Growth in online gaming had significant user growth among teenage girls between the ages of 12 and 17 and women between the ages of 55 and 64 according to a new study from comScore.The total female online gaming audience in August 2008 grew 27 percent compared to the previous year to nearly 43 million visitors.
Gaming Does Not Lead To Poor Social Skills
People who play video games for long periods of time are not necessarily lonely nerds without social skills according to an Australian study.The study by Victoria University psychology graduate Daniel Loton revealed that 15 percent of 621 adult respondents were flagged as "problem gamers" who spend more than 50 hours a week playing games.
Ads On Gaming Sites A Solid Way To Reach Some Women
Advertisers who are interested in women over the age of 45 should probably pay attention to new data from Dynamic Logic. It doesn’t touch on the usual suspects – clothing, jewelry, and whatnot – but instead suggests that gaming sites are a good way to reach this demographic.
Online Gaming In China To Reach $3 Billion
The online games market in China is on track to surpass $3 billion in 2010 up from $1.66 billion in 2007, according to Pearl Research.
ESPN To Cover Gaming
I might let you call me a prophet, a little earlier than expected. I kid, I kid, and I was kidding in March 2006 when I asked readers not to call me that for another 20 years. It wasn’t too hard to predict, thanks to a Microsoft patent about it, and in 2008 comes the next stage: ESPN’s coverage of professional video gaming.
China To Clamp Down On Online Gaming
China said it would issue stricter regulations on online gaming in an effort to clamp down on the undesirable aspects of the industry." In the next five years, China’s online gaming industry will reach a turning point where ‘green’ games will be appreciated and encouraged," Kou Xiaowei, deputy director of the audio-visual and Internet publication department of the General Administration of Press and Publication (GAPP) said according to China Daily.
IAC Looks To AOL, Gaming
A recent interview with IAC chief Barry Diller revealed a couple of interesting tidbits: the possibility of an IAC-owned AOL; and the potential of online gaming.
Casual Gaming: An Untapped Market
At the first of the year, I wondered if 2007 or 2008 would be the year of the online game.
2007 is nearly gone, and not a peep out of anybody except the Casual Games Association, which says 150 million people play free, casual games online, outpacing game consoles, first-person shooter games, and massively multiplayer games.
Anti-Gaming TechMeme – New PR Trend?
I’ve noticed that PR types are getting very astute with dealing with bloggers lately and getting their wares discussed on TechMeme.
Online Gaming Remains Popular
Playing games online is still a more popular activity in the U.S. than watching short video clips or visiting social networking sites, according to Casual Gaming market Update report from Parks Associates