log book Audience & Context by Ewelina Bidzińska
Marketing Report Including analysis of current console market, economic forecast and future trends. Type of gamers, consumer profile and my target group.
I started my work from research and marketing report. I made a review of current market and find out forecast for gaming console market. We also had very inspirational lecture about Acorn consumer profile, which very helped me with chose a my target. I found a lot of interesting publications about the type of gamer consumer.
CONSOLES
GENERAL ECONOMIC FORECASTS
CONSUMERS
CONSUMER PROFILE OVERVIEW
CONSUMER PROFILE
PRODUCT POSITION
Consoles The UK is one of the major geographical markets in the global gaming industry. Key Note estimates that the UK video gaming market (including console gaming, and PC and mobile games) represents approximately 10% of the total global video games industry. (Key Note, 2013)
Leading video games in the UK Call of Duty, Ops II, FIFA 13, Halo, Just Dance 4 Assassin’s Creed III, Far Cry 3 , Kinect Adventures, Hitman: Absolution , The Elder Scrolls V: Skyrim, Mass Effect 3, Borderlands 2
Leading Video Gaming Consoles Total Global Units Sold (Key Note, 2013)
Xbox360
Wii
279
429
179
2009
10,065
13,019
21,143
2010
13,254
13,896
17,321
2011
13,808
14,119
11,567
2012
10,481
11,889
5,131
price (ÂŁ) unit sold (000 units)
Playstation 3
19 % 38 %
total (2009-2012)
47,608
31 %
43 % 52,923
34 %
55,162
35%
General Economic Forecasts Both Mintel and Key Notes predict a rise in gaming market. In 2013 the UK video gaming market is forecast to return to growth, with the announced release of the next generation PlayStation and Xbox consoles.
Market growth
ÂŁ3,38bn 2013
ÂŁ4.11bn, 2017 representing growth of
21,90%
Future trends Digital distribution has become a staple of the video gaming industry across the various platforms, with all major consoles — PlayStation 3 (PS3), Xbox 360 and the new Wii U. Digital stores allow users to download full games, expansion packages and demos from the Internet. The digital distribution model is expected to become increasingly significant in the video gaming industry, allowing developers to market products directly to consumers, and reducing, or completely removing, the costs associated with traditional distribution streams. Casual Gaming Market Set to Rise An increasing number of developers are focusing on casual gaming owing to significant growth in smartphone uptake in recent years and the rise in tablet computer uptake. 37% of all UK gaming studios are now primarily focused on mobile devices 4G Internet The new 4G service will provide users with superfast mobile Internet connections, running at an average of 6 megabits per second (Mbit/s), compared with an average of 1Mbit/s for 3G services. The rollout of superfast mobile broadband services should benefit the casual gaming market, allowing significantly quicker download times for users on the move. (Key Note, 2013)
the UK resident population 63.8 million
65.8 million
2013
2017
+3.1%
unemployment 1.58 million 2013
1.33 million 2017
-15.8%
Consumers Type of gamer costumers Casual gamers account for 42% of all UK gamers.
‘Hardcore’ gamer,
who plays every day or most days
9% 19%
Regular gamer,
who plays at least once a week but not every day
26%
Casual or social gamer, who plays every now and then
Lapsed gamer,
who used to, but no longer plays
Non gamer
8% 38% % of the UK internet-using population
This survey was conducted in electronic stores with consoles and game consoles. Questions : 1. What do customers mostly ask shop assistans about? 2. Do customers pay attention to the product’s appearance? 3. Is there any connection between the type of customer and the brand they choose? 4. What is the number one reason that customers resign from buying a console?
“ “ “
People don't care much about what consoles look like. They ask about price, size of memory, which games they offer, for which games they will be suitable.
People are really brand loyal. So basically if they’ve bought PS1, PS2 and PS3 they will buy PS4.
“ “
Nintendo Wii is much cheaper than PS or Xbox. It’s different buyers, more family orientated. When the first Wii came out it was absolutely massive. British family bought this with exercise games to losing weight. Kinect and PlayStation Move aren't really popular, only Wii. PS and Xbox players are not as much family orientated as Nintendo players.
“
Main users and
the influence of children Main users of future consoles in the houshold july 2013 I would be
42%
I would never buy a new console for my household
27%
My child(ren) would be
19%
Other adults in the houshold would be
12%
In homes with children, parents would be the primary users of a new console. Consumers would purchase a console for their own use, rather than for their children.
Influence of children on the choice of consumers’ next console july 2013 I would listen to my child(ren)’s wishes but I’d make the final decision
31%
I would decide equally with my child(ren)
31%
I would decide without talking to my child(ren) My child(ren) would make the final decision Don’t know 6%
17% 15% Children are involved in the buying process, but they are more likely to callaborate rather than instruct.
Gamers
<18 45% Gender 55%
36+
32%
Age
36%
30
The average age
32%
18-35 Purchaser
46% Gender 54%
35
The average age
I was looking for demographic information about gamers and purchasers. I was astonished to see that female gamers account for about 45% ! Itâ&#x20AC;&#x2122;s almost as many as male gamer. This information had big influence on my choice of consumer profile.
Consumer profile overview Acorn User guide (Acorn, 2013)
Financially comfortable
Well-off edge of towners (9)
Career driven young families (18)
Game console
125
128
141
Couple family with children
153
169
138
Couple family no children Daily Internet user
130
124
131
125
125
122
Tablet computer
173
193
132
100 - UK median
I have chosen and analysed a few groups of consumers who are family orientated, own electronic devices (with higher value than the UK median) such as consoles and tablet computers, plus are frequent Internet users.
