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Though there were several factors at play to account for the $10.5 billion record year, one just happened to be the ever increasing population of female video game players.
Another story for the year is the bigger-than-recognized female market. While our consumer data shows that males are still the biggest primary market, which is certainly important in terms of identifying a core demographic to direct marketing activity and dollars toward, our title level Hits Monitor data shows that for many titles there is a significant female audience. They may not be the primary player in a household, but they are social gamers, playing alongside their siblings, friends, significant others, or children. These gamer-moms, sisters, and girlfriends are very possibly one of the richest targets for industry growth in the coming years.
To read the full story on what contributed to making 2005 a record breaking year for the U.S video game industry, be sure to read the full article at GameDaily Biz.
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