SUPPLEMENTAL SURVEY RESULTS PREPARED BY

INFORMATION SOLUTIONS GROUP FOR:

 

AT&T WIRELESS & POPCAP GAMES

MOBILE GAME PLAYER SURVEY

 

PR Contact:

Garth Chouteau

garth@popcap.com

415-602-8147

 

A wealth of valuable data regarding the how and why people play games on their mobile phones was derived from this research.  The items presented in blue, represent additional data points that were not included in the primary press release, but may be of interest to those seeking additional depth.

 

SEATTLE, Washington – May 4, 2009 —AT&T wireless customers are turning to their wireless devices to do more than talk and text. PopCap Games, the leading developer and publisher of casual games, today announced results of a new survey that shows 57 percent of AT&T wireless customers who were polled play mobile games on their wireless devices. The survey, conducted by Information Solutions Group among more than 1,100 AT&T wireless customers, underscores the growing popularity of mobile gaming. 

 

Fun and Stress Relief on The Go: Times and Reasons for Playing

§         The top three benefits derived from playing mobile games were identified as: “Distraction from daily life issues” (52%); “Relaxation and stress relief” (40%); and “improved mood” (12%).

§         52% of mobile gamers say they play mobile games during work hours and one in seven (14%) mobile gamers chose “during my work day, when I need a short break” as the time when they most often play games on their phone.

§         60% of all mobile gamers selected “while waiting for an appointment” as a time when they play mobile games, with “during the day on weekdays” being cited by 34% of respondents and “when traveling on vacation” and “on the weekend” tying for third with 25% of respondents choosing each.

Mobile Games Consumption: Among mobile gamers,

§         59% indicated they play games on their phone at least once a month; 40% said they played weekly or more often, while 41% said they played less than once per month.

§         91% of mobile gaming sessions are 30 minutes or less; fully 62% are less than 15 minutes. 71% of mobile gamers play games on their phone for less than an hour per week; more than half (52%) of those who play daily said they play for three or more hours per week.

§         Over three quarters (78%) of mobile gamers have been playing games on their phone for more than a year, and 55% of those say they’ve been playing for 3+ years.

§         On average, nearly a quarter (22.2%) of a mobile gamer’s total game playing time occurs on their mobile phone.


Purchasing Plans and Influencers

§         Just over a quarter (26%) of mobile gamers said they’ve paid for a mobile game. (Across all mobile phone owners, including those who have never played a game on their phone, this equates to 15% having purchased a game.) More than three quarters (76%) of mobile gamers said they had played free games that came pre-installed on their phone, and a third (33%) indicated they had downloaded one or more free games to their phone.

§         The top factors influencing a mobile gamer’s decision to buy a mobile game were “game is in a genre I like” (61%), “price of the game is reasonable” (52%) and “played demo version and liked it” (50%).

When asked to choose the single most important factor in their mobile games purchasing decision, respondents picked the same three choices, as follows: “played demo version and liked it,” (28%),  “game is in a genre I like” (27%) and “price of the game is reasonable” (18%).

§         Mobile gamers who have purchased one or more mobile games have on average purchased a total of 7.2 mobile games.

Respondents who’ve been playing mobile games for 3 years or more have purchased 8 mobile games, on average, compared to just over 4 games purchased by the average mobile gamer who’s been playing for less than a year.

§         26% said they’d purchased four or more games in the past year, with the longest-standing mobile gamers indicating they’d purchased the least number of mobile games in the past year, compared to other survey respondents.

Survey participants who have been playing mobile games for more than 5 years indicated they purchased an average of 3 mobile games in the past year, compared to 4.7 games purchased by mobile gamers who have been playing mobile games for 1-2 years. (Even those who indicated they’ve been playing mobile games for less than a year said that on average they’d purchased 3.5 mobile games in the past year.)

§         One third (32%) of all mobile gamers said they were “somewhat or very likely” to purchase a game for their cell phone in 2009.

Among “frequent” mobile gamers, the likelihood of purchasing games in 2009 is much higher: half of those who play 1-3 times per week say they’re likely to purchase one or more mobile games this year, and 75% of those who play daily say they’re likely to buy one or more games this calendar year. Those who said they were “very likely” to purchase one or more mobile games in 2009 have on average purchased 12 mobile games in their lifetime, compared to less than 5 (4.8) games on average among those who said “somewhat unlikely.”

