We know people are playing games, but do we know who is playing what? Jon Radoff will discuss the cyber-culture aspect of the game industry, examine the trends that exist across the entire game market, and provide an analysis of what these trends say about the gamers themselves and their social structures.
Questions Answered:
What is the cyberculture around gaming, and what is most surprising about it?
What have been the top 5 emerging trends in the game industry over the past year?
How far has the industry come, more recently, in 2009?
What do these trends say about gamers and their social structures?
Are there any distinguishing characteristics between PC and console gamers? What are they?
What demographics are playing what types of games?
Which games have amassed the largest following?
How does GamerDNA aggregate gameplay patterns across multiple networks?
What can game developers and other “digital” executives learn from this data? And how can they use it?
What can advertisers and marketers learn from this data?