美国游戏业的神话与现实

美国游戏业的神话与现实

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时间:2018-03-11

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1、MythsandTruthsaboutU.S.Gamers蔡元喆MichaelCaiVicePresidentofResearch,VideoGames1Today’sAgenda•OverviewofU.S.GamingMarket•ProfilingU.S.Gamers•ConsoleGaming•PCGaming•OnlineGamingandMMOGs•NewGamingPlatforms:SocialandMobile2AFewWordsaboutInterpretConsultativeapproachConsul

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6、mingDevicesQ12010DataPersonalcomputer(PC)usedforplayingvideogamesNintendoWiiSonyPlayStation2(PS2)MicrosoftXbox360SonyPlayStation3(PS3/PS3Slim)MicrosoftXboxBase:amongTotalU.S.ConsumersQ517.Whichofthefollowingsystemsforplayingvideogamesdoyoucurrentlyown?Checkallthatap

7、ply.13Cross‐DeviceUsage19%14%ActivelyUseaGamingPC42%43%8%ActivelyUseaCurrent‐2%GenConsole9%73%6%ActivelyUseaHandheld(DSorPSP)25%33%33%ofofgamersgamersactivelyactivelyuseusemultiplemultiplegaminggamingdevices.devices.Base:amongTotalU.S.Gamers14Source:InterpretNewMedi

8、aMeasureDeviceandGenreFirst-PersonShootersAction-AdventureGamesCasualGamesFirst-PersonShootersCasualGamesAction-AdventureGamesTraditionalS

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