I understand that used
games consumers spend money on the game, but developers and publishers really have zero reason to go out of their way to encourage people to continue to buy games used when it won't benefit them in the short or long run.
Not exact matches
«By selling in -
game bundles within the mobile
game,
consumers have
spent around $ 6 million dollars in the
game to date,» said Peter Warman, founder of Newzoo.
Since investment banking giant Lehman Brothers fell nine years ago this day, signaling the start of a time when six homes were foreclosed on every minute, global
consumers have been
spending a lot of time on Netflix and a nice bit of cash on video
games.
Year to date through April (the most recent figures available), U.S.
consumers have
spent $ 1.7 billion on console and PC
games.
Not only has it made itself the world's largest online retailer, but it's permanently altered the retail world, causing seismic shifts in
consumer spending habits as well as changing the
game for all brick - and - mortar businesses.
Consumers are
spending more time playing
games; they're also becoming more willing to make in -
game purchases —
spending real money to buy, say, new weapons for their fictional characters — enabling some companies to replace a dependency on new hits with a steady, recurring revenue stream.
Substitution Effect: Assuming that
consumers have a fixed leisure budget, when a sports team moves to a city like Detroit from Pontiac, the money that a family
spends going to a Lion's
game is typically money that would have been
spent on other leisure activities like bowling or going to the movies.
Sood said this type of plan is often pitched as way to give
consumers more skin in the
game, presuming that they will shop and compare prices for services or skip unnecessary care and therefore
spend less.
I personally find it better for the
consumer to
spend roughly the price of a
game on an external hard drive for digital
games if one is going digital a majority of this gen, rather than Nintendo releasing a Wii U with more space.
The verdict continues to explain that because the ASA found that players could not have a «reasonable» gameplay experience without
spending money, the
game's advertising — which bills Dungeon Keeper as free - to - play and doesn't mention in - app purchases at all — is misleading to
consumers.
i am never going to be that
consumers that asks myself do i
spend the next hundred hours playing this
game or $ 100 for some random unlocks.
She
spent a summer writing screenplay script coverages for a company in L.A., and is an avid
consumer of fiction through film, prose, and video
games.
Consumers in the United Kingdom
spent a record # 7.2 bn last year on all forms of music, video and
games, from CDs, DVDs and vinyl records.
The company has
spent years investing in its sophisticated sensor system, and Jeff Bezos seemed confident that
consumers will love tilting, swiveling, and peeking to navigate menus and look around video
game levels.
Younger generations of
consumers spend more leisure time surfing the Internet or using high - tech products like video
games and iPods, rather than reading.
The same survey from the NPD Group, Inc. states that in 2013,
consumers will be allocating 2 % more of their holiday
spending to video gaming systems or video
games, compared with last year.
In addition, Mintel says that
consumers are likely to increase their
spending significantly over the next year on nonessential items, such as new video
game equipment or tickets to a big event.
Word quickly began to spread that WB Games cancelled the HD Mortal Kombat Arcade Collection with excuses ranging from that it simply wasn't worth the time and money being
spent on it and that it would «confuse»
consumers with the new MK
game being on the shelves.
According to tracking firm,
consumer spending on
games was down 20 % from last year, when Batman: Arkham Knight launched to strong reviews and even stronger sales.
Bookings from recurrent
consumer spending (virtual currency, downloadable add - on content and online
games) grew 22 % year - over-year and accounted for 60 % of digitally - delivered bookings, or 41 % of total bookings.
Consumers spent more holiday dollars on the Xbox 360 total gaming experience: a great variety of consoles, the best
games and a unique online community with Xbox LIVE.
Recurrent
consumer spending (virtual currency, downloadable add - on content and online
games) grew 18 % year - over-year and accounted for 57 % of GAAP digitally - delivered net revenue, or 31 % of total GAAP net revenue.
«In a year when overall
consumer spending was down, the launch of so many high - quality titles showed that there was still strength in the UK's boxed - product
games market,» UKIE CEO Jo Twist says.
If you honestly think
consumers should
spend at least $ 10 on every indie
game they see, you're fooling yourself.
According to Joystiq,
consumers spent $ 3.28 billion on video
game products last month, an increase of two percent over December 2012.
As we broke out of the early 2000's with the seventh generation consoles, we saw an increase in video
game prices as well as new concepts to encourage the
consumer to
spend more money: downloadable content and subsequently, the infamous season pass.
Console
gamers spend more per person than any other group of
gamers and so an evolutionary console isn't going to be too hard of a sell to
consumers who are used to
spending hundreds of dollars per year on their hobby.
