Survey: PopCap Releases Casual Game Findings

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FYI:


Seattle-based game publisher and developer PopCap Games (Bookworm, Zuma) has released data surveyed from players of its popular casual games, giving excellent new information on the demographics, play habits, and reasons for casual gaming.

The findings were the result of what the company calls "the largest survey of players of 'casual' computer/videogames ever conducted," within which 2,191 PopCap customers answered questions regarding their casual gaming habits.

The survey was conducted in August, 2006 by market research firm Information Solutions Group and carries a confidence interval of +/- 1.9 percent. According to PopCap, the survey found that casual game players view the playing of casual games as a more important leisure time activity than watching television, reading, or spending time with family and friends.

In addition, 88 percent of those surveyed noted that they derive stress relief from playing, while over half play casual games on a daily basis. 71 percent of respondents indicated that they were aged 40 or older, while 47 percent were 50 or older.

Additionally, of those surveyed, 76 percent were female, and of those 71 percent were 40 or older and 47 percent were 50 or older. However, the percentage of women under 40 who play casual games (26 percent) was found to be significantly smaller than men under 40 (36 percent).

Further, of those men who do play casual games, their history of playing such games is generally much longer than their female counterparts, with 61 percent of men saying that they have been playing casual games for 5 years or more, while only 46 percent of women said they'd been playing that long.

However, female casual gamers were found to play these games more frequently and for longer periods of time. 60 percent of all female casual gamers surveyed indicated that they play on a daily basis, compared to just 44 percent of men, and 29 percent of women casual gamers say they play for ten or more hours per week compared to 22 percent of men. Women also play for longer stretches, with 43 percent saying their casual games sessions typically last an hour or more, compared to 31 percent of men.

"Women tend to be more in touch with their feelings and more introspective than men, generally speaking, so it's logical that when they're feeling stressed women would seek out some sort of remedy such as playing casual computer games," said Dr. Carl Arinoldo, a Stony Brook NY-based psychologist who advocates the playing of causal games as a source of both stress relief and cognitive exercise.

Other findings include that an overwhelming majority of 88 percent of players surveyed indicated they experienced stress relief from playing casual games, and 74 percent noted mental exercise as a benefit from playing these titles. Additionally, 41 percent picked "stress relief/relaxation" as a motive for playing casual games, while just 19 percent chose "entertainment". Interestingly, 27 percent of those surveyed indicated that casual games served as a distraction from chronic pain and/or fatigue, and 8 percent said they derived actual relief from chronic pain and/or fatigue from playing these games.

The survey also revealed some interesting date concerning gameplay habits as well, with most (51 percent) indicating that they play casual games during weekday evenings. A slightly smaller percentage (47 percent), noted that they play casual games "late at night before going to bed," and 35 percent commented that weekends were their preferred time to play. Only 11 percent responded that they play during work hours.

Also worth noting, 77 percent of those surveyed responded that they have been playing casual games for at least three years, while 49 percent indicated five years or more. 21 percent said they've been playing for 10 or more years, essentially since casual games first became available for download.

More than half (57 percent) of all respondents indicated they play casual games on a daily basis, while an overpowering 90 percent said they play twice or more per week. Similarly, 52 percent stated that they play casual games for at least five hours per week, and 29 percent indicated that they play for ten or more hours each week.



http://www.gamasutra.com/php-bin/news_index.php?story=10861

thanks very much. Wonder what the sample size was though and if it's a true sample. Not that the findings are unusual or anything, pretty much what I expected based on other info that has percolated my brain.

Very interesting, thank you.
41% of people play casual games only for 'relaxing'...so I think the dont' like very much to play a too-much-hard game...

2,191 PopCap customers answered questions
??

41 percent picked "stress relief/relaxation" as a motive
41% of people play casual games only for 'relaxing'


Thes two statements ARE NOT THE SAME

"...playing of casual games as a more important leisure time activity than watching television, reading, or spending time with family and friends."

