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CONSUMERLAB
New ways to
play games
Exploring changing video gaming behaviors
An Ericsson Consumer Insight Summary Report
March 2014
2  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES
the voice of the consumer
Ericsson ConsumerLab has close to 20 years’ experience of
studying people’s behaviors and values, including the way they act
and think about ICT products and services. Ericsson ConsumerLab
provides unique insights on market and consumer trends.
Ericsson ConsumerLab gains its knowledge through a global
consumer research program based on interviews with 100,000
individuals each year, in more than 40 countries and 15 megacities
– statistically representing the views of 1.1 billion people.
Both quantitative and qualitative methods are used, and
hundreds of hours are spent with consumers from different
cultures. To be close to the market and consumers, Ericsson
ConsumerLab has analysts in all regions where Ericsson is
present, which gives a thorough global understanding of
the ICT market and business models.
All reports can be found at:
www.ericsson.com/consumerlab
METHODOLOGY
This ConsumerLab report explores the video gaming experience,
and does not include board games, gambling or any other type of
non-video gaming activities.
Quantitative
Sample consists of ~8,000 respondents from Brazil, the US and
South Korea, aged 15-69. [Ericsson ConsumerLab, Analytical
Platform 2013]
Qualitative
Online interviews with 60 gamers (20 per country) in the US,
South Korea and Brazil. All surveyed consumers were above
15 years of age. Respondents were divided into four gaming
groups, based on which device they use and how often:
>	 Fixed devices often
>	 Both fixed and mobile devices
>	 Mobile devices often
>	 Mobile devices occasionally
Market overview
The three different markets have all reached different levels of gaming
maturity. South Korea has reached high gaming maturity. However, the
US and especially Brazil have not yet reached the same level of maturity.
Brazil: Mobile gaming is very common. Gaming is a much more
segmented experience in this market as consumers separate time for
gaming from time to be with family/friends. Gaming is considered a
hobby that has its defined place, i.e. only to be played during the week,
not during the weekend which should be spent offline, with family.
US: Casual gaming is starting to become part of everyday life for the
mainstream audience. As quality of games on smartphones and internet
connectivity while out of the home improve, so too will the number
of people gaming. Gaming is considered a hobby that sometimes
becomes an addiction.
South Korea: Professional gaming has created a sense of ‘cool’
around gaming, opening up the audience and making it more
acceptable to game. Expectations for future games are high, for
example, sensory control, virtual reality and wearable technology.
Expert interviews were also conducted to gain industry insights:
>	 Amandine Durey, Head of Viagame
>	Erica Kato Marcus, Head of Experience Planning,
Sony Mobile Communications
	 Annika Waern, Professor, Uppsala University
	 Isabelle Ewert, Site and Marketing Manager, Viagame
	 Jacob Navok, Director of Business Development, Square Enix
	 Joel Dinegrim, Senior QA, Rovio
	 Marcus Lysen, Technical Manager, Viagame
	 Patrick Liu, Creative Director, Rovio
	 Pim Holfve, CEO, Expansive Worlds
	 Ryan Lockwood, Director of Knowledge Management, ATT
	 Andrew Bowell, Head of Product Management, Havok
	 Plus three additional gaming industry and academia experts
contents
key findings	 3
Transforming behaviors 	 4
New ways to play 	 6
Gamification 	7
Not all fun and games 	 8
Stability above speed	9
cloud gaming opportunities 	 10
Expanding the gaming experience	11
USA
BRAZIL
SOUTH
KOREA
ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 3
A GAME CHANGER
	 The profile of a gamer is changing
	 – Out of the respondents for this study, 85 percent
in South Korea, 75 percent in the US and 53
percent in Brazil play fixed or mobile games.
