating their enthusiasm for the category, these gamers commonly buy between 1 and 6 games per year (71%), while the average size of collection has doubled since 2005 to reach 49. It is this level of engagement with the category which has helped the European games industry reach a value of 7.21 billion per year (2006). Video Game Piracy: Representing a significant threat to the success of the games industry are the endemic levels of piracy reported by these European gamers. Four in ten European gamers say they have obtained a counterfeit game, and furthermore these gamers claim to own on average 19 pirate games, representing a third of their total collection. Piracy is particularly prevalent among certain segments, especially males, teens and heavy gamers, whilst also appearing widespread among parents, indicating children may be exposed to pirated product within the home. Encouragingly, fewer European gamers admit to personally producing counterfeit games (one in six). Looking beyond personal involvement, and further emphasising the prevalence of counterfeit games, half are familiar with someone who owns a pirate game, while a relatively high proportion (four in ten) know someone who owns in excess of ten illegal games. The PC is the most at risk when it comes to pirate games (75%), while the primary source of illegal games is friends and relatives (52%), followed by peer-to-peer sites (26%), street traders (19%) and downloading direct from websites (). 3

4 Levels of piracy vary markedly across the countries surveyed: counterfeit game ownership reaches particularly alarming levels in Latvia (three quarters own a pirate game, with the average number of illegal games owned totalling 48), while over a third of Latvian gamers also claim to have to have personally made or supplied games to others, apparently fuelled by the belief that piracy is both acceptable and legal. Counterfeit game ownership and distribution also skews towards Spanish and Scandinavian gamers (average number owned stands between 21 and 23, and over two in ten have made or given illegal games to others). In comparison, UK and German gamers claim to be the most law abiding when it comes to piracy (- own a pirate game, average number owned stands at 5). Encouragingly there do appear to be positive actions the industry can take to combat the problem: awareness that buying counterfeit games is a crime only stands at six in ten, while only half believe it is illegal to copy games, with those who currently own pirate games much less likely to agree with these statements. This suggests that education and public awareness campaigns can play a key role, in particular addressing the ongoing issue of distribution of counterfeit product among peers and relatives. Additionally, the links between pirate games and the wider issue of organised crime is less well known: four in ten gamers who currently personally produce or obtain pirate games for others consider this to be a deterrent, followed by threat of prosecution (a quarter), suggesting that raising awareness of these elements of piracy and a greater degree of enforcement may prove effective. Downloading Video Games: Within the context of piracy, it is noticeable how Internet-based illegal activity appears to be growing, with three in ten claiming to have downloaded a complete video game from the Internet, primarily sourced from unofficial websites (73% of all complete video games downloaded are reportedly from unofficial sources). However, this presents an ongoing issue for the industry not only in terms of illegal downloading, but also legal distribution through this forum. Experience from other media appears to be influencing gamers perceptions and usage of Internet downloads: currently, music is the most popular media downloaded (seven in ten European gamers have done so), while four in ten have downloaded a video game demo, all mainly from official sources. Looking to the future, among those who currently download games, three in ten feel they will increase the number of games they download, while half feel they will not modify their current downloading behaviour. Furthermore, a third of those who do not currently download games feel they will start to do so, particularly in the UK. While this suggests there may be a great deal of potential for making games available for download through official sources in the future, it is also important to note that these potential increases in Internet-based activity may also represent a rise in illegal downloading. PEGI: While awareness of a European age ratings system stands at six in ten, familiarity with the name PEGI is much lower (three in ten are familiar). However, recognition of the PEGI age rating symbols is near universal, indicating that the visual marks of the system are well know, but that gamers are much less familiar with its name. The age ratings system is felt to be broadly useful when purchasing games (three in ten find it helpful), with parents placing an additional premium on the system, with half finding it helpful. In comparison, European gamers are much less familiar with the descriptors for bad language, violence and fear (just under half). The symbols also appear to be relatively ambiguous, with only two in ten finding their meaning clear. Consistent with these lower levels of familiarity and understanding, only three in ten consider the descriptors a useful tool when buying a game for a child, somewhat lower levels when compared to the PEGI age ratings. Awareness of the PEGI website is limited, with just over one in ten claiming to have heard about it, and few (one in ten) European gamers claim to be familiar with the process of filing a complaint if they disagree with a rating. 4

5 BACKGROUND AND METHODOLOGY Background This survey was commissioned by the Interactive Software Federation of Europe (ISFE) in order to examine consumer attitudes and usage of video games across ten European and Baltic countries the UK, France, Germany, Italy, Spain, Sweden, Norway, Czech Republic, Poland and Latvia. The purpose of this study is to provide both general consumer insight into the usage of video games, placing them within the wider context of other media and leisure activities, and a more specific understanding of the prevalence of and attitudes to video game piracy. The study also follows on from consumer research conducted for ISFE in 2004 and 2005, which is referenced in this report where appropriate (please note: comparisons should be exercised with caution as previous studies were conducted using face-to-face methodologies rather than online and among a more restricted set of countries. Methodology A 15 minute quantitative survey was administered online in the ten countries concerned, based on 400 respondents per country. Please note that while online interviewing is increasingly prevalent, especially in Western Europe, the technique is not yet as widespread in the Baltic states and Central and Eastern Europe, and as such results from these territories should be taken as directional rather than absolute. Fieldwork was conducted in January 2007 using a questionnaire designed in conjunction with ISFE and its membership. Sample The sample comprised 4000 respondents, based on 400 per territory (UK, France, Germany, Italy, Spain, Sweden, Norway, Czech Republic, Poland and Latvia). respondents were required to play video games on at least one of the following, PC, home-based or portable console, and to have personally purchased at least one legitimate video game in the last 6 months. This sample should be taken as representative of a broad cross section of active gamers. Respondents were aged between 16 and 39, with 8 being male and being female (please note, whilst representative of a widespread gaming audience, the data does not include the attitudes of gamers under the age of 16). The sample was broadly divided into four age quartiles: year, year, year, and year. Minimum quotas were applied for usage of consoles, although allowing for cross-ownership and usage. Overall, 68% of the total sample play video games on consoles (X-Box, X-Box 360, GameCube, Wii, PS2), 72% play games on PCs, and play on handheld platforms (GameBoy Advance, GameBoy Advance SP, Nintendo DS, Nintendo DS Lite, PSP), although this varies by country. 5

6 Terminology Respondents aged 16 to 24 may be referred to as younger respondents, while those aged 25 to 39 may be termed older respondents. For the purposes of this study, heavy gamers are those who play video games in excess of 10 hours per week, while medium gamers play for 6 to 10 hours in an average week, and light gamers play for five hours or less. Within the course of the survey, respondents were asked the extent to which they agreed with a number of statements. Where a five point scale was used (ranging from 5 representing strongly agree to 1 representing strongly disagree ), those answering with a 4 or 5 to any given statement have been classified as agreeing. Similarly, in questions where future interest was asked using a 5 point scale (ranging from 5 representing definitely interested to 1 representing definitely not interested ), respondents answering 4 or 5 have been classified as expressing positive interest. Full country specific data sets are available on request. For further information please contact Patrice Chazerand (Secretary General, ISFE): Patrice.Chazerand@isfeurope.org 6

7 SECTION 1: USAGE OF VIDEO GAMES KEY POINTS PCs are the most prevalent platform for playing video games among these European gamers (72%), followed by the PS2 (): o UK gamers are leading adoption of the newer consoles and handhelds (particularly the PSP, X- Box 360, and Nintendo Wii). Heavy gamers (in excess of 10 hours per week) comprise a quarter of this sample, lead by males and younger respondents: o Latvian gamers demonstrate the most commitment (half play for more than ten hours per week) The majority (71%) of European gamers buy between one and six games per year: o UK respondents are the most prolific buyers. o of pirate games purchase relatively few video games, which when coupled with the reported size of their collections, indicates that this group choose to obtain a good proportion of their video games through illegal channels. The average number of video games owned by Europeans has more than doubled since 2005 to reach 49: o Latvian gamers claim to own an impressive 150 games on average, with further analysis suggesting that the majority of these have been obtained illegally, in many cases through downloading. o As to be expected, heavy gamers are the most avid collectors. 7

8 Reported Platform hip and Usage Total European Breakdown by Country: Which of the game systems for playing video games do you currently use for playing games? And which do you use most often? 8 Game systems currently used Game systems used most often 72% 26% 15% PC PlayStation 2(PS2) 4% PlayStation Portable (PSP) 6% Microsoft Xbox 360 4% Microsoft Xbox 9% 9% 8% 7% 6% PlayStation 1 1% 1% 2% 1% Game Boy Advance Nintendo DS Nintendo Gamecube 3% Nintendo Wii Game Boy Advance SP 1% 2% Nintendo DS Lite As seen in the 2005 survey, PCs are the most prevalent platform used for playing games, cited by 72% of respondents ( in 2005), followed by the PS2 (), although reported usage of the PS2 console has dropped since the 2005 survey (61% in 2005). However, as would be expected, platform usage varies considerably across the countries surveyed: Among Latvian gamers, PC usage is near universal (94%), whilst reported ownership of the remaining handhelds and consoles is minimal. The PS2 overtakes the PC in the UK (64% vs. for PCs), while the UK also leads in terms of ownership of the PSP (), X-Box 360 (27%), Nintendo DS (22%) and Nintendo Wii (): The platform used most often to play video games mirrors ownership with PCs and PS2s dominating: half () claim to play games most frequently on a PC, while a quarter (26%) name the PS2. The balance between the PC and PS2 in terms of console preference has shifted since the 2005 study where the PS2 was used more regularly (44% vs. for the PC). 8