Others believe that
consumers would rather play simple or mindless apps on their smartphones instead of
spending $ 50 to $ 60 for a high - quality
game.
«In a year when overall
consumer spending was down, 2011 proved to be a better than expected year for the UK's boxed - product
games market,» said UKIE Chairman Andy Payne.
With many
consumers worried about their jobs and curtailing
spending,
game makers like EA are applauding the rapid expansion of the market to women, older people and others new to the industry.
Overall, the
game turned out to be the second biggest launch in Ubisoft's history after Tom Clancy's The Division; the publisher registered $ 310 million in
consumer spending during the first week.
It's somewhat understandable why —
consumers have only so much cash they can
spend on
games, after all — but the evaluation of what companies are expected to provide and what they actually do inevitably leaves a host of losers, and one determined to be the victor.
The adjustments we are making will put us in the best position to build great
games and services, deliver them more efficiently to
consumers, and demonstrate to players around the world why they should
spend their time with us.
Factors that could cause Blizzard Entertainment's actual future results to differ materially from those expressed in the forward - looking statements set forth in this release include, but are not limited to, sales of Blizzard Entertainment's titles, shifts in
consumer spending trends, the seasonal and cyclical nature of the interactive
game market, Blizzard Entertainment's ability to predict
consumer preferences among competing hardware platforms (including next - generation hardware), declines in software pricing, product returns and price protection, product delays, retail acceptance of Blizzard Entertainment's products, adoption rate and availability of new hardware and related software, industry competition, rapid changes in technology and industry standards, protection of proprietary rights, litigation against Blizzard Entertainment, maintenance of relationships with key personnel, customers, vendors and third - party developers, domestic and international economic, financial and political conditions and policies, foreign exchange rates, integration of recent acquisitions and the identification of suitable future acquisition opportunities, Activision Blizzard's success in integrating the operations of Activision Publishing and Vivendi Games in a timely manner, or at all, and the combined company's ability to realize the anticipated benefits and synergies of the transaction to the extent, or in the timeframe, anticipated.
By the time a
game is ready to be sold, we've
spent more time with it than would probably be considered healthy from a
consumer perspective.
This means the most dedicated
game consumers, the ones willing to
spend large sums of money, will also use a non-mobile device.
These are
consumers that
spend a great deal of time and / or money on fairly sophisticated
games that tend to have longer play sessions and often involve complicated
game mechanics, particularly with competitive online play, and can require more high - end PC
game hardware.
Some companies such as Ubisoft already managed to dive into it with several
games, while others like Take - Two have announced that all of their future titles will be developed with recurrent
consumer spending in mind.
The software report shows that
consumers spent $ 993.9 million on video
game software last month, and while that may seem like a massive number, it's actually down 7 % from last year.
To satisfy the
consumers, we
spent the majority of our resources on increasing the volume of features that the players liked, improving the
game systems, and working on the story and characters (the two key components of an RPG).
In terms of sales, CFO Lainie Goldstein said recurrent
consumer spending continues to grow for the company, and that element is a big focus for all its
games.
Some years the franchise is improved, whilst other times you can actually hear sighs across the country as
consumers realise they've been duped into
spending their hard - earned cash on nothing more than the same
game with different clothes.
In 2017,
consumers spent $ 36 billion on the video
game industry, compared to $ 30.4 billion in 2016.
«Building PC rigs and buying PCs designed specifically for playing
games is a major business as
consumers spend almost three times as much on PC
game hardware as they do on dedicated
game systems from Microsoft, Nintendo and Sony.»
In addition, we now expect digitally - delivered bookings to grow by around 20 %, driven by growth in both the current
consumer spending and full
game downloads as we now expect Grand Theft Auto Online to be up for the full fiscal year.
According to the report PC
Gamer Hardware Systems,
consumers are expected to
spend $ 30 billion in 2017 on custom hardware specifically designed to play PC
games.
During the third quarter, we delivered record digitally - delivered bookings, driven by growth in both full
game downloads and recurrent
consumer spending.
The largest contributors were offerings for the Grand Theft Auto series, the NBA 2K franchise, Borderlands 2, and Sid Meier's Civilization V. Revenue from recurrent
consumer spending (virtual currency, downloadable add - on content and online
games) grew 45 % year - over-year and accounted for 58 % of Non-GAAP net revenue from digitally - delivered content.
What's more,
consumers are
spending $ 14 per transaction on average, which easily exceeds the price tag of most premium
games being sold on smartphones today.
Our digitally delivered net bookings were driven by record recurrent
consumer spending, which is partially offset by lower full
game downloads due to fiscal 2018 lighter release fleet.