[ConsumerLab Analytical Platform 2013]
	The world of gaming is transforming and will
spread into new aspects of people’s lives
	 – It is not only technology driving the change,
but also a growing interest for games as their
social acceptance increases
	 – As games become more commonplace,
consumers are becoming used to gaming
elements.This will drive the uptake of
gamification into other areas, such as
learning and personal development
	Apart from getting rewards, the key drivers
for playing games are game immersion, i.e. to
experience and concentrate on a specific game,
and socialization, i.e. to play with or against others
	 – In order to enhance these areas, consumers are
motivated to acquire new devices and genres
of games
	Similar to other media industries, gaming will
shift towards internet-centric media experiences
	 – This will give birth to new gaming services and
business models, enabled by digital distribution,
streaming and by collecting and analyzing
personal information
	Stability and reliance are more important
than bandwidth when it comes to the
network for gaming
	 – The number one pain point for gamers
is disruption of the seamless experience.
To offer the best experience,
game developers ensure data
packages are as small as
possible.The loss of data
or a connection remains
a challenge
Key findings
As more people and devices become connected, all
industries – and in particular the media – are being
transformed in one way or another. Consumers’
media consumption patterns and the services and
devices available are constantly evolving. This is
being fueled by shifting consumer demands and
requirements as well as innovative services and
technologies opening up new possibilities. How
we experience and interact with entertainment
content is being reshaped.
For instance, our TV and video viewing habits are
shifting. With the exception of live events, which
people choose to watch together at a designated
time, being forced to plan our day around TV
schedules is a thing of the past, along with buying
or renting movies in physical formats. Today digital
content and cloud services enable consumers to
stream and download what they want, when they
want and wherever they want.
In this respect, the gaming industry is no different
– new user expectations and changing gaming
habits are emerging symbiotically with developments
in technology. However, a major difference is that
the gaming industry, in comparison to other media
industries, has for a long time battled with a social
stigma around its products, which has affected
its development.
Looking ahead, games will continue to evolve and
spread across industries, increasing their impact
on society overall. There are opportunities, also for
companies outside the gaming industry, to utilize
games and provide consumers with new and
improved experiences – today and in the future.
The gaming
industry is being
transformed
4  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES
Anyone can be a gamer. Our research showed that, of
our respondents, 85 percent in South Korea, 75 percent
in the US and 53 percent in Brazil play fixed or mobile
games. There is an even split between males and
females, but with slightly more male gamers in Brazil.
50 percent of gamers in the US were over 34 years old,
whereas in South Korea 50 percent were over 40. In
Brazil almost 60 percent of the gamers were under 30
years old [Ericsson ConsumerLab, Analytical Platform
2013]. Consumers play different games for different
reasons and the choice of how to play is as diverse as
the people playing. This shows that playing video games
has really become a mainstream activity.
It has not always been like this. Gamers have struggled
with the social stigma of the activity being only for a
techy subgroup, and often seen as uncool and lonely.
This is coming to an end as games are reaching a larger
audience, thanks in part to services and devices that
have targeted a more mainstream audience. Games are
appearing in a variety of different forms and more people
are interested in playing new or different types of games.
Sitting in public playing a game is becoming much
more common.
While different gamers have different profiles, the
motivation for playing can be grouped into three
categories. A person may focus on a game very
closely when playing, concentrating on the experience,
challenge and the pleasure – we call this game
immersion. Another driver is to earn rewards or
reach a goal, such as to kill time or reach a new
score. Lastly, games are played as a means of
socializing and interacting with other people.
The reward driver is most commonly used for games,
ranging from simple to advanced. Even the simplest
games can be played in order to just get a new badge,
or earn a few points while passing time. Important
to understand is that the two other motivation areas,
immersion and socializing, are enhancing the motivation
to play for rewards. For instance, it is much more
stimulating and satisfactory to play the same game if
you are competing against another person, not only a
computer. The same is true if the game is an experience
in itself, with a good story, music or challenge that lets the
player really concentrate on the experience of the game.
Consumers play games in various situations and contexts
depending on the game and situation. Described on the
following page are the four main contexts in which people
game, although they do not exist in isolation – contexts
can overlap. As shown in Figure 1 these gaming contexts
can take place in a variety of locations throughout
the day.
