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Megatrends in Video Gaming Or, Can Videogames End War? Edinburgh Interactive Festival August 11, 2008 Jon Radoff, CEO, GamerDNA Inc.
Megatrends in Video Gaming What’s the cultural impact? Who plays games? Where do they play? How do they play?
Stereotypes of gamers are either unflattering…
Or simply driven by a desire to categorize…
Gamers are not a media category.  Games are played by everyone.
Couples
Parents with children
People of all ages can play Photo credit: Flickr/rachelvorhees
Everyone grows up with games
Games are no longer limited to any type of person.  Games are mainstream.
Games are becoming more social.
How GamerDNA Spots Trends On GamerDNA.com, players tell us what, when and how they play. Over 250,000 people have created profiles—the largest real-time panel of gamers available today. User generated: psychographics, Annotations, stories, experiences
Day 1 Audience: GTA4 On the first day of release, 29% of gamerDNA members with an Xbox 360 had already played GTA IV.
Players per Day – GTA IV
Players per Day – Call of Duty IV
Old media is converging with new games.
Guitar Hero III – Players per Day
Rock Band – Players per Day
Rock Band  vs. GH3 Are the more social elements of Rock Band contributing to the increased attention it is receiving?
World of Warcraft, a deeply social game, now has over 10 million players.
What do WoW players also play? 3/4 of top games also played by WoW players feature deep social play.
Online games are a worldwide phenomena.
A Game Center in Indonesia
Johannesburg
A “bang” in Korea
The idea that games can unite cultures is not new…
 
 
Online gamers are forming friendships that defy geography
The future of competition?
Megatrends in Video Gaming … and more global Gamers are more diverse Games are more social… … more online
Megatrends in Video Gaming Thank you! Jon Radoff, CEO, GamerDNA Inc. www.gamerdna.com/member/Tarinth twitter.com/jradoff Email: jradoff {AT} gamerdna.com

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