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LG Multi Format DVD Player Named Best of CES
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2007 CES Kicks Off In Vegas; Largest Show Floor in CES History
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Claim;
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Rapid Adoption of Wide Notebooks Continues |
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Samsung Appoints Former Sony VP Tim Baxter Executive Vice
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Sharp
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Sony, Panasonic, Samsung Lead Race to Dominate the Connected
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Now Come
The Lawyers; Class Action Filed In Nintendo Wii Wrist Strap Case |
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JVC Launches Slim HD-ILA Rear Projection HDTVs |
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LG
Philips Subpoenaed In Anticompetitive Conduct Investigation |
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Nintendo's Wii Outselling Xbox, Playstation 3 Combined |
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Next
Generation Game Systems To Debut At 2007 CES |
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Push
Toward Digital Television Transition |
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Xbox 360 Banks On Availability, Movie and TV Show Downloads To
Maintain Consumer Loyalty |
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Electronics Manufacturers Launch Blu-ray Disc Marketing Campaign |
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LG.Philips LCD Opens First Service Center in the
United States |
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9,000
Attendees Kick Off EHX Fall 2006; Professionals Gather for the
Largest Electronic House Expo Show in History |
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CBS
President and CEO Leslie Moonves To Keynote 2007 CES at The
Venetian |
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50% Surveyed Want Playstation 3, Xbox, LCD |
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Cell
Phones Now Account for Nine Percent of Primary Still Image
Capture Devices; Digital Still Camera Market Growth Depends On
Upgrades |
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Convergence of
Consumer Electronics and PCs Driving Demand for Both Markets |
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Online Digital Television Buying Guides Published |
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Low
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Partners With Rock Band 3 Doors Down to Promote Quality Audio |
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Sony's Playstation 3 Among 2007 Consumer
Electronics Design And Engineering Honorees |
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Gateway Shipping 24-Inch and 22-Inch High-Definition Widescreen
LCDs |
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Monitoring Online Communities Can Identify Consumer Electronic
Trends Claims Nielsen |
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LCD
Revenues Rise 9% on 56% LCD Area Growth |
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Format Wars, Price, Compatibility May Keep DVD Consumers On The
Sidelines |
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No More
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Connections By Spring 2007 |
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Zune No
Threat To iPod In Short Term; iPod Dominance Unthreatened Over
Next 18 Months |
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Audiovox CEO Pat Lavelle To Lead 2007 CEA
Executive Board |
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Sony PS3 Online Platform and Peripherals Revealed |
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Plasma TV, LCD Inventors Among Twelve Named To Consumer
Electronics Hall of Fame |
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more.... |
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A huge
opportunity exists for retailers...Not only are gamers buying
traditional gaming accessories, but they're also buying or at
least expressing strong interest in major purchases like audio
components, speaker and high-definition displays.
Steve Koenig, Senior Manager, CEA's Industry Analysis
|
Survey Factoids |
| The survey suggests female gamers outnumber male
gamers in the 25-34 age category |
Roughly one-third of adult gamers
spend 10 hours or more per week playing console or PC games
compared to just 11 percent of teens, according to results from
a new study released by the
Consumer Electronics
Association (CEA). The surprising results are part of CEA's
2006 Gaming Technology Study, which surveyed adults via online
survey and teens (ages 12-17) via telephone interview.
"The fact that adults are racking up more gaming hours than
teens is startling, but there are several associated findings
that shed light on this," said CEA's Senior Manager, Industry
Analysis Steve Koenig. "Interestingly, a greater percentage of
12-14 year olds spend time gaming than older teens ages 15-17.
Older teens simply may not have the free time for extra hours of
gaming or they could be gaming on wireless handsets since 81
percent of teens own or use a wireless phone."
Through the new study, CEA also investigated gaming platform
ownership and behaviors and found the data revealed the PC
dominates the adult game market while teens spend more time
using game consoles. For households owning a PC and a console,
58 percent consider the console to be their primary gaming
platform despite its lower engagement. Additionally, the study
showed portable gaming to be decidedly more popular with teens
than adults. Only 25 percent of adult gamers who own a portable
game device have used it in the past six months compared to 77
percent of teens.
Additional adult vs. teen behavioral differences emerge in the
study when online game play is evaluated. The majority (64
percent) of adult gamers either mostly or always play console
games by themselves and just over half (55 percent) play online.
Conversely, teens are five times as likely to engage in
multiplayer gaming with their consoles, especially teenage girls
- an unexpected result. Teens also are much more likely to game
online, but here males outnumber females - some 78 percent of
teen male's game online in a given month compared to 58 percent
of teen females.
The survey results also suggest female gamers outnumber male
gamers in the 25-34 age category. This result stems from high
rates of play of online games, many of which are free of charge
(i.e. Yahoo! Games), among female gamers. The 25-34 age group
also comprises the largest concentration among overall female
gamers (29 percent).
In a promising trend for consumer electronics (CE) retailers,
CEA found that some adult gamers purchase additional CE products
specifically to enhance their console gaming experience. The
most common purchase made by these consumers (one in four) is
performance audio-video cables; additional products include
displays, furniture and A/V receivers.
"A huge opportunity exists for retailers through the popularity
of gaming," Koenig said. "Not only are gamers buying traditional
gaming accessories, but they're also buying or at least
expressing strong interest in major purchases like audio
components, speaker and high-definition displays. This will
continue as next-generation game consoles, which capitalize on
the eye-popping graphics afforded by HD technology, penetrate
the market. We anticipate 19 million of these consoles will be
sold in their first year on the market, totaling $8 billion in
revenue."
Supporting the growing body of evidence that consumers are
interested in creating immersive CE-related environments in
their homes, the study also reveals a substantial number of
adult gamers, particularly those within the 25-34 age range, are
interested in creating a dedicated gaming room. Additionally, 19
percent of console gamers and 15 percent of PC gamers indicated
they would pay a professional to install a dedicated gaming room
in their home, presenting a ripe business opportunity for the
custom installer channel, as well as CE retailers.
"The study offers interesting and surprising insights into the
world of gaming, but even better for the industry, it points to
business opportunity," Koenig concluded.
The quantitative study of adults was administered via a Web
form to an online sample of 1,767 U.S. video game households
during the period December 6 - 12, 2005. The margin of sampling
error for aggregate results is about +/- 2.4 percentage points.
The teen study was administered via telephone interview to a
random national sample of 500 teens, comprising 247 males and
253 females 12 to 17 years of age, living in private households
in the continental United States. The interviews were completed
during the period November 17 - 20, 2005. The margin of error
for aggregate results is about +/- 4.5 percentage points.
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