Transforming
behaviors
Game immersion rewards SOCIAL
Playing games
for stimuli
Playing to reach an
aim or achieve a goal
Playing games as a
means of interacting
with other people
F M
A
S
F M
A
S
F M
A
S
A
S
F M
Fixed
gaming
F Mobile
gaming
M Advanced
games
ASimple
games
S
ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES  5
Social interaction
There are two main reasons to socialize through
games. First, socializing can enhance the gaming
experience, such as when players collaborate in a game or
discuss the game they are playing together. Secondly,
games can also be used as a social communication
channel, for instance, enabling people to catch up with
friends. This makes socializing the main goal, and the
game secondary.
Me time
Games can be played as a way to relax and be
entertained after a long day. This type of gaming is
often planned and takes place for a prolonged amount of
time, for instance during the weekend, or at home in the
evening. The motivation for playing games during
me time is often to experience ‘game immersion’.
Source: Ericsson ConsumerLab, New ways to play games, 2014
Source: Ericsson ConsumerLab, New ways to play games, 2014
Figure 1: Different gaming contexts in the day; quick and social games sessions take place throughout the day
WORK COMMUTE BREAKCOMMUTEHOME HOME
	 Free time and social interaction are the most common gaming contexts throughout the day
	 Me time, the context that demands most time and often is planned, mainly occurs during the evening at home
Figure 2: Development of gaming contexts; arrows indicate how the different gaming
contexts are likely to expand in the future, based on interviews with experts and consumers
Figure 2 illustrates how the different gaming contexts
are likely to develop further. The x-axis shows whether
the gaming session is carried out at a fixed or a mobile
place. The y-axis represents whether the game is
advanced or simple. For all contexts there is an arrow
showing where the current development is oriented.
Behind the transformation lies technology development,
such as improved internet connectivity and better
devices, as well as a new consumer interest for games.
Today there are few games located in the area for
mobile advanced games. In the coming years, games
will be more common for this context. Smartphones
are one key to this transformation as they have made it
easier to play games – especially outside of the home.
Free time
Increasingly, games are used to fill time, such as
playing a quick game on the phone while waiting
for an appointment, or taking a break between chores.
This type of gaming session is often spontaneous, and
varies in duration. Often games only offering rewards,
not the other two drivers for playing, can be found in
this context.
Commuting
Playing games on the move, for instance while
commuting on the subway, has become more common.
Just like in the free time gaming context, games only
offering rewards as motivations are common here.
6  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES
New ways
to play
Advances in new devices and services and greater
network performance are helping to support the evolution
of gaming habits and behavior. Consumers have a greater
choice when deciding what device to use. Today’s
platforms include PCs or laptops, mobile and fixed game
consoles, and different mobile app-based devices such
as smartphones and tablets.
Even though most devices can be found within all
gaming contexts – apart from while commuting – the
actual choice of game and device is affected by context
and gaming drivers. Using a smartphone to game during
free time or while commuting is very common. Gaming for
socialization encourages the use of a device that offers a
good social experience, while advanced me time gaming
might require a very powerful device.
It is not only the mobile context that is evolving. Fixed
devices will still have a place in the future gaming world.
These devices will be favored for advanced, immersive
games, particularly by consumers that invest in gaming
as a hobby.This is due to advances in hardware, such as
larger, higher quality screens, improved sound and more
responsive controllers.
In the future, as wearable devices, such as
connected watches become more commonplace,
we will see games take advantage of this and enable
players to interact with their surroundings. This could
also encourage more immersive gaming experiences
for both fixed and mobile gaming. Especially in South
Korea, consumers express hopes about future gaming
becoming a more immersive experience, using virtual
reality, holograms, and wearable technology.
A new kind of continuous cross-media experience that
spans devices and channels is emerging. One of those
experiences could for example mix ingredients from a
game, a TV show, betting and social forums to build one
common experience. Cross-media experiences raise the
most confusion amongst consumers.
This was also mentioned during the expert interviews
as one of the main barriers for cross-media games.