9 Reported Gameplay Hours Total European Breakdown by Country: In a typical week, how many hours do you spend playing video games? Less than one hour 1-5 hours 6-10 hours hours More than 15 hours % 12% 12% 9% 9% 7% 9% 9% 9% 9% 12% 9% 8% 15% 33% 34% 33% 28% 28% 49% 42% 36% 42% 38% 43% 46% 46% 46% 41% 26% 6% respondents 18% 2% 5% 4% 4% 5% 8% 6% 6% 4% UK FR DE IT ES SW NO CZ PO LA Just under half (48%) of these European respondents claim to play games for five hours or less per week (classified as light gamers for the purposes of this study), on average, while three in ten () play for between six and ten hours each week, falling into the category of medium gamers. Just under a quarter () could be classed as heavy gamers, reportedly playing games for eleven hours or more on a weekly basis. Within this sample, gamers in Norway are the least active (57% playing for 5 hours or less per week), whilst Latvian gamers are the most committed, with half () playing for more than 10 hours per week. Demographically, the heaviest gamers skew towards males (26% play 10+ hours per week vs. among females), and the younger group (27% vs. among older respondents). Total European Breakdown by Demographics: In a typical week, how many hours do you spend playing video games? Less than one hour 1-5 hours 6-10 hours hours More than 15 hours % 15% 28% 12% 9% 8% 9% 12% 5% 8% 28% 12% 33% 42% 37% 42% 43% 46% 39% 34% 6% 5% 6% 6% 8% respondents year year year year Males Females Console PC Handheld 5% 6% 5% 4% 9

10 Purchase Behaviour and Video Game hip Total European Breakdown by Country: On average, how many games do you usually buy in a year? Between 1 and 3 Between 4 and 6 Between 7 and 10 Between10and12 More than % 6% 15% 15% 4% 5% 6% 5% 4% 4% 3% 3% 7% 4% 4% 3% 3% 7% 15% 12% 21% 19% 7% 7% 5% 33% 26% 39% 33% 34% 37% 36% 36% 21% 38% 39% 34% 34% 38% 49% 47% 34% 48% respondents UK FR DE IT ES SW NO CZ PO LA The majority of Europeans (71%) purchase a game every two months or less (between one and six games per year). In comparison, fewer than one in ten (7%) buy in excess of twelve games per year. UK gamers are the most prolific when it comes to purchasing games (15%- purchase more than 12 per year), consistent with the 2005 study, as are teens (9% buy more than 12 annually) and males (7% vs. 3% among females). Based on console ownership, those who own handheld devices are also more likely to purchase games frequently ( purchase 12+ per annum). 10

11 Size of Collections Total European Breakdown by Country: How many video games would you estimate that you own in your current collection? 160 Mean number of games owned respondents UK FR DE IT ES SW NO CZ PO LA In 2005, the mean number of games owned across the five countries surveyed stood at 19, but this has now increased to 49 based on these European gamers. Whilst the average collection stands at around 50 in the majority of countries, this falls in France (26), Norway (37) and Italy (38), but Latvians claim to own an impressive 150 games on average, over three times more than their European counterparts. Given that Latvians demonstrate relatively low purchase frequencies and high levels of counterfeit game consumption this suggests that the majority of games in these collections are obtained illegally, primarily through downloading (see Section 4). As to be expected, heavy gamers own the largest collections on average (100 vs. 41 among medium gamers and 29 among light gamers), along with handheld owners (67 vs among PC and console owners), and owners of pirate games (58 vs. 40 among non-owners). Demographically teens (59) and males (52) are the more avid collectors. Total European Breakdown by Demographics: How many video games would you estimate that you own in your current collection? Mean number of games owned year year year year Males Females Console PC Handheld Light Medium Heavy 11

12 SECTION 2: VIDEO GAMES AMONGST OTHER LEISURE ACTIVITIES KEY POINTS European gamers lead active and varied social lives, demonstrated by their participation in a wide range of entertainment and leisure options. o Friends are key, whilst group activities such as going to the movies, shopping or going out to eat or drink also feature highly, with more than half claiming they engage in these activities regularly. In terms of wider media consumption, it is perhaps unsurprising that these European gamers spend the most time surfing the Internet (four in ten claim to spend more than 14 hours per week on the web): o Playing video games (15% claim to play for more than 14 hours per week) falls slightly behind listening to music (21%), and watching TV (21%), while gamers dedicate much less time to reading (3%) or watching DVDs (5%). In comparison to television or movies, video games are seen to offer the most creative and cerebral stimulation, providing food for the imagination and mental challenges: o feel movies are more conducive to spending time with others and are a more constructive use of time, whilst TV offers the most educational experience. 12

13 Participation in Other Leisure Activities Total European : If you have a few hours of spare time, what sort of leisure or entertainment-related activities do you usually do once a month, Do you...? respondents 8 Chat or spend time with friends 73% Go to the movies 59% Go shopping or go out to shopping malls Go out to a café, pub or bar 53% 55% Go out to eat 52% Go to a party or go out dancing 39% Play sports or exercise outdoors Play sports or exercise at a health centre 37% 37% Gotoaconcertoragig 26% Go to a museum, art gallery or the theatre Within the wider context of entertainment and leisure, European gamers lead active social lives and engage in a wide variety of activities. As seen in the 2005 survey, friends play an important role in respondents leisure time (73% regularly chat or spend time with friends vs. 84% in 2005). Going to the movies (59% do so regularly) is the next popular activity, followed by shopping or visiting shopping malls (55% do so regularly), skewed heavily towards females (77% vs. 49% among males). Eating and drinking outside the home is also enjoyed (52%-53% regularly go out to cafes, pubs, bars or out to eat). At lower levels, 39% of European gamers regularly go to parties or out dancing, while just under four in ten (37%) frequently participate in sporting activities either outdoors or at a health centre. Live music plays a more minor part in gamers free time (26% regularly go to a concert or gig), although peaking in Latvia (41%), while cultural activities such as museums or the theatre are the least popular option, although still endorsed by. 13

14 Favourite Leisure Activities Total European : Please rank your favourite activities from 1 to 3, regardless of how often you typicaly do them, with 1 being your favourite activity and 3 being your third favourite. Favourite Activity 15% 9% 8% 8% 5% 6% 6% 5% 1% Chat or spend time with friends Go to the movies Go out to a café, pub or bar Play sports or exercise outdoors Go shopping or go out to shopping malls Go to a party or go out dancing Play sports or exercise at a health centre Go out to eat Go to a concert or a gig Go to a museum, art gallery or the theatre European gamers favourite activities broadly mirror their lifestyle choices above, and as such, engaging in an active social life with friends is by far the most popular way of spending free time (). 14

15 Time Spent On Leisure Activities Total European : In an average week, how much time would you say you spend? 21+ hours hours hours hours 9-11 hours 6-8 hours 3-5 hours 2 hours or less Hours spent surfing the internet in an average week 21% 8% 6% Hours spent listening to music on CD/ ipod/ other music player in an average week 4% 6% 8% 15% Hours spent watching TV in an average week 8% 5% 8% 12% 15% 18% 19% Hours spent playing console or PC video games in an average week 5% 3% 7% 9% 19% 19% Hours spent listening to the radio in an average week 6% 2% 3% 5% 6% 12% 18% 48% Hours spent reading books in an average week 2% 1% 2% 4% 8% 12% 52% Hours spent watching DVDs in an average week 2% 1% 2% 5% 8% 34% Hours spent reading newspapers and 1% 3% 5% magazines in an average week 12% 28% 49% In terms of the wider context of media and entertainment, it is perhaps unsurprising that European gamers spend the most time surfing the internet, with four in ten (39%) claiming to be active on the web for 15 hours or more per week, rising to 47% among Swedes, and among heavy gamers. The Internet has overtaken TV (as seen in the 2005 survey, although it is important to note this survey was conducted online), with two in ten (21%) dedicating the same amount of time (15+ hours per week) to watching television as listening to music, with teens ( ) being the most enthusiastic when it comes to music. Playing video games is ranked fourth, with 15% playing for more than two hours per day on average (15+ hours per week). In line with the previous findings, Latvians claim to be the heaviest gamers in terms of number of hours played (33% play for 15 hours or more each week). The majority of European gamers generally dedicate less than five hours per week to the remaining entertainment options, with reading (either books or magazines) accounting for the least amount of leisure time (half spend less than 2 hours per week reading). 15

