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Free-to-play changes traditional gaming industry

 

"Free is Key: Paid Gaming Taking Hits – Online Casual Usage Soars" (Future Ads)

There has been an interesting study by interactive marketing firm Future Ads about dramatic cutbacks in paid- and console-games in 2009—interesting, even though the findings are disputable, since Future Ads runs a casual gaming website which lets the report appear to be a bit biased. 

“Consumers report slashing their spending on paid console and online games this year. Among the nearly 4 in 5 casual gamers owning consoles, 79% report ‘significantly’ cutting back on game purchases this year over 2008, with another 10% reporting they’re cutting ‘somewhat.’ There is also a similar tale for console accessories/peripherals: 85% are cutting back significantly, with another 7% cutting ‘somewhat.’ For paid online gaming (subscriptions, etc.) 83% are cutting significantly, and 7% ‘somewhat.’ Conversely, online casual gaming continues to boom: 61% are spending more time playing online games this year than last.

When asked what the single biggest drawback to console games was, 77% singled out ‘they’re simply too expensive,’ swamping the less than 4% that pegged other specific obstacles: ‘the technology becomes obsolete;’ ‘not all games work on all platforms,’ or ‘can’t travel with them.’ ... 78% of respondents report preferring free online games that are supported by advertising vs. the 22% preferring paid games without ads.“

Nonetheless, I dare say that these findings reveal the size of the impact free-to-play games had on the whole (traditional) gaming industry so far. Gamers find a lot of free offers online, with ever growing quality and quantity. Sure, free games cannot compete with the production-values of AAA-blockbuster games and “serious” hardcore-gamers probably mostly still prefer the next 60$ game retail, but the boundaries are getting increasingly blurred:

“The Gamevance surveys also reveal dissolving boundaries between casual and hardcore users and markets, a disappearing gender gap, and increased online gaming adoption across all age groups… 51% of online gamers surveyed personally play hardcore games. The time spent with, and enjoyment of, these platforms, is notably balanced: 52% spend more time with hardcore games, 48% more with casual. And despite multi-million production budgets for hardcore titles, 46% actually find casual games more entertaining.“
 
Via GigaOm

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