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BizReport : Research archives : March 06, 2007


Report: 66% online games bought by women

Forget the picture of a teenage boy sitting in a dark room playing video games. According to a report from Telephia, women are increasingly playing and purchasing online games.

by Kristina Knight

According to Telephia, in Q4, 2006, revenue from mobile games on portals increased to $151 million. That is a 61% increase from Q4, 2005. Game downloads also increased (45%) over the same period. It is no surprise that online gaming continues to be a big business, what is surprising is that women are buying more online games than men. According to the research, women were responsible for about 66% of all game purchases in Q4.

Electronic Arts games led with 28% of all purchases, followed by Gameloft (11%) and Glu Mobile (11%). Namco, I-Play and several others were also in the mix with 6% or less of all sales.

This growth and the fact that games appeal to a wide demographic is good for the gaming industry, but according to one expert there are challenges to be faced.

"Several new mobile content services such as mobile video and full-track music are also competing for the mobile consumers' attention and wallet," said Kanishka Agarwal, Vice President of Mobile Content, Telephia.

Because of that competition, gaming companies must continue to create engaging games at competitive prices or they could out-price the market.






Tags: online games, women








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  • miller

    Hi,

    One thing that a lot of people have missed in this recent economic down turn is the fact that in-game money for all of the massive mutliplayer online role playing games has not been effected. I guess it just shows how strong and stable the computer game industry really is.

    Miller

    Virtual Currency

  • miller

    Hi,

    One thing that a lot of people have missed in this recent economic down turn is the fact that in-game money for all of the massive mutliplayer online role playing games has not been effected. I guess it just shows how strong and stable the computer game industry really is.

    Miller

    Virtual Currency

  • Barry

    But how many of those women were buying on behalf of their teenage sons? Not enough information in this article to be taken seriously...





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