Sentences with phrase «games consumers spend»

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.
a b c d e f g h i j k l m n o p q r s t u v w x y z