The successful cross-media experience will need to
address this barrier and show clear benefits in order
to reach a broader audience.
My ideal gaming scenario
would be a 4D gaming
experience that fully
immerses me.”
Female, 28, US
immersive
mobile
gaming
will become more common
ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 7
Going mainstream
Gaming on smartphones and tablets has driven the
gaming industry forward. One of the reasons for doing
so is that games on smartphones and tablets today
address all drivers for playing, i.e. immersion, rewards
and socialization, whereas previous games on mobile
phones only offered rewards. Also, smartphone games
can now be easily found and downloaded through app
stores, whereas before consumers mainly played
pre-installed games.
As gaming becomes more common, it is starting to
influence other areas and activities. Gamification is the
use of game elements and features in non-game contexts
to engage consumers. The method has been used for
decades, but as a phenomenon it has grown rapidly
during recent years, enabled by new services and devices.
However, many of these applications have been focused
on simply trying to increase sales or to reach consumers
in new ways, for example rewarding consumers with
points or air miles for buying products and services. Just
like the games played on the mobile phone before the
smartphone, these initiatives only address the reward
aspect of the gaming drivers. Initiatives that address
all of the motivations for playing games – immersion,
rewards and socializing – are more likely to have a
greater effect and offer better experiences.
Many of the respondents we asked were open to
introducing gaming elements into other aspects of their
lives. However, gamification should not be forced – not
all aspects of life should be subjected to it. The most
important underlying factor of all gaming is choice, and
this cannot be taken away from consumers.
There is potential for gamification to enter even more
areas of our lives in the future, for example to increase
employee performance, aid education and for personal
development. The openness towards games and the use
of game mechanics will spread to other industries, and
this will become expected by consumers who are used
to gaming mechanics.
What is gamification?
Cinema		park		café		shops
Gamification
Gamification applies gaming elements or mechanics to other areas and activities.The popular app Foursquare
is an example of this phenomenon.The service allows users to check-in at different places, such as pubs and
restaurants.The user can compete with friends to earn points and badges by completing certain tasks.
Within education and
especially for children, there
is a lot of potential and usage
for gamification.”
Patrick Liu,
Creative Director, Rovio
I think gamification is
actually really cool and
it would promote a lot of
customer participation.”
Male, 21, US
8  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES
Not all fun
and games
The main pain point for gamers is the interruption of
the seamless experience. This could be anything from
technical issues to in-game disturbances such as
advertisements that disrupt the gaming experience.
This is especially true during me time gaming.
Other aspects that can reduce the enjoyment of playing
a game are battery issues, low responsiveness, bad
graphics, sound quality or story, and fears of using
up or being charged for exceeding data allowances.
There are social complications that can affect playing.
Gamers complain about other players if they demonstrate
poor sportsmanship or behavior. Distractions can also
come from outside the gaming area, such as phone calls
or interruptions from people who are not playing. All of
these have a negative effect on the consumer experience,
and may very likely influence players to choose other
activities instead of gaming.
Social concerns
Even if the social acceptance is growing, a stigma still
exists in some markets. This is especially true in Brazil
where consumers mentioned concerns about gaming
taking over consumers’ lives and becoming a harmful
addiction, making it difficult for children to form
close relationships.
When my internet
connection fails or
does not work, there
is no way to play.”
Male, 29, Brazil
Device
issues
Data
charges
Social
distractions
Game
quality
Pain points
Network
issues
I’m alone, in a dark room,
volume up high. As cliché
as it is, I want to be as
immersed as possible
in the game.
Male, 34, US
ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 9
Overall, the network is becoming increasingly important
to the entire lifecycle of gaming – from purchasing to
playing against opponents and downloading updates.
As soon as a game requires an internet connection
while playing, the network quality affects the consumer
experience of the gaming session. A poor connection
is a pain point for gamers when playing online because
it interrupts gameplay and takes away the required
seamless experience. Consumers argue that this is
especially troublesome when playing with others online.
According to the Entertainment Software Association in
the US, 62 percent of gamers play games with others,
either in-person or online.