Woman who prefer playing casual games instead of spending time with family and friends (if they have some) sounds very abstruse to me...

@H&K: can you explain, maybe I have misunderstood the sense. thank you

seems that 2200 people are not a very big pool...

As a motive means as one of the reasons they Stated.
Only for 'relaxing' means that they have no other motive

AAAhhh, ok, I read/interpreted (and wrote...) the wrong impression.
Thank you.

Yan: Thanks, OK so 2200 is not a huge number but better than 100 I guess. Plus to make a survey fair you have to force a random sample, you can't rely on people answering by themselves otherwise you've only surveyed people who like doing surveys!

But even them your sample is people who dont mind doing surveys.

yeah it's still not perfect as many might say "go away", but it's better than waiting for people to come to you, but maybe by not much. Like I said "forcing" people to answer would be better but how do you do that, + they might give false answers then too.

2200 is actually a fairly large sample size, but Grey Alien is right about it being skewed to those who actually fill in surveys by choice.

Hmmm... Is Popcap planning on going public?

I wouldn't be surprised at all. I heard one of the owners in person talk about how much they are making and how insane some of the offers to buy them are. They plan on going international and for that, yeah they probably plan on going public. I'd certainly buy the IPO for that.

seems that 2200 people are not a very big pool...
It's not the size that counts. 2200 is more than enough to be statisticly significant.

Hm. Why couldn't they ask something useful like "How much are you willing to pay for a casual game?" or "What types of games are your favorite?" How many hours they play per week is fairly useless info, and we already knew that most casual gamers were women over 40.

The only really useful peice of information here, besides that we already knew, is that they largely play for stress relief and mental excercise. This could explain the popularity of games like Mahjonng which require some thought and are very relaxing. Perhaps I will rethink how I planned to design the gameplay of Alien Space Beetles to make it fit even more with the casual gaming audience.

For example, I was originally considering orchestral music for the game, but my artist thought the game needed more exiting techno music, but orchestral would be the way to go if I want something more relaxing. Also, the way the enemies attack can be adjusted to be less frustrating, which means enemies that move less and shoot fewer projectiles. I already found the old version of the game was much too hard for people like my dad and aunt to play, even though it was fairly easy for me.

If so many gamers are seeking stress relief and/or relaxation, shouldn't we be studying how to make games better able to facilitate relaxation and stress relief?

My personal favorite Popcap game is Seven Seas. Great stuff.

Aye, pirates arr so relaxing!

Yes, my mom is in that 47%!!!!!!

2200 is not enough people to make any reasonable assumitions for me, now if at least 10% of the total customers answered then i would be happy with the resualts

> 2200 is not enough people to make any reasonable assumitions for me

You should ignore just about any statistical survey you read anywhere - since that is a fairly large sample size for most. Even when doing a survey for the entire US population a sample size of a few thousand is what they use. (better techniques for choosing the people however)


I wouldn't be surprised at all. I heard one of the owners in person talk about how much they are making and how insane some of the offers to buy them are. They plan on going international and for that, yeah they probably plan on going public. I'd certainly buy the IPO for that.



How much ARE they making? I heard that they don't pay very well.

I suspect the point of their "findings" is not really to share the wealth of information. It is an attempt to assure viability in the market as well as provide statistics about their own company within the market.

I bet they are either looking for investors, someone to buy them, or they are paving the way for an extremely expensive IPO.

How much is Popcap making? I saw an article on them in a puzzle magazine a few months ago that said they have 50 employees, and make $50 MILLION a year. I've also heard that since then they've hired more employees.

I have no idea what they pay.

Pop Cap is easily making $50 million a year (sick isn't it). I'm not really quite sure how they gained so much popularity so quick but they reach a lot of people. Anyway, from what I gathered at IGC last year they don't want to sell the company but they do want to grow it. I've got no idea what they pay employees but hopefully they pay them fairly well. There are quite a few people doing well now in the casual space. Over the next few years even more big successes will occur.

Popcap games run on 7 year old computers. big factor.