16 Benefits of Video Games in Relation to Other Media Total European : Please indicate whether you agree with each statement using a 1 to 5 rating scale, where a 5 stands for Agree Strongly, and a 1 stands for Disagree Strongly - Total agreement (5 plus 4) 8 Video games TV Movies 55% 59% 51% 47% 51% 36% 38% 41% 37% 34% 34% 42% 34% 24% 27% Stimulates your imagination Makes you think Teaches you new things Is a constructive way to spend your time ows you to spend time with friends or family While movies are considered to be the most social activity (59% agree vs. 34% for TV and 27% for video games), and the most constructive way to spend time (42% agree vs. 34% for video games and 24% for TV), videogames are felt to offer the most creative and cerebral stimulation (55% agree stimulates your imagination vs. 51% for movies and 36% for TV, and 47% agree makes you think vs. 41% for movies and 38% for TV). In contrast, TV is seen to be the most educational of the three (51% agree teaches you new things vs. 37% for video games and 34% for movies). 16

17 SECTION 3: USAGE OF AND ATTITUDES TO PIRATED GAMES KEY POINTS Specialist game stores are the largest reported source of video games among these European gamers (62%). However, potentially illegal sources of games also feature highly - particularly Internet downloads (one in five), peer-to-peer sites (one in six), and street markets (one in ten). Piracy appears to be relatively endemic among European gamers, with four in ten admitting to owning a counterfeit game (in line with the findings of the 2005 survey): o Piracy is very widespread in Latvia (three quarters own a pirate game), followed by the Czech Republic (56%), Spain (54%) and Sweden (51%), while UK and German respondents are the most law abiding of the countries surveyed ( and, respectively). o Heavy gamers and PC owners are the most likely to own counterfeit games. Although ownership falls among parents, three in ten still claim to own a pirate game, suggesting that children may be receiving mixed messages about the legality and acceptability of piracy. In terms of platform, piracy on PCs is particularly rife (three quarters), perhaps reflecting the ease of downloading games directly to the PC: o Obtaining pirate games for mobile phones is a particular problem in Latvia (three in ten), while Scandinavian gamers are more likely to own counterfeit games for the X-Box (15%-19%). The primary source for pirate games is peers and relatives (half): o Peer-to-peer sites (a quarter) have superseded street markets (two in ten) as a source of illegal games, when compared to 2004 ( and, respectively), with use of these sites peaking in France (64%) and the Czech Republic (67%). o Illegal downloads account for nearly half the pirated games in Latvia. Attitudes to piracy are relatively mixed, with owners of pirate games the least inclined to acknowledge the legal implications of piracy suggesting they are either unaware of the legitimacy of their actions or it is an accepted activity among this group: o Around six in ten agree that buying counterfeit games is a crime, and a similar proportion feel it is damaging to the video games industry as a whole, although a quarter feel piracy does not cause any real harm. Similarly, half believe it is illegal to make copies of video games. Association of piracy with the wider issues of organised crime is less apparent, with three in ten agreeing criminal gangs produce counterfeit games. o There is a sense that pirate games represent good value for money (endorsed by half the sample), although they may be of lower quality than their authentic counterparts. o Three in ten acknowledge counterfeit games are likely to damage their games device, and a similar proportion believe pirate games are more likely to contain unsuitable images for children. On average, European gamers who engage in video game piracy claim to own 19 pirate games, which represents a third of all games owned by this group: o In line with previous findings, Latvians are the most avid collectors of pirate games (48), followed by Spain (21) and the Scandinavian countries (21-23), while their Western European counterparts in the UK and Germany are more conservative (5). o Of note, ownership of pirate games reaches above average levels (24) among parents. 17

18 Outside of personal involvement, piracy appears to be a relatively commonplace problem across Europe, with one in two familiar with someone who owns a counterfeit game, further emphasised by the relatively high proportion (four in ten) who know someone who owns in excess of ten pirate or copied versions: o Echoing personal ownership, knowledge of piracy is extremely widespread in Latvia and Spain, but much more limited in Germany and the UK. Encouragingly, fewer European gamers admit to personally producing counterfeit games (one in six): o However, this rises to over a third in Latvia and a quarter in Spain, consistent with the high levels of piracy and apparent acceptability of counterfeit games. o Of the options offered, those who currently produce pirate games feel the primary motivation to stop is a reduction in price of authentic product (eight in ten). Four in ten find the relationship between piracy and organised crime a deterrent, while the personal implications of prosecution appear to offer the least cause for concern (a quarter). o In line with their more cautious attitude female gamers are the more likely to consider both the links with criminal gangs and the threat of prosecution a deterrent. 18

19 Sources of Video Games Total European : Where do the video games you play usually come from? And where do you get your video games from most often? Have you every received or bought games from? Where do you get your video games from most often? A specialist game store (i.e. Gamestation) A supermarket or toy shop From friends or family From a web site, where you order the game to be delivered A music or DVD store (i.e. HMV) From a computer specialist store From a consumer electronics store From a web site, where you can download the game directly From a store that only sells second hand games From a peer to peer site on the internet From a street market or trader other 6% 5% 4% 6% 4% 3% 4% 1% 5% 2% 24% 27% 19% 42% 42% 55% 62% While specialist game stores (62%) are the largest reported source of video games among Europeans, one in five () claim to have downloaded a game from a website, have obtained them from peer to peer internet sites and from a street market. Downloading direct from the internet is most prevalent in the Eastern European and Baltic countries ( Poland, the Czech Republic and 47% Latvia), while usage of peer to peer sites is particularly important in Poland (28%). The sources where games are most frequently obtained from follow a similar pattern. Of note, of Latvian respondents claim they download games from the internet most often (compared to 1%-7% among the remaining countries). 19

20 hip of Pirate or Copied Games Total European Breakdown by Country: As you probably know, a number of video games can be obtained as pirated or copied versions - sometimes called "burned" or "backup" copies. Have you ever obtained a video game which you now believe was pirated or copied? Yes No Don t know/not sure % 9% 8% 9% 7% 21% 21% 8% 8 49% 79% 61% 64% 52% 38% 58% 35% 75% 34% 54% 51% 35% 56% 44% respondents UK FR DE IT ES SW NO CZ PO LA Piracy appears to be relatively endemic among European gamers: four in ten () Europeans claim they have obtained a pirate or copied game, consistent with the findings of the 2005 survey (44%). The number rises to three quarters (75%) in Latvia, and over in the Czech Republic (56%), Spain (54%) and Sweden (51%), while UK respondents are the least likely to admit to having owned an illegal game (). Respondents under the age of 25 (46%), males (43%), PC owners (45%) and heavy gamers (47%) are the more likely groupstohaveapirateversionofavideogame. Encouragingly, ownership of counterfeit games drops among parents, although still standing at three in ten (), indicating that children may be exposed to pirate games within the home, perhaps promoting a culture of acceptance among younger games. Total European Breakdown By Demographics: 10 As you probably know, a number of video games can be obtained as pirated or copied versions - sometimes called "burned" or "backup" copies. Have you ever obtained a video game which you now believe was pirated or copied? Yes No Don t know/not sure 9 12% 12% 8 49% 44% 52% 59% 46% 58% 53% 43% 54% 53% 47% 42% 47% 46% 36% 43% 28% 37% 45% 37% 36% 42% 47% year year year year Males Females Console PC Handheld Light Medium Heavy 20

21 Devices for Which Pirate or Copied Games Have Been Obtained European Who Have Obtained A Pirate Video Game - Total: 9 For which games playing device have you every purchase or otherwise received games which you believe were pirated or copied? This includes "sharing" games over the internet or peer-to-peer services. Base: those who have obtained a pirate video game those who have obtained a pirate video game 8 76% 27% 22% 7% 4% 3% 3% 2% 2% 1% APC PlayStation2 (PS2) PlayStation 1 (PS1) Mobile Phone Xbox PlayStation Portable (PSP) Xbox 360 A GameBoy Platform Nintendo DS /DSLite Nintendo GameCube Nintendo Wii Piracy on PCs is particularly rife: among those who have obtained a pirate or copied game, the vast majority have done so for use on a PC (76%), rising to 92% among French respondents. This may reflect the ease of downloading games directly from the Internet via PCs At lower levels games had been acquired for both the Playstation 2 and Playstation 1 (27% and 22%, respectively), while have received games intended for mobile phones, rising to in Latvia. Scandinavians are particularly likely to have pirated games for the X-Box (15%-19% in Sweden and Norway compared to 2%-9% in the remaining countries). Fewer than one in twenty (1%-4%) claim to have obtained games for the remaining consoles. 21

22 Sources of Pirate or Copied Video Games European Who Have Obtained A Pirate Video Game - Total: From where have you obtained a video game you believe to be pirated or copied? Base: those who have obtained a pirate video game those who have obtained a pirate video game From friends or family 52% From a peer to peer site on the internet 26% From a street market or trader 19% From a web site, where you can download the game directly From a web site, where you order the game to be delivered From a store that only sells second hand games Other 5% 6% 7% A specialist game store 4% A supermarket or toy shop 3% From a computer specialist store 3% A music or DVD store 2% From a consumer electronics store 2% By far the most common source of pirate or copied games is friends and family (52%). Further analysis shows that this is particularly the case in France (64%) and the Czech Republic (67%). However, Internet based piracy appears to have superseded street markets as a source of illegal games: a quarter (26%) obtained a pirate or copied game from a peer-to-peer website, rising to in France, while two in ten (19%) have purchased them from a street market, particularly respondents in Poland (34%) and Latvia (36%). Around one in seven () have illegally downloaded games from the internet, peaking at 45% in Latvia. 22