There is great opportunity for improving connectivity
when commuting, which is becoming a more common
gaming context. Consumers say that they are least
satisfied with network performance when mobile, such
as on a commuter train. It is still not possible to play
more advanced connected games today due to a lack of
predictable connectivity and a lack of capable devices.
As commuting is a common context for playing games,
this will put demands on the stability of the connectivity.
Internet stability
Consumers and experts agree that the stability of the
internet connection is very important. Consumers see
interruptions as the main pain point for gaming. Game
developers want to bring consumers the best possible
experience, and therefore minimize the amount of data
sent over the network. Therefore, it is not bandwidth,
but rather stability, that is important to ensure the
experience today.
We are dependent on great
network performance. If the
network goes down, players
suffer and they usually
blame us.”
Pim Holfve, CEO, Expansive Worlds
Stability
above speed
I hate playing a game that
requires a data/service
connection and then the
service drops and the game
freezes, or I lose points
because of it.”
Female, 27, US
network is central
to the entire lifecycle of gaming
Games go streaming
In our interviews with both consumers and industry
experts, many talked about potential benefits for gaming
services to be streamed. A large number of consumers
recognize the benefit of no longer relying on a specific
powerful device. Other benefits that came up,
particularly in relation to fixed gaming, are:
1	 Being able to access games across all
platforms at any time
2	Instant access, no waiting and no need to install
3	No need to pay for expensive gaming-centric devices
Several experts from the gaming industry also mentioned
the benefits of being able to offer consumers a better
experience when games not only have to rely on the
processing power of the device. They also highlighted the
benefit of not having to build new versions of the game
for every different platform, and to be able to offer more
personalized services for consumers by using big data.
However, both consumers and experts agree that the
success of this type of cloud-based gaming relies heavily
on a consistent and stable internet connection.
Changing business models
Experts believe that a shift to cloud gaming and
digital distribution will further decrease distribution
costs, enable new business models and lead to new
opportunities, services and revenue streams.
Apart from charging for new services, offerings and
game related content in or outside the game, revenue
will also come from personalized advertising.
Today, the most noticeable business model, especially
for mobile games, is in-app purchases. This is a way
of allowing consumers to pay as much as they want.
Still, when talking to experts in the gaming industry
some point out the flaws with the model. The problem
with the business model lies in providing options where
consumers pay out of interest and not frustration. Most
consumers do not want to pay, which was a clear trend
amongst the consumers within this study. Therefore
the provider of the game ends up having to rely on a
few people to pay a lot. Several experts mentioned
advertising as a potential and more sustainable
business model.
Today, the advertising business model is underutilized
and one of the problems is how to integrate it.
Consumers mention advertising as being intrusive,
especially if it disturbs the seamless experience of
the game. One way of making it more attractive is by
making the ads more personalized and relevant to the
consumer. Of course, the personal information used
to customize ads must be treated with the consumers’
privacy in mind.
10  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES
Cloud gaming
opportunities
As long as we have a
fast network system,
cloud gaming is very
conceivable.”
Male, 19, South Korea
When we are able to say
now you have the power
of hundreds of CPUs and
GPUs at your disposal, and
we can create radical new
types of games – that is
when you will see a growth
in cloud gaming.”
Jacob Navok, Director of Business
Development, Square Enix
ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 11
In the future consumers will continue to play in the
four different contexts, driven by various motivations.
However, playing a game will no longer only be a
deliberate activity. Gaming will also be seamlessly
integrated into everyday activities. This will increase
the appeal of certain activities, such as exercising and
education. Inevitably, gaming will merge into many
other activities to make consumers’ lives more
well-rounded and enjoyable.
Today’s games will not disappear as new types of games
emerge in the future. Rather, new and innovative types
of games will complement today’s games. Nevertheless,
most games will make use of new technology and appeal
to evolving consumer interests and behaviors. We will
see more advanced games that are played while mobile.
Gamification solutions that are both absorbing and
socially advanced, and the utilization of both sensors
and wearable devices will intensify the experience.