Established suburbs, older
Smaller houses and starter homes
Fading owner occupied terraces
Struggling young families in post-war
129
130
130
115
143
104
103
119
118
119
105
85
112
113
98
99
86
102
119
90
Career driven young families
Consumer Profile Emily Emily is a 33-year-old mother and wife. She has been working as an accountant at a local company for 6 years. She has graduated from Sheffield Hallam University. Emily likes her job but finds it hard to spare enough time for entertaimen with her family. After very stressful days at the office she wants to relax, but itâ&#x20AC;&#x2122;s not easy while being a parent. She is a mother of two, 3 years old Tom and 5 years old Kate. She and her family live in a small detached house. They own a Kia Ceeâ&#x20AC;&#x2122;d. Emily is image concious, likes high quality clothes and fashionable accesories such as bags, shoes and watches. She is vegetarian and buys her favourite organic products twice a week at Waitrose. During Chrismas breaks she and her family enjoy skiing in Austrian ski resorts. Emily is a frequent Internet user. She manages her finance, buys wine, music and books online to save time. She also reads the electronic version of The Times. Emily enjoys and finds relief in her gadgets. She owns an iPhone, a game console and an iPad. She and her family often play video games together and find it very relaxing. Her husband is a keen gamer and she sometimes likes to join him.
Emily lives in...
Emily owns...
Emily is looking for...
high quality products, fashionable clothes and gadgets, products that help her to relax and save time, sustainable products and support charity.
Product Position
within the current market My console will be aimed at casual gamers due to the market for this group being forecast to rise. Casual games are expected to attract consumers from a vast majority of demographic groups. The console will be ideal for consumers who grew up with gaming in the 1980s and are now parents, have families. The console will provide relief for mature people with stressful jobs, who are accustomed to this type of entertainment since their childhood.
Research shows that parents would be the primary users of a the new console, the average gamer is 30 years old, the average purchaser is 35 years old, hence I chose to target consumers 30-40 years old.
Retail price 1.
Xbox One
£ 429
2.
PS4
£ 349
3.
My console
£ 309
4.
Wii U
£ 249
5.
Ouya
£ 100
I want my console to be available for all types of casual gamers regardless of their income. I would however like to focus on young families. I have set the price at a lower level than the other new genaration consoles (Xbox and PS4), but my console will be more expensive and of better quality than Wii U.
Inspiration
architecture
My inspiration for console appearence was architecture. Modular fasade, intriguing solutions with material selections, geometric simple shapes.
I was looking for a modular form, with repeated elements, which would combine two different materials
sketches model
rethink I was not sure that my concepts and development was going in a good way. So I reconsidered my conceptâ&#x20AC;Ś But from a different point of view.
I considered material which i want to use in my console. I chose wood and ceramic because of my target prefere to buy organic and vegetarian food. I decide that i want to focus on details. Make simple shape of console with sophisticated details, combination of different materials with various structure and finish. I chose to combine wood with white gloss ceramic
development
Inspired by old tiled stoves I was inspired by stoves with ceramic 3d tiles. I remembered old tiled stoves, I had one very old and old-fashioned in my house. It was standing in heart of the living room. I started considering to use the motif of an old tiled stoves on my console but with a simpler shape and a plain colour.
development
model
22 44 mm 22
44 mm
35
30
180 mm
180 mm
180 mm
60 mm
After feed back I increase thickness by 10 mm
140 mm
development Iâ&#x20AC;&#x2122;d like the objects form to play with symmetrical lines as well as natural complementary structures.
different options for plug
cad models
different options for stand
final line
I wanted the stand to be a continuation of the body but at some point the visual aspect became too boring so I decided to change the plain shape in such way that form follows the ceramic part. Therefore I created a hole which passes through both parts, which is also a ventilation support.
model in progress I made the console from 4 pieces of wood. For the main body I prepared cad files and had it made on CNC machine. The lower part of the stand was made from ash. This element i left in its natural raw state to show distinct between a high gloss finish upper part and a wood part. The most time-consuming action was finishing, sanding, filing.
jelutong
ash
final model
ceramics
wood
details
2x USB ports HDMI LAN
summary The game console has been created for young families who prefer a healthy lifestyle and choose sustainable products. The materials which I used correspond with requirements. Wood and ceramics are user and nature friendly, there are also made from replenishable resources.
The body has simply and geometrical lines and therefore can by produced on mass scale. The console includes 2 usb, LAN, HDMI ports and CD slot. The hole between two parts ventilates console.
I am happy with the development of the concept, I consider that selection of materials and attention to details give the console the high value.
My targetâ&#x20AC;&#x2122;s living room - the heart of home, is organic minimalistic but not cold because of using natural materials like wood and a neutral colour palette. This aspects create welcoming and calming atmosphere where my console will fit well to enviroment without standing out.
sources Mintel (2013) Games Hardware. Available from: www.mintel.com [Accessed: 8th October 2013]. Mintel (2013) EXECUTIVE SUMMARY. Video Games and Consoles. Available from: www.mintel.com [Accessed: 9th October 2013]. Key Note (2013) Market Update 2013. Video Gaming Available from: http://www.keynote.co.uk/ [Accessed: 7th October 2013]. ESA (2013) ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY. Available from: www.theesa.com [Accessed: 10th October 2013]. Acorn (2013) The acorn users guide. Available from: www.acorn.caci.co.uk [Accessed: 10th October 2013].