23 Attitudes Towards Piracy Total European : Please indicate whether you agree with each statement using a 1 to 5 rating scale, where 5 stands for agree strongly and 1 stands for disagree strongly. Strongly agree (5) Strongly disagree (1) Buying pirated or copied video games is acrime 45% 19% 19% 9% 9% Pirated or copied video games damage the video games industry 33% 9% Pirated or copied video games are good value for money 28% Pirated or copied video games are likely to be lower quality than authentic games 24% 21% 15% It is legal to make copies of video games 19% 15% 35% Pirated or copied video games are likely to contain unsuitable images for children 26% 28% Pirate or copied video games are likely to damage your console or PC 15% 26% 19% 27% Piratedorcopiedvideogamesare produced by organised criminal groups 18% 21% Video game piracy does not cause any real harm 9% 27% 24% Just over six in ten (63%) Europeans agree that buying pirated or copied video games is a crime. While UK and French respondents are more likely to consider purchasing pirated games as a criminal activity (both 78% agree), just 39% of Latvian respondents say the same, suggesting that either piracy is an accepted part of life in Latvia or that respondents are unaware it is illegal. Of note, agreement with the statement skews significantly toward those who don t own a pirate game (71% vs. 55% of those who do own a pirate game). At similarly high levels of agreement (56%), respondents feel that pirated or copied video games damage the video game industry. Similarly, those who own a pirate game are also less inclined to support this statement (47% vs. 63% among those who don t own a pirate game). Around half (48%) agree that pirated or copied video games represent good value for money, particularly those in the southern European countries of Spain (78% agree) and Italy (77%), while UK and German respondents are less likely to hold this view (26% and 27%, respectively). of pirate games are also more likely to agree that the games are good value ( agree vs. 38% for non-owners). Opinions as to the relative quality of pirate and authentic video games is mixed: while 44% agree that the quality of pirate video games is lower, this falls to just 37% among owners of counterfeit games (compared to 51% among nonowners), indicating that gamers with first hand experience have found them to be of relatively good quality, but those who have not come into contact with pirate games believe them to be of poorer quality. Respondents in the UK are more likely to agree with the statement (66%). Perceptions around the legality of copying video games are also confused: while agree it is legal, disagree. Latvian respondents are the most likely to feel copying games is legitimate (57% agree), along with those who own counterfeit games (35% vs. 27% among non-owners). Three in ten () also agree that pirate games are likely to contain unsuitable images for children, rising to 49% in Latvia and 55% in Poland, while Norwegian () and Czech () respondents are less likely to agree. A similar proportion () agree that pirate video games are likely to damage your console or PC, with of Latvian respondents strongly agreeing with the statement suggesting that in their experience, while pirate games may be of good visual quality, they are not without risk, often harming their playing devices. 23

24 Association of video game piracy with criminal gangs is less apparent, with agreeing that criminal groups produce the counterfeit games, while 39% disagreed. A quarter () agree that video game piracy does not cause any real harm, rising to 42% in Latvia, followed closely by the Scandinavian countries (33% Norway, 34% Sweden), and skewing towards owners of pirate games (27% vs. ). Total European Breakdown by vs. Non-owners of Pirate Games: Please indicate whether you agree with each statement using a 1 to 5 rating scale, where 5 stands for agree strongly and 1 stands for disagree strongly. "agreeing" (5 plus 4) of pirate games Non-owners % 71% 47% 63% 51% 37% 38% 35% 24% 33% 35% 27% 27% Buying pirated or copied video gamesisacrime Pirated or copied video games damage the video games industry Pirated or copied video games are likely to be lower quality than authentic games Pirated or copied video games are good value for money Pirated or copied video games are produced by organised criminal groups Pirate or copied video games are likely to damage your console or PC Pirated or copied video games are likely to contain unsuitable images for children It is legal to make copies of video games Video game piracy does not cause any real harm 24

25 Size of Collection of Pirate Games European Who Have Obtained a Pirate Video Game Breakdown by Country: How many pirated or copied games would you estimate that you have? Base: those who have obtained a pirate video game 55 Mean number of pirate video games owned those who have obtained apiratevideo game UK FR DE IT ES SW NO CZ PO LA On average, those who have obtained a pirate video game reportedly have 19 illegal copies in their collections. Further analysis shows that this represents a third (33%) of all games owned among this group. Among the 75% of Latvians who claim to own a pirate game, the average number of counterfeit games in their collections stands at a very high 48. Mirroring previous findings, ownership also peaks in Spain (21) and the Scandinavian countries (21-23). In contrast, gamers in the UK and Germany are more conservative, owning around 5 pirate games on average. Perhaps to be expected, heavy gamers own more than twice the number of pirate games when compared to light or medium gamers (38 vs ), and counterfeit games are also more abundant among teens (27 on average vs. 14 to 16 among the remaining groups). European Who Have Obtained a Pirate Video Game Breakdown by Demographics: How many pirated or copied games would you estimate that you have? Base: those who have obtained a pirate video game Mean number of pirate video games owned those year who have obtained a pirate video game year year year Males Females Console PC Handheld Light Medium Heavy 25

26 Awareness of Video Game Piracy Total European Breakdown by Country: Do you know of anyone who has any pirated or copied video games, including anyone who has made or received copies from peer-to-peer networks or other internet sites? Yes No Don t know/not sure % 7% 12% 27% 21% 8 34% 35% 27% 24% 27% 22% 57% 54% 51% 33% 53% 51% 66% 59% 61% 41% 57% 73% respondents UK FR DE IT ES SW NO CZ PO LA Overall, half (51%) these European gamers claim to know someone who owns a pirate game. Echoing personal ownership of counterfeit games, Latvians are the most likely to know someone with illegal copies in their collection (73%), along with Spanish respondents (66%), whilst gamers in the UK and Germany are the least likely (33% and, respectively). Awareness of others owning pirate games also skews towards medium (54%) and heavy gamers (56%), males (55% vs. 38% among females), and younger respondents (58% vs. 44% among the older group). 26

27 Total European Breakdown by Country: 10 9 Do you know of anyone who has more than ten pirated or copied video games? 15% Yes No Don t know/not sure 9% 26% 8 45% 72% 68% 42% 35% 45% 37% 38% 26% 18% 35% 59% 53% 47% 37% 69% respondents UK FR DE IT ES SW NO CZ PO LA Whilst piracy appears a relatively commonplace problem, with one in two familiar with someone who owns a pirate game, this is further emphasised by the relatively high proportion (38%) who claim to know someone who owns more than ten pirate games. Awareness follows the same pattern, peaking in Latvia (69%) and Spain (59%), but lower in Germany (18%) and the UK (). 27

28 Personal Involvement with Counterfeit Games Total European Breakdown by Country: 10 9 Have you ever made or supplied pirated or copied video games to friends, relatives, etc? 5% Yes No Don t know/not sure 2% 2% 4% 4% 4% 6% 5% 8% 9% 6% 8 79% 96% 86% 87% 87% 69% 72% 75% 74% 75% 59% respondents 3% 9% 9% 26% 21% 21% 18% UK FR DE IT ES SW NO CZ PO LA Despite ownership of pirate games reaching relatively high levels, fewer Europeans claim to have personally made or supplied counterfeit games to others (). Again, Latvians (35%) are the most likely to admit to producing or distributing counterfeit games themselves, consistent with both the high levels of piracy and the sense that it is considered to be acceptable and legal among Latvian gamers. Similarly, a quarter (26%) of Spanish gamers claim to have made or passed on illegal games. In contrast, only 3% of UK gamers have done the same. Again, teens (), males (18% vs. 8% among females), heavy gamers (22%) and PC owners are the more likely groups to counterfeit games for others. 35% Total European Breakdown by Demographics: 10 9 Have you ever made or supplied pirated or copied video games to friends, relatives, etc? Yes No Don t know/not sure 5% 6% 5% 6% 3% 5% 5% 4% 5% 4% 5% 4% 6% 8 79% 71% 77% 81% 88% 77% 88% 81% 76% 81% 82% 8 72% year year 9% year year 18% 8% Males Females Console 18% PC 15% Handheld Light Medium 22% Heavy 28

29 Reasons to Cease Producing Pirate Games European Who Have Obtained a Pirate Video Game: Base: those who have made or supplied pirate or copied video games Yes No Don t know/not sure Would you stop making or acquiring pirated or copied videogames if the cost of videogames got lower? 82% 7% Would you stop making or acquiring pirated or copied videogames if you found out that piracy is related to extremely serious felonies (including terrorism, organised crime and drug dealing...)? 38% 21% Would you stop making or acquiring pirated or copied videogames if you knew you could be prosecuted under law? 27% 49% 24% Of the three options offered, the vast majority (82%) of European gamers actively involved in piracy claim they would stop obtaining or producing counterfeit games if the cost of authentic product was reduced. This is particularly the case in Italy (95%). Four in ten () claim they would stop their involvement in piracy if they found it was related to terrorism, criminal gangs or the drugs trade. While Spanish (55%) and Czech (52%) gamers are the most likely to hold this view, Scandinavian respondents are more likely to disagree (26%-28% in Norway and Sweden). In line with their more conservative and law abiding attitude, females are more likely to view these links as a reason to curb their involvement with piracy (49% vs. 39% among males). Over a quarter (27%) would be motivated by the threat of prosecution, claiming they would stop their involvement in piracy if they knew they could be prosecuted under law. Respondents appear to lend less weight to the personal implications of piracy when compared to the wider issues of organised crime and terrorism, perhaps driven by the belief that they will not get caught. Females are significantly more likely to consider the threat of prosecution a deterrent (43% vs. 26% among males). 29