If consumers are to adopt this new way of gaming, their
experience must be seamless and without disruption.
Games should be easy to access, with the possibility to
share the experience, but still giving users the freedom
to choose when, where and what to play.
You just need a screen and
an interactive control. All the
other things will be streamed.”
Erica Kato Marcus, Head of
Experience Planning, Sony Mobile
Communications
Glasses or wrist watches
will help make the gaming
experience more connected
to the rest of the world and
the people around us.”
Female, 30, US
Expanding the
gaming experience
EAB-14:012036 Uen
© Ericsson AB 2014
Ericsson
SE-126 25 Stockholm, Sweden
Telephone +46 10 719 00 00
www.ericsson.com
Ericsson is a world-leading provider of communications technology
and services. We are enabling the Networked Society with efficient
real-time solutions that allow us all to study, work and live our lives
more freely, in sustainable societies around the world.
Our offering comprises services, software and infrastructure within
information and Communications Technology for telecom operators
and other industries. Today 40 percent of the world’s mobile traffic
goes through Ericsson networks and we support customers’
networks servicing more than 2.5 billion subscribers.
We are more than 110,000 people working with customers in more
than 180 countries. Founded in 1876, Ericsson is headquartered
in Stockholm, Sweden. In 2013 the company’s net sales were SEK
227.4 billion (USD 34.9 billion). Ericsson is listed on NASDAQ OMX,
Stockholm and NASDAQ, NewYork stock exchanges.
The content of this document is subject to revision without
notice due to continued progress in methodology, design and
manufacturing. Ericsson shall have no liability for any error or
damage of any kind resulting from the use of this document.

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Ericsson ConsumerLab: Games move towards connected future

  • 1. CONSUMERLAB New ways to play games Exploring changing video gaming behaviors An Ericsson Consumer Insight Summary Report March 2014
  • 2. 2  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES the voice of the consumer Ericsson ConsumerLab has close to 20 years’ experience of studying people’s behaviors and values, including the way they act and think about ICT products and services. Ericsson ConsumerLab provides unique insights on market and consumer trends. Ericsson ConsumerLab gains its knowledge through a global consumer research program based on interviews with 100,000 individuals each year, in more than 40 countries and 15 megacities – statistically representing the views of 1.1 billion people. Both quantitative and qualitative methods are used, and hundreds of hours are spent with consumers from different cultures. To be close to the market and consumers, Ericsson ConsumerLab has analysts in all regions where Ericsson is present, which gives a thorough global understanding of the ICT market and business models. All reports can be found at: www.ericsson.com/consumerlab METHODOLOGY This ConsumerLab report explores the video gaming experience, and does not include board games, gambling or any other type of non-video gaming activities. Quantitative Sample consists of ~8,000 respondents from Brazil, the US and South Korea, aged 15-69. [Ericsson ConsumerLab, Analytical Platform 2013] Qualitative Online interviews with 60 gamers (20 per country) in the US, South Korea and Brazil. All surveyed consumers were above 15 years of age. Respondents were divided into four gaming groups, based on which device they use and how often: > Fixed devices often > Both fixed and mobile devices > Mobile devices often > Mobile devices occasionally Market overview The three different markets have all reached different levels of gaming maturity. South Korea has reached high gaming maturity. However, the US and especially Brazil have not yet reached the same level of maturity. Brazil: Mobile gaming is very common. Gaming is a much more segmented experience in this market as consumers separate time for gaming from time to be with family/friends. Gaming is considered a hobby that has its defined place, i.e. only to be played during the week, not during the weekend which should be spent offline, with family. US: Casual gaming is starting to become part of everyday life for the mainstream audience. As quality of games on smartphones and internet connectivity while out of the home improve, so too will the number of people gaming. Gaming is considered a hobby that sometimes becomes an addiction. South Korea: Professional gaming has created a sense of ‘cool’ around gaming, opening up the audience and making it more acceptable to game. Expectations for future games are high, for example, sensory control, virtual reality and wearable technology. Expert interviews were also conducted to gain industry insights: > Amandine Durey, Head of Viagame > Erica Kato Marcus, Head of Experience Planning, Sony Mobile Communications Annika Waern, Professor, Uppsala University Isabelle Ewert, Site and Marketing Manager, Viagame Jacob Navok, Director of Business Development, Square Enix Joel Dinegrim, Senior QA, Rovio Marcus Lysen, Technical Manager, Viagame Patrick Liu, Creative Director, Rovio Pim Holfve, CEO, Expansive Worlds Ryan Lockwood, Director of Knowledge Management, ATT Andrew Bowell, Head of Product Management, Havok Plus three additional gaming industry and academia experts contents key findings 3 Transforming behaviors 4 New ways to play 6 Gamification 7 Not all fun and games 8 Stability above speed 9 cloud gaming opportunities 10 Expanding the gaming experience 11 USA BRAZIL SOUTH KOREA
