Misconceptions and assumptions associated with gamers seem to stem from the actual word itself. At a recent digital marketing conference, a panelist made a great point. He asked why gamers are identified as a cohesive group when other groups go without a clearly defined label, such as moviegoers or music enthusiasts. While gaming requires a significant amount of attention, isn't it a form of entertainment similar to both movies and music?
The reason the "gamer" label exists actually points to the importance of video-game-playing consumers to marketers. The following outlines key factors marketers should explore when evaluating whether to target gamers:
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-Video game sales continue to increase, with a record-breaking 40 percent increase in 2007 for the U.S. video game industry.
-Overall, gamers are a very social and well-connected community.
-According to the Ziff Davis "Digital Gaming in America" study, the mean age for computer gamers is 33 and the mean income is $69,000.
Skewed and Reviewed have written an Opinion Piece covering issues in the gaming industry, how current issues were issues years ago, and what can be done to help restore consumer trust.
Nothing. It's up to the gamers to stop consuming content from companies that they don't agree with.
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