30 SECTION 4: DIGITAL DOWNLOADING A separate component of the study addressed the broader issue of downloading, both from illegal and legal sources, and place the downloading of video games within the wider context of multimedia consumption. Please note, however, that this sample is comprised of video gamers, and therefore their downloading habits are likely to be higher than in the general population. KEY POINTS Music is the most popular media downloaded (seven in ten), while nearly half have downloaded video game demos: o Downloading complete video games is less widespread, although still standing at three in ten. Unsurprisingly, this activity is most common in Latvia (over six in ten), followed by Sweden (four in ten), but more rare in the UK and Germany (only around one in six). While video game demos and music downloads are largely sourced from official websites, complete video games and full length movies are much more likely to come from unofficial sources. European gamers primarily download games because they feel the authentic versions are too expensive. Beyond price, respondents cite the ease of downloading and the convenience as drivers, along with the fact that they mainly play games on their computers anyway. Additionally, there is a sense that downloaded versions are of as good a quality as authentic games: o While half feel they will not modify their downloading behaviour in the future i.e. continue to download as many games as they currently do, three in ten claim they will download a greater number: To note, while UK gamers have previously exhibited a more cautious attitude downloading video games, a high four in ten feel they will increase their downloading activity. The primary reason for not currently downloading video games is that gamers enjoy owning and collecting the actual product. At slightly lower levels, downloading is perceived to be a more laborious process, which takes both time and effort, while there is also some doubt over whether it is legal: o A third feel they will download video games in the future: Again, despite their more cautious attitude, four in ten UK gamers feel they will start to download games. 30

31 Downloading Habits European with Access to the Internet: Which of the following have you ever downloaded from the Internet? Base: those who have access to the Internet those who have access to the Internet 8 Music 69% Video game demos 45% Movie previews/trailers 43% Music videos 39% Full-length movies 39% TV shows Complete video games 28% None of the above Perhaps unsurprisingly, music is the most popular (69%), but almost half (45%) have downloaded video game demos. Downloading complete video games is less prevalent: overall, three in ten (28%) claim to have downloaded an entire video game from the Internet, rising to 63% in Latvia (consistent with previous findings) and 42% in Sweden, but falling to in the UK, and in Germany. Males, heavy gamers and PC owners are the more likely to download complete games (, 39% and 33%, respectively), while downloading also decreases with age (from 36% among teens to 18% among year ). European with Access to the Internet: - Complete Video Games Which of the following have you ever downloaded from the Internet? - Complete Video Games Base: those who have access to the Internet Complete video games 45% 36% 39% 35% 33% 28% 26% 26% 24% 27% 18% 15% 5% year year year year Males Females Console PC Handheld Light Medium Heavy 31

VIDEOGAMES IN EUROPE:

VIDEOGAMES IN EUROPE: VIDEOGAMES IN EUROPE: CONSUMER STUDY November 2012 [ 2 ] INTRODUCTION CONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines

More information

Online Gaming Support for Parents (source YHGFL) JE

Online Gaming Support for Parents (source YHGFL) JE Online Gaming Support for Parents (source YHGFL) JE Children and young people love playing games. In fact, it is often through games that children first start to use technology. According to Ofcom, nearly

More information

Thought Piece 2017 THE NEW FACES OF GAMING

Thought Piece 2017 THE NEW FACES OF GAMING Thought Piece 2017 THE NEW FACES OF GAMING IF I ASK YOU TO PICTURE A GAMER, WHAT DO YOU SEE? Most people will imagine a man, in his 20s, using a games console or computer. It s fair to say that the image

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by RESEARCH ON INTERNATIONAL MARKETS March 2014 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages

More information

Financial and Digital Inclusion

Financial and Digital Inclusion Financial and Digital Inclusion Equality and Education are Keys to Inclusion In order for a society to be open and inclusive, respondents across agree that fundamental access to education (91%) and equal

More information

GAMES AND GAMING MAY 2014

GAMES AND GAMING MAY 2014 GAMES AND GAMING MAY 214 8 of students have a console in their home 2.6 Million students 44 More likely to have a console Xbox36 Nintendo Wii Any Nintendo DS Nintendo DS Sony Playstation 3 Sony Playstation

More information

Just a game? Understanding the existing and future esports market in the UK. August/September 2017 Report

Just a game? Understanding the existing and future esports market in the UK. August/September 2017 Report Just a game? Understanding the existing and future esports market in the UK August/September 2017 Report Background, objectives and sampling Why we did the study and who we spoke to 2 Background and objectives

More information

The Facts about Video Game Violence. Presentation to the York Region Police Services Board May 2005

The Facts about Video Game Violence. Presentation to the York Region Police Services Board May 2005 The Facts about Video Game Violence Presentation to the York Region Police Services Board May 2005 ESA Canada Members: Microsoft Canada Sony Computer Entertainment Canada Nintendo of Canada Hip Interactive

More information

TOKYO GAME SHOW 2018 Visitors Survey Report

TOKYO GAME SHOW 2018 Visitors Survey Report 2018 Visitors Survey Report November 2018 COMPUTER ENTERTAINMENT SUPPLIER'S ASSOCIATION Contents Part 1 Guide to Survey 1. Outline of 2018 Visitors Survey 1 2. Respondents' Characteristics 2 1. Gender

More information

Background W E S T W O O D O N E S P O D C A S T D O W N L O A D F A L L

Background W E S T W O O D O N E S P O D C A S T D O W N L O A D F A L L Background From highly personalized niche programs to brand extensions from major media networks, podcasting is where millions of media consumers are turning to for information, entertainment, and connection

More information

Seeing things clearly: the reality of VR for women. Exploring virtual reality opportunities for media and technology companies

Seeing things clearly: the reality of VR for women. Exploring virtual reality opportunities for media and technology companies Seeing things clearly: the reality of VR for women Exploring virtual reality opportunities for media and technology companies Our survey of adult men and women in the UK suggests that women are less likely

More information

Special Eurobarometer 460. Summary. Attitudes towards the impact of digitisation and automation on daily life

Special Eurobarometer 460. Summary. Attitudes towards the impact of digitisation and automation on daily life Summary Attitudes towards the impact of digitisation and automation on Survey requested by the European Commission, Directorate-General for Communications Networks, Content and Technology and co-ordinated

More information

IELTS Speak Test Part 1

IELTS Speak Test Part 1 IELTS Speak Test Part 1 Part 1 of the IELTS Speaking Module consists of personal questions about you, your family, your work, your education or other familiar topics. A nice list of example topics and

More information

MIDAS Measurement of Internet Delivered Audio Services

MIDAS Measurement of Internet Delivered Audio Services INTRODUCTION In today s connected world, radio has transformed into a truly anytime, anywhere, anyhow experience. The MIDAS Survey is designed to provide context and insight into how when and where radio

More information

The 3M State of Science Index. An insight into UK perceptions of science

The 3M State of Science Index. An insight into UK perceptions of science The 3M State of Science Index An insight into UK perceptions of science Does science matter? It does to 3M because its fuels our company vision: 3M technology improving every company, 3M products enhancing

More information

THE ASSOCIATED PRESS/AMERICA ONLINE POLL GAMING STUDY CONDUCTED BY IPSOS PUBLIC AFFAIRS PROJECT # GAMING STUDY

THE ASSOCIATED PRESS/AMERICA ONLINE POLL GAMING STUDY CONDUCTED BY IPSOS PUBLIC AFFAIRS PROJECT # GAMING STUDY 1101 Connecticut Avenue NW, Suite 200 Washington, DC 20036 (202) 463-7300 Interview dates: October 9-11 & 16-18, 2007 Interviews: 2,016 adults, 770 Gamers Margin of error: +2.2 for all adults, +3.5 for

More information

The International Communications Market Radio & audio

The International Communications Market Radio & audio The International Communications Market 2010 4 4 Radio & audio 181 Contents 4.1 Radio and audio market summary 183 4.1.1 Key radio market indicators 183 4.1.2 Radio revenues decline from 2005-2009 183

More information

RAJAR Midas Audio Survey MIDAS Summer MIDAS Measurement of Internet Delivered Audio Services

RAJAR Midas Audio Survey MIDAS Summer MIDAS Measurement of Internet Delivered Audio Services In today s connected world, radio has transformed into a truly anytime, anywhere, anyhow experience. The MIDAS Survey is designed to provide context and insight into how when and where radio content is

More information

Here She Comes - Insights Into Women, Radio, and New Media. Copyright 2010 Alan Burns & Associates

Here She Comes - Insights Into Women, Radio, and New Media. Copyright 2010 Alan Burns & Associates Here She Comes - Insights Into Women, Radio, and New Media Copyright 2010 Alan Burns & Associates Superior data wrapped in an engaging experience Women 15-54 AC & CHR N = 2,057 June 7-15, 2010 Cume Cume

