
IN A MOVE THAT IS likely to have significant implications for the way advertisers and media planners think about audience shares for traditional television dayparts, Nielsen Thursday released the first snapshot of a new measurement service tracking the burgeoning market of video game consoles, which finds much of the usage is taking place when people would normally be watching conventional TV programming. The report, "The State of the Console," finds that the penetration of video game consoles soared nearly 19% during the fourth quarter of 2006 and are now in more than 45.7 million homes account for 41.1% of TV households. The study suggests that while Madison Avenue has become transfixed by other digital media, especially online, DVRs, and personal media devices such as the iPod, video games already are having a profound impact on the way people spend time watching TV for a very simple reason: Most video game consoles are connected to the primary or secondary TV set in TV households, and they are used primarily during traditionally peak TV usage time periods - especially among some of the most important and elusive TV audience demographics.
What did people think?
That all these video game consoles were
being sold and then not used, just left
sitting in the livingroom?
Video gaming is really still coming out in America. For a very long time, video gamers have been thought to be male, teen, nerds. People are just starting to realize that those nerdy teen boys have grown up and (surprisingly) found wives and had children who have also been indoctrinated into the world of video games.
I mean, 41% of all TV households is a REALLY big number. That's going to open some eyes, I think.
Even with (or maybe even because of) the news showing all these people standing in line for a new PS3 or Wii, it's hard for most people to imagine that video gaming is anything more than nerd culture.
Well, surprise! We've got gear, we're here. Get used to it.
Consider also the significance of that number with respect to DVRs. If 41% of households have a game system, what percentage of those 41% have a DVR? That overlap is the real target demographic, because they're probably very unlikely to watch commercials.
That also explains why traditional media and especially TV are so trigger happy when it comes to tying videogames when teenagers and children exhitbit violent and deviant behaviours, because they have figured out that GAMES ARE COMPETITION
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