• Join Us |
  • |
  • Sign in with:

Teens Gaming Less?

by Chris Remo, Apr 11, 2006 2:30pm PDT
Related Topics – Games: Console

Research firm Piper Jaffray performs a biannual study of teen buying habits. The 11th iteration of "Taking Stock With Teens" has just been released, and it demonstrates some interesting trends when it comes to video games. Gaming as either a dedicated or occasional hobby was widespread, with 81% of those surveyed owning a gaming system and 59% playing games at least once a month. However, these numbers are on the decline. Eighty percent said they are playing games less in 2006 than they had previously, and 70% said their interest in games is dropping. This trend adds to existing declines in teen interest and buying habits in terms of games, with survey results last year in line with these.

Piper Jaffray & Co. Senior Retail Analyst Jeff Klinefelter and a collaborative team of other senior research analysts recently released the results of the 11th bi-annual proprietary research survey on teen spending habits and retail brand perceptions, titled "Taking Stock With Teens." Klinefelter and team conducted mall research field trips with approximately 700 teens from 12 high schools in nine states across the country and Canada. Additionally, the team surveyed another 1,235 students across the country through a partnership with the national DECA organization in an online survey.
The industry has seen consistent drops in sales year over year for several quarters, with Wedbush Morgan expecting that to continue with an 18% game sales decrease this March from the same month last year. Publishers have generally pointed to the console generation shift as the primary instigator of the downward trend, which is reinforced by consumer reluctance to buy current-gen products in the wake of the Xbox 360's release. However, survey results such as these may indicate that part of the cause also lies with a significant gaming demographic showing less interest in a more general sense.




Comments

27 Threads | 60 Comments



  • An interesting question. I definitley noticed it, a friend of mine who graduated highschool early (he's in my college chem class) doesn't seem interested in games anymore, and he's short, asian, wears glasses, isn't athletic, and likes computers.
    Now that I think about it game quality may be a problem. I thought it was just me, but all my friends are playing less games too. The only games I play right now are Counterstrike Source and Oblivion. I didn't buy a single game for the christmas season because nothing looked interesting. "Civilization 4", :Perfect Dark 2". Cmon gaming industry, the reason sales are going down is because your turning crap. I can only think of 1 game that I still sorta enjoy playing from last year (BF 2). Thank God Oblivion is so good.











  • It also has to do with less innovation in the majority of game systems and the tremendously increased cost of entry. Back in the day gaming consoles and computer gaming rigs were certainly expensive on the outset, but you were able to get many many years off a system. The one exception might be the occassional video card upgrade, but those were relatively cheap propositions.

    These days a high end video card costs close to double the processor and these next generation consoles like the X-box cost several hundred dollars.

    You can, however, look at the Nintendo DS's success and see why it is successful because it bucks most of the trends of the rest of the industry:

    It's comparatively cheap, and so are its games.
    It has access to a huge gaming library
    The newer games tend to be far more innovative or different from the usual fair

    If the industry really wants to see sales revitalize in the teen sector they are going to need to have a wider selection of innovative/non-standard approach games and above all else they need to reel their costs in to a more acceptable level.

    Sure, most of the people in our generation can afford this stuff if we really want to. A lot of us have grown up, are in the workforce, making some ok money, etc. But the teen/college group of kids are as cash strapped as always. So they are looking for something that really stands out that they can readily afford, and the industry really doesn't provide that much anymore.




  • I wonder how much of the "generational transition" cited by publishers at each shift actually equates to new next-gen gameplay pulling people back into gaming, rather than making them wait and save up their money like good little consumers. The impression I get is that the major players (Nintendo aside) believe much more strongly in the latter, but perhaps more than reality justifies?

    I'd also agree with others here who point to the increased cost of entry. As the mainstream demographic has aged from teens to 20 somethings, with correspondingly more cash floating around, it certainly seems economically plausible that prices would increase.

    The early signs from the Xbox 360 (high priced accessories, etc) also suggest that the costs of the fierce fight between Sony and Microsoft will be borne by us, the customers. It feels kinda counter-intuitive to the principle that competition should benefit the customer, but at the end of the day, we'll be the ones paying back the huge costs Sony and MS have run up in their "mine's bigger than yours" R&D/marketing battle.