More information

The Infinite Dial 2008

The Infinite Dial 2008 The Infinite Dial 2008 Radio's Digital Platforms AM/FM, Online, Satellite, HD Radio and Podcasting Sponsored by Overview In January 2008, Arbitron and Edison Media Research conducted a national survey

More information

SPECIAL REPORT. The Smart Home Gender Gap. What it is and how to bridge it

SPECIAL REPORT. The Smart Home Gender Gap. What it is and how to bridge it SPECIAL REPORT The Smart Home Gender Gap What it is and how to bridge it 2 The smart home technology market is a sleeping giant and no one s sure exactly when it will awaken. Early adopters, attracted

More information

Sample Sample ADMINISTRATION AND RESOURCE GUIDE. English Language Arts. Assesslet. Argumentative

Sample Sample ADMINISTRATION AND RESOURCE GUIDE. English Language Arts. Assesslet. Argumentative Grade 6 ADMINISTRATION AND RESOURCE GUIDE English Language Arts Assesslet Argumentative All items contained in this Assesslet are the property of the. Items may be used for formative purposes by the customer

More information

Casual Gamer Study RealNetworks 6/21/06

Casual Gamer Study RealNetworks 6/21/06 RealNetworks Casual Gamer Study 6/21/06 www.harrisinteractive.com Introduction Objectives Methodology Executive Summary 2 2 Study Objectives RealNetworks is interested in learning more about consumers

More information

FOOD LITERACY ATTITUDE AND AWARENESS RESEARCH REPORT

FOOD LITERACY ATTITUDE AND AWARENESS RESEARCH REPORT FOOD LITERACY ATTITUDE AND AWARENESS RESEARCH REPORT Understanding the current state of food literacy among consumers in Ontario measuring knowledge, attitude & awareness of local food, food literacy,

More information

MIDAS Measurement of Internet Delivered Audio Services

MIDAS Measurement of Internet Delivered Audio Services INTRODUCTION In today s connected world, radio has transformed into a truly anytime, anywhere, anyhow experience. The MIDAS Survey is designed to provide context and insight into how when and where radio

More information

esociety essay, proposing an R18+ rating for videogames in Australia (2007)

esociety essay, proposing an R18+ rating for videogames in Australia (2007) esociety essay, proposing an R18+ rating for videogames in Australia (2007) Ben Moore Videogames are big business, so big in fact that Phil Burnham; from the market research group GfK, has said that the

More information

INTERVIEW. with Mr. Erik Reuvers, Consultant Media Literacy / Consultant Search Engine Advertising to Eva Semertzaki, editor Synergasia

INTERVIEW. with Mr. Erik Reuvers, Consultant Media Literacy / Consultant Search Engine Advertising to Eva Semertzaki, editor Synergasia INTERVIEW with Mr. Erik Reuvers, Consultant Media Literacy / Consultant Search Engine Advertising to Eva Semertzaki, editor Synergasia The 9 th International Conference of the Committee for the Support

More information

Self regulation applied to interactive games : success and challenges

Self regulation applied to interactive games : success and challenges SPEECH/07/429 Viviane Reding Member of the European Commission responsible for Information Society and Media Self regulation applied to interactive games : success and challenges ISFE Expert Conference

More information

PDF hosted at the Radboud Repository of the Radboud University Nijmegen

PDF hosted at the Radboud Repository of the Radboud University Nijmegen PDF hosted at the Radboud Repository of the Radboud University Nijmegen The following full text is a publisher's version. For additional information about this publication click this link. http://hdl.handle.net/2066/54809

More information

Appendix D: 7th-9th Grade Survey Instrument

Appendix D: 7th-9th Grade Survey Instrument Appendix D: 7th-9th Grade Survey Instrument Student 7-9 Survey of Internet and At-Risk Behaviors 1) 7-9th GRADE ASSENT TO PARTICIPATE IN THE RIT SURVEY OF INTERNET AND AT-RISK BEHAVIORS You are being asked

More information

Analysis of the data from the survey on the equipment and use of communication and information technologies in households (CIT-H 2003)

Analysis of the data from the survey on the equipment and use of communication and information technologies in households (CIT-H 2003) Analysis of the data from the survey on the equipment and use of communication and information technologies in households (CIT-H 2003) (Final report) (February 2004) National Statistical Institute Spain

More information

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers. MMORPGs And Women 1 MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games and Female Gamers. Julia Jones May 3 rd, 2013 MMORPGs And Women 2 Abstract:

More information

Mobility Safety Economy Environment. Intelligent Vehicles. A public attitude survey

Mobility Safety Economy Environment. Intelligent Vehicles. A public attitude survey Mobility Safety Economy Environment Intelligent Vehicles A public attitude survey Lewis Hill, Ajit Chauhan and Joe Wheeler Ipsos MORI Social Research Institute October 2017 The Royal Automobile Club Foundation

More information

CCG 360 o Stakeholder Survey

CCG 360 o Stakeholder Survey July 2017 CCG 360 o Stakeholder Survey National report NHS England Publications Gateway Reference: 06878 Ipsos 16-072895-01 Version 1 Internal Use Only MORI This Terms work was and carried Conditions out

More information

DIGITAL ECONOMY BUSINESS SURVEY 2017

DIGITAL ECONOMY BUSINESS SURVEY 2017 hie.co.uk DIGITAL ECONOMY BUSINESS SURVEY 2017 Executive Summary Highlands and Islands: March 2018 INTRODUCTION In 2017, the Scottish Government, in partnership with HIE, Scottish Enterprise and Skills

More information

The Infinite Dial 2010:

The Infinite Dial 2010: The Infinite Dial 2010: Digital Platforms and the Future of Radio Sponsored by Methodology Overview» In February 2010, Arbitron and Edison Research conducted a national telephone survey (landline and cell

More information

RAJAR Midas Audio Survey MIDAS Winter MIDAS Measurement of Internet Delivered Audio Services

RAJAR Midas Audio Survey MIDAS Winter MIDAS Measurement of Internet Delivered Audio Services In today s connected world, radio has transformed into a truly anytime, anywhere, anyhow experience. The MIDAS Survey is designed to provide context and insight into how when and where radio content is

More information

The Impact of Technology on Children Workshop. Age Ratings of Video Games. Cheryl I anson

The Impact of Technology on Children Workshop. Age Ratings of Video Games. Cheryl I anson The Impact of Technology on Children Workshop Age Ratings of Video Games Cheryl I anson What are video game age ratings? Classification certificates are given to video and computer games by law. They are

More information

AN INQUIRY INTO THE CONSUMPTION OF GAMING SERVICES BY MALTESE RESIDENTS

AN INQUIRY INTO THE CONSUMPTION OF GAMING SERVICES BY MALTESE RESIDENTS AN INQUIRY INTO THE CONSUMPTION OF GAMING SERVICES BY MALTESE RESIDENTS MARCH 2017 MALTA GAMING AUTHORITY 01 02 MALTA GAMING AUTHORITY AN INQUIRY INTO THE CONSUMPTION OF GAMING SERVICES BY MALTESE RESIDENTS

More information

Electronic Gaming in the Digital Home: Game Advertising

Electronic Gaming in the Digital Home: Game Advertising Synopsis Forecast of Spending (2006-2012) Electronic in the Digital Home: paints a complete picture of the fledging game advertising industry. The report includes analysis and forecast for different game

More information

Executive Summary. Correspondence between age and grade. Grade Outside Quebec. Grade In Quebec Secondary

Executive Summary. Correspondence between age and grade. Grade Outside Quebec. Grade In Quebec Secondary Executive Summary Media Awareness Network (MNet) conducted the initial Young Canadians in a Wired World Phase I study in 2001 to provide educators, parents and policy makers with a factual framework for

More information

Polaris Nordic Digital Music in the Nordics. By: Simon Bugge Jensen & Marie Christiansen Krøyer

Polaris Nordic Digital Music in the Nordics. By: Simon Bugge Jensen & Marie Christiansen Krøyer Polaris Nordic Digital Music in the Nordics October By: Simon Bugge Jensen & Marie Christiansen Krøyer D i g i t a l M u s i c S e r v i c e s i n t h e N o r d i c s 2 0 1 8 Content 3 Background 6 Results

More information

Radio s Future in Focus: What Millennials REALLY Think

Radio s Future in Focus: What Millennials REALLY Think Radio s Future in Focus: What Millennials REALLY Think Radio s Future in Focus: What Millennials REALLY Think Millennials Describe Radio Millennials Describe Radio Meet the Millennials Meet the Millennials

More information

2. Overall Use of Technology Survey Data Report

2. Overall Use of Technology Survey Data Report Thematic Report 2. Overall Use of Technology Survey Data Report February 2017 Prepared by Nordicity Prepared for Canada Council for the Arts Submitted to Gabriel Zamfir Director, Research, Evaluation and

More information

Press Contact: Tom Webster. The Heavy Radio Listeners Report

Press Contact: Tom Webster. The Heavy Radio Listeners Report Press Contact: Tom Webster The April 2018 The first thing to concentrate on with this report is the nature of the sample. This study is a gold standard representation of the US population. All the approaches

More information

European Public Radio: Changes Alexander Shulzycki, Head of Strategic Information Service, EBU