§         Among mobile gamers who indicated they would not be buying a mobile game in 2009, the top three reasons for that decision were: “happy with free games” (24%), “none of the games interest me enough to buy” (15%), and “lack of time to play” (14%).

 


Favorites and Attractors

§         Tetris (20%) and Bejeweled (18%) were most frequently named as “games you enjoy playing on your cell phone,” with Solitaire a close third (17%). 

§         The most popular genres of mobile games are Puzzle (66%) and Card/Casino (51%), with Board games (15%) and Action/Adventure (11%) a distant third and fourth.

§         When asked to name the most compelling characteristics that “motivate mobile game players to play the same game numerous times on their cell phone,” respondents cited “relaxing game play” (62%) and “addictiveness” (30%) as the top two influencers.

§         86% of mobile gamers also play video games on one or more other devices. The most popular gaming devices among mobile gamers, other than mobile phones, were: Computer (76%); Console: (41%); and Handheld game device (24%). Fully 17% of mobile gamers consider their mobile phone to be their primary device for playing video games. Among all mobile phone gamers, 53% signified their desktop or laptop computer, and 23% indicated their video game console, as the device on which they play games most often.

§         Just 12% of mobile gamers say they play “hardcore” games, either on a cell phone or other device.

 

Gender Divide – Male and Female Mobile Gaming Differences

§         Mobile gamers are very evenly split across genders, with 51% male and 49% female.

§         Men tend to play mobile games somewhat more frequently than women; 44% of male respondents said they play once a week or more often, compared to 35% of female respondents. But women play for longer stretches: 41% of women said their average mobile gaming session was 15 minutes or more, compared to 35% of men, and 11% of women said their typical mobile gaming session lasts more than a half hour, compared to 7% of men.

§        Men play more at work: 28% of men said they take short mobile game breaks during their work day, compared to 17% of women.

§         When asked “when do you play games on your phone most often?” males chose “while waiting for an appointment” as their top choice (26%), as did females (45%). Among men, “during my work day, when I need a short break” was the second most common time to play (13%), while among women the second most popular time to play was “at night before I go to bed” (9%).

§         When making the decision to purchase a game for their mobile phone, women are twice as likely (28% vs. 14% of men) to do so based on having played the game in question on another device such as a computer. Conversely, 30% of males indicated that printed or online reviews factor into their mobile game purchasing decision, compared to just 8% of females.

 


Survey Methodology

This international research was conducted by Information Solutions Group (ISG; www.infosolutionsgroup.com) exclusively for PopCap Games. The results are based on online surveys completed by 1,163 respondents randomly selected between February 12 and March 6, 2009.  The audience consisted of North American customers of AT&T’s mobile phone services; 337 were men and 322 were women. In theory, in 19 cases out of 20, the results will differ by no more than 3.8 percentage points from what would have been obtained by seeking out and polling all AT&T mobile phone customers age 18 and over. Smaller subgroups reflect larger margins of sampling error.  Other sources of error, such as variations in the order of questions or the wording within the questionnaire, may also contribute to different results.

 

About PopCap

PopCap Games (www.popcap.com) is the leading multi-platform provider of “casual games” — fun, easy-to-learn, irresistible computer games that appeal to everyone from age 6 to 106. Based in Seattle, Washington, PopCap was founded in 2000 and has a worldwide staff of over 200 people in Seattle, San Francisco, Chicago, Vancouver, B.C., Dublin, and Shanghai. Its timeless games have been downloaded more than 1 billion times by consumers worldwide, and its flagship title, Bejeweled®, has sold more than 25 million units across all platforms. Constantly acclaimed by consumers and critics, PopCap’s games are played on the Web, desktop computers, myriad mobile devices (cell phones, smartphones, PDAs, Pocket PCs, iPod, iPhone and more), popular game consoles (such as Xbox 360 and Nintendo DS), and in-flight entertainment systems. PopCap is the only casual games developer with leading market share across all major sales channels, including Web portals, retail stores, consoles, mobile phones and MP3 players.

 

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The PopCap logo and all other trademarks used herein that are listed at www.popcap.com/trademarks are owned by PopCap Games, Inc. or its licensors and may be registered in some countries. Other company and product names used herein may be trademarks of their respective owners and are used for the benefit of those owners.