European Public Radio: Changes Alexander Shulzycki, Head of Strategic Information Service, EBU European Public Radio: Changes Alexander Shulzycki, Head of Strategic Information Service, EBU 1 Radio, a medium as popular as ever You little box, held to me when escaping So that your valves should not

More information

The Internet in Australia

The Internet in Australia ARC Centre of Excellence for Creative Industries and Innovation www.cci.edu.au CCi Digital Futures Report The Internet in Australia ARC Centre of Excellence for Creative Industries and Innovation Swinburne

More information

The International Communications Market Radio and audio

The International Communications Market Radio and audio The International Communications Market 17 6 Radio and audio 114 Contents 6.1 Radio and audio: overview and key market developments 117 6.1.1 The UK in context 117 6.1.2 Key market development: the UK

More information

MIDAS Measurement of Internet Delivered Audio Services

MIDAS Measurement of Internet Delivered Audio Services INTRODUCTION In today s connected world, radio has transformed into a truly anytime, anywhere, anyhow experience. The MIDAS Survey is designed to provide context and insight into how when and where radio

More information

PUBLIC ATTITUDES TOWARDS ROBOTS

PUBLIC ATTITUDES TOWARDS ROBOTS Special Eurobarometer 382 PUBLIC ATTITUDES TOWARDS ROBOTS SUMMARY Fieldwork: February March 2012 Publication: September 2012 This survey has been requested by Directorate-General for Information Society

More information

Public Radio Navigates the Digital Revolution. Jacobs Media #PRTS2018

Public Radio Navigates the Digital Revolution. Jacobs Media #PRTS2018 Public Radio Navigates the Digital Revolution Jacobs Media 2018 @fnjacobs #PRTS2018 Methodology 53 U.S. public radio stations N = 22,552 Interview dates: May 7 May 29, 2018 Most respondents are members

More information

Nonetheless, sponsorship makes up 70 to 85 per cent of esports team revenues, according to Maurer.

Nonetheless, sponsorship makes up 70 to 85 per cent of esports team revenues, according to Maurer. Sponsorship plays a particularly important role in esports, as generating revenue from media rights in the sport remains in its infancy. With player wages rising and with ambitions to expand, the introduction

More information

Culturally and Linguistically Diverse Young People and Digital Citizenship:

Culturally and Linguistically Diverse Young People and Digital Citizenship: Culturally and Linguistically Diverse Young People and Digital Citizenship: A Pilot Study Executive Summary technologies have fundamentally reshaped the meaning and function of citizenship in the internet

More information

IXIA S PUBLIC ART SURVEY 2013 SUMMARY AND KEY FINDINGS. Published February 2014

IXIA S PUBLIC ART SURVEY 2013 SUMMARY AND KEY FINDINGS. Published February 2014 IXIA S PUBLIC ART SURVEY 2013 SUMMARY AND KEY FINDINGS Published February 2014 ABOUT IXIA ixia is England s public art think tank. We promote and influence the development and implementation of public

More information

Radio s Socio-Economic Impact

Radio s Socio-Economic Impact Radio s Socio-Economic Impact (COMMENT: THE DATA BELOW CONFIRMS THE FINDING OF THE 2009 NIELSEN/CRE STUDY THAT SHOWED THAT RADIO USE WAS HIGHER AMONG THOSE WITH MORE EDUCATION AND HIGHER INCOMES, WHEREAS

More information

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions Provided by April 2015 PREFACE Market reports by ystats.com inform top managers about recent market trends and assist with strategic company decisions. A list of advantages ystats.com provides secondary

More information

Reaching Sport Fans in America

Reaching Sport Fans in America Reaching Sport Fans in America Welcome to Sportrons, the largest digital out of home Sports Network in America. We provide year-round or limited-time solutions for product launches, campaigns or brand

More information

Messages from the Millennials. Results from Accenture s High Performance IT Research in the Netherlands

Messages from the Millennials. Results from Accenture s High Performance IT Research in the Netherlands Messages from the Millennials Results from Accenture s High Performance IT Research in the Netherlands Contents Executive summary...2 Key findings...3 Implications for CIOs...9 About this study...10 1

More information

the meeting stress test study: The business impact of technology induced meeting stress

the meeting stress test study: The business impact of technology induced meeting stress the meeting stress test study: The business impact of technology induced meeting stress 00 Introduction Everday stress Everyone has felt that pang of panic that sets in when you re stood up about to present

More information

Economics (JAN ) General Certificate of Secondary Education January Personal Economics TOTAL. Time allowed 1 hour 15 minutes

Economics (JAN ) General Certificate of Secondary Education January Personal Economics TOTAL. Time allowed 1 hour 15 minutes Centre Number Surname Candidate Number For Examiner s Use Other Names Candidate Signature Examiner s Initials Question Mark General Certificate of Secondary Education January 2013 Economics 413011 Unit

More information

State of the media: audio today A FOCUS ON BLACK & HISPANIC AUDIENCES

State of the media: audio today A FOCUS ON BLACK & HISPANIC AUDIENCES State of the media: audio today A FOCUS ON BLACK & HISPANIC AUDIENCES JUly 2015 Copyright 2015 The Nielsen Company 1 AUDIO S REACH CONTINUES TO GROW NATIONAL RADIO AUDIENCES AGAIN AT ALL-TIME HIGHS Audio

More information

PLYMOUTH TOURISM CONFERENCE

PLYMOUTH TOURISM CONFERENCE PLYMOUTH TOURISM CONFERENCE PLYMOUTH AS A TOURISM DESTINATION METHODOLOGY Data was collected through an online survey on 520 people living the South, South West and South East of England, both within 90

More information

Ultra-Broadband Forum September 2015 Madrid, Spain

Ultra-Broadband Forum September 2015 Madrid, Spain Ultra-Broadband Forum 2015 8-9 September 2015 Madrid, Spain Ovum s Global Broadband Experience Scorecard Mark Newman, Chief Research Officer, Ovum mark.newman@ovum.com Introducing Ovum s Global Broadband

More information

2007 Digital Camera End-User Survey Analysis: United States

2007 Digital Camera End-User Survey Analysis: United States February 13, 2008 Abstract 2007 Digital Camera End-User Survey Analysis: United States Report Fast Facts Published: February 2008 Pages: 77 Figures: 99 Tables: 3 Price: $4,770 Order Information To place

More information

The Podcast Consumer. May 2015

The Podcast Consumer. May 2015 The Podcast Consumer May 2015 Methodology Overview In January/February 2015, Edison Research conducted a national telephone survey of 2002 people aged 12 and older, using random digit dialing techniques.

More information

Digital play, digital lifestyles.

Digital play, digital lifestyles. GAMERS IN THE UK Digital play, digital lifestyles. Commissioned by: Alice Taylor & Dr Adrian Woolard: BBC Creative Research & Development Research managed by: Davina Harris: BBC Audience Research Paper

More information

Microsoft Trustworthy Computing 2013 Privacy Survey Results

Microsoft Trustworthy Computing 2013 Privacy Survey Results Microsoft Trustworthy Computing 2013 Privacy Survey Results Research Methodology WHO HOW MANY WHEN HOW Technology Elites in the United States and Europe Own a Smartphone, tablet and/or computer Self-identify

More information

P2P and Gaming Insights from Harris Interactive

P2P and Gaming Insights from Harris Interactive P2P and Gaming Insights from Harris Interactive P2P Summit at CES January 6, 2010 Agenda Overview of Harris Interactive Where is gaming today? A Teen perspective Emerging platforms for gaming and P2P Conclusions

More information

Fourth Bi-annual EuropeanPWN BoardWomen Monitor 2010 in partnership with Russell Reynolds Associates

Fourth Bi-annual EuropeanPWN BoardWomen Monitor 2010 in partnership with Russell Reynolds Associates European Professional Women s Network Press Release Fourth Bi-annual EuropeanPWN BoardWomen Monitor 2010 in partnership with Russell Reynolds Associates The proportion of women on the boards of the top

More information

Submission to the BBC Trust: Review of Radio 2 and 6Music

Submission to the BBC Trust: Review of Radio 2 and 6Music Submission to the BBC Trust: Review of Radio 2 and 6Music August 2009 Executive Summary Background In June 2009, members of the 12 Regional Audience Councils took part in the BBC Trust s review of Radio

More information

Audio Processing: State-of-the-Art

Audio Processing: State-of-the-Art Audio Processing: State-of-the-Art The changing role of audio processing in the radio industry Josh Gordon Director of Marketing and Content Development Wheatstone Corporation AUDIO PROCESSING: STATE-OF-THE-ART

More information

INTRODUCTION MARKET OVERVIEW

INTRODUCTION MARKET OVERVIEW CHINESE ONLINE GAMING 216 Essex Street, Salem, MA 01970 (978) 745-9233 (800) 888-MGMT www.ecabot.com info@ecabot.com Nearly 100 million people in China are playing online games. These users spent about

More information

Smart Meter Attitudes

Smart Meter Attitudes Smart Meter Attitudes A report by: In conjunction with: Survey powered by: HARRIS 24 April 2017 INTRODUCTION By the end of 2020, around 53 million Smart meters are expected to be fitted by energy suppliers

More information

AI-READY OR NOT: ARTIFICIAL INTELLIGENCE HERE WE COME!

AI-READY OR NOT: ARTIFICIAL INTELLIGENCE HERE WE COME! AI-READY OR NOT: ARTIFICIAL INTELLIGENCE HERE WE COME! MILLENNIALS EDITION AI-Ready or Not: Artificial Intelligence Here We Come! Millennial Edition 1 In October 2016, Weber Shandwick and KRC Research

More information

FGD Guide For Qualitative Data collection for Kick Start Treadle Pumps (Money Maker pumps MMP) in East Africa. Checklist for Women Only FGDs

FGD Guide For Qualitative Data collection for Kick Start Treadle Pumps (Money Maker pumps MMP) in East Africa. Checklist for Women Only FGDs FGD Guide For Qualitative Data collection for Kick Start Treadle Pumps (Money Maker pumps MMP) in East Africa Checklist for Women Only FGDs Women benefiting directly as owners of pumps and spouses of male

More information

2012 IELTS test in Australia Writing part (General Training)

2012 IELTS test in Australia Writing part (General Training) 01.12 2012 IELTS test in Australia Writing part (General Training) You went to a museum with your elderly friend last week. However he/she found it difficult to walk around the museum. Write a letter to

More information

The Brave New World of An Emerging Diverse Online Majority

The Brave New World of An Emerging Diverse Online Majority The Brave New World of An Emerging Diverse Online Majority by Felipe Korzenny, Ph.D. Director of the Center for Hispanic Marketing Communication at Florida State University. http://hmc.comm.fsu.edu fkorzenny@fsu.edu

More information

Name. Component 1. Section B: Media Industries & audiences. video games SET TEXT: assassin s creed 3 Liberation

Name. Component 1. Section B: Media Industries & audiences. video games SET TEXT: assassin s creed 3 Liberation Name Component 1 Section B: Media Industries & audiences video games SET TEXT: assassin s creed 3 Liberation 1 Assassin s Creed 3 Liberation is only relevant to Component 2: Section B: Media Industries

More information

THE STATE OF UC ADOPTION

THE STATE OF UC ADOPTION THE STATE OF UC ADOPTION November 2016 Key Insights into and End-User Behaviors and Attitudes Towards Unified Communications This report presents and discusses the results of a survey conducted by Unify

More information

BBC Radio 1 & 2 Audience Research

BBC Radio 1 & 2 Audience Research BBC Radio 1 & 2 Audience Research September 2014 Graham Williams Research Director Tel: 0044 20 7400 0376 graham.williams@bdrc-continental.com 1 1. Headlines 1.1 What do Radio 1 and Radio 2 listeners think?

More information

Responsible Research and Innovation (RRI), Science and Technology

Responsible Research and Innovation (RRI), Science and Technology Special Eurobarometer 401 Responsible Research and Innovation (RRI), Science and Technology SUMMARY Fieldwork: April - May 2013 Publication: November 2013 This survey has been requested by the European

More information

V.Smile Canadian Launch. A COMPAS Report for VTech Electronics

V.Smile Canadian Launch. A COMPAS Report for VTech Electronics V.Smile Canadian Launch A COMPAS Report for VTech Electronics COMPAS Inc. Public Opinion and Customer Research August 15, 2005 Little Johnny should be learning how to read, not how to kill cops U.S. Senator

More information

S TAT E O F THE MEDIA: HOW AMERICA LISTENS MARCH 2015

S TAT E O F THE MEDIA: HOW AMERICA LISTENS MARCH 2015 S TAT E O F THE MEDIA: A U D I O T O D AY HOW AMERICA LISTENS MARCH 2015 Copyright 2015 The Nielsen Company 1 WELCOME JON MILLER VP, AUDIENCE INSIGHTS NIELSEN Every day counts. Never has that mantra been

More information

Computer Usage among Senior Citizens in Central Finland

Computer Usage among Senior Citizens in Central Finland Computer Usage among Senior Citizens in Central Finland Elina Jokisuu, Marja Kankaanranta, and Pekka Neittaanmäki Agora Human Technology Center, University of Jyväskylä, Finland e-mail: elina.jokisuu@jyu.fi

More information

Beckett Celebrates the Passion of Sports Fans.

Beckett Celebrates the Passion of Sports Fans. Beckett Celebrates the Passion of Sports Fans. Corporate Profile Beckett Publications is the premier publisher of monthly sports collectibles magazines. The privately held company, considered the world

More information

FINANCIAL PROTECTION Not-for-Profit and For-Profit Cemeteries Survey 2000

FINANCIAL PROTECTION Not-for-Profit and For-Profit Cemeteries Survey 2000 FINANCIAL PROTECTION Not-for-Profit and For-Profit Cemeteries Survey 2000 Research Not-for-Profit and For-Profit Cemeteries Survey 2000 Summary Report Data Collected by ICR Report Prepared by Rachelle

More information

No one s bettered radio as the way to hear new music. Michael Nutley, Editor, New Media Age

No one s bettered radio as the way to hear new music. Michael Nutley, Editor, New Media Age No one s bettered radio as the way to hear new music. Michael Nutley, Editor, New Media Age Radio Advertising Bureau The Radio Advertising Bureau is funded by the Commercial Radio industry to help national

More information

PARENTS AND CARERS GUIDE TO VIDEO GAMES RATINGS

PARENTS AND CARERS GUIDE TO VIDEO GAMES RATINGS PARENTS AND CARERS GUIDE TO VIDEO GAMES RATINGS It is probably true that most parents and carers of children have grown up in the video age and therefore have a reasonable understanding of the classification

More information

esports Marketing: Start with the Consumer Photo courtesy of ESL New research sheds light on enigmatic esports players and fans

esports Marketing: Start with the Consumer Photo courtesy of ESL New research sheds light on enigmatic esports players and fans 1 esports Marketing: Start with the Consumer New research sheds light on enigmatic esports players and fans 1 The numbers are incredible esports has experienced double digit growth for several years and

More information

E-Safety Newsletter. Bowmandale Primary School. Apps for Primary Age Children. Scratch Jr. Tynker. Lightbot: Code Hour. Apps and Age Ratings

E-Safety Newsletter. Bowmandale Primary School. Apps for Primary Age Children. Scratch Jr. Tynker. Lightbot: Code Hour. Apps and Age Ratings Bowmandale Primary School E-Safety Newsletter Apps and Age Ratings Apps for Primary Age Children We would like to suggest some age appropriate apps, including some we use in school. They are all available

More information

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET

EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET EXPLORE OPPORTUNITIES IN JAPAN S GAME MARKET INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN, JANUARY 2019 INTRODUCTION TO THE JAPANESE GAME INDUSTRY BUSINESS SWEDEN 1 Billion USD THE JAPANESE

More information

Intel Research: Global Innovation Barometer

Intel Research: Global Innovation Barometer Intel Research: Global Innovation Barometer Methodology An quantitative online survey was conducted by Penn Schoen Berland in eight countries among a representative sample of 12,000 adults 18+ from July

More information

Casual Gaming Market Update

Casual Gaming Market Update Synopsis U.S. Consumers Online Activities (2006 vs. 2007) Casual Gaming Market Update provides indepth analysis of the current dynamics and future directions of the rapidly growing casual gaming industry,

More information

Volkswagen Australia and The Wiggles

Volkswagen Australia and The Wiggles October 2014 Volkswagen ceased this October 2014 Volkswagen Australia and The Wiggles Getting the road safety message to kids and their parents Partners: Volkswagen, Kidsafe Child Accident Prevention Foundation,

More information

Sales of computer and video games increase by 11 per cent in the first six months of 2017

Sales of computer and video games increase by 11 per cent in the first six months of 2017 Press release BIU, the German Games Industry Association Sales of computer and video games increase by 11 per cent in the first six months of 2017 Nearly 18 million people in Germany play games with others

More information

Economic and Social Council

Economic and Social Council United Nations Economic and Social Council ECE/CES/GE.41/2013/3 Distr.: General 15 August 2013 Original: English Economic Commission for Europe Conference of European Statisticians Group of Experts on

More information

Opinion-based essays: prompts and sample answers

Opinion-based essays: prompts and sample answers Opinion-based essays: prompts and sample answers 1. Health and Education Prompt Recent research shows that the consumption of junk food is a major factor in poor diet and this is detrimental to health.

More information

The Next Generation of Gaming Consoles

The Next Generation of Gaming Consoles The Next Generation of Gaming Consoles History of the Last Gen Sony had the #1 Console (PS2), was also the oldest and weakest, but had strong developer support Newcomer, Microsoft X-Box, attracted more

More information

Should all future kids contents be interactive? What are the best games and TV coproduction models?

Should all future kids contents be interactive? What are the best games and TV coproduction models? Should all future kids contents be interactive? What are the best games and TV coproduction models? Global Kids Media Congress March 10, 2016 Joëlle CAROLINE UBISOFT MOTION PICTURES PARTIE 2 UBISOFT AT

More information

Who plays Second Life? An audience analysis of online game players in a specific genre

Who plays Second Life? An audience analysis of online game players in a specific genre Cynthia Putnam cy@rockingdog.com EDPSYCH 588 Klockars Final Paper Who plays Second Life? An audience analysis of online game players in a specific genre Introduction At a time when profits are decreasing

More information