  • 3. ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 3 A GAME CHANGER The profile of a gamer is changing – Out of the respondents for this study, 85 percent in South Korea, 75 percent in the US and 53 percent in Brazil play fixed or mobile games. [ConsumerLab Analytical Platform 2013] The world of gaming is transforming and will spread into new aspects of people’s lives – It is not only technology driving the change, but also a growing interest for games as their social acceptance increases – As games become more commonplace, consumers are becoming used to gaming elements.This will drive the uptake of gamification into other areas, such as learning and personal development Apart from getting rewards, the key drivers for playing games are game immersion, i.e. to experience and concentrate on a specific game, and socialization, i.e. to play with or against others – In order to enhance these areas, consumers are motivated to acquire new devices and genres of games Similar to other media industries, gaming will shift towards internet-centric media experiences – This will give birth to new gaming services and business models, enabled by digital distribution, streaming and by collecting and analyzing personal information Stability and reliance are more important than bandwidth when it comes to the network for gaming – The number one pain point for gamers is disruption of the seamless experience. To offer the best experience, game developers ensure data packages are as small as possible.The loss of data or a connection remains a challenge Key findings As more people and devices become connected, all industries – and in particular the media – are being transformed in one way or another. Consumers’ media consumption patterns and the services and devices available are constantly evolving. This is being fueled by shifting consumer demands and requirements as well as innovative services and technologies opening up new possibilities. How we experience and interact with entertainment content is being reshaped. For instance, our TV and video viewing habits are shifting. With the exception of live events, which people choose to watch together at a designated time, being forced to plan our day around TV schedules is a thing of the past, along with buying or renting movies in physical formats. Today digital content and cloud services enable consumers to stream and download what they want, when they want and wherever they want. In this respect, the gaming industry is no different – new user expectations and changing gaming habits are emerging symbiotically with developments in technology. However, a major difference is that the gaming industry, in comparison to other media industries, has for a long time battled with a social stigma around its products, which has affected its development. Looking ahead, games will continue to evolve and spread across industries, increasing their impact on society overall. There are opportunities, also for companies outside the gaming industry, to utilize games and provide consumers with new and improved experiences – today and in the future. The gaming industry is being transformed
  • 4. 4  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES Anyone can be a gamer. Our research showed that, of our respondents, 85 percent in South Korea, 75 percent in the US and 53 percent in Brazil play fixed or mobile games. There is an even split between males and females, but with slightly more male gamers in Brazil. 50 percent of gamers in the US were over 34 years old, whereas in South Korea 50 percent were over 40. In Brazil almost 60 percent of the gamers were under 30 years old [Ericsson ConsumerLab, Analytical Platform 2013]. Consumers play different games for different reasons and the choice of how to play is as diverse as the people playing. This shows that playing video games has really become a mainstream activity. It has not always been like this. Gamers have struggled with the social stigma of the activity being only for a techy subgroup, and often seen as uncool and lonely. This is coming to an end as games are reaching a larger audience, thanks in part to services and devices that have targeted a more mainstream audience. Games are appearing in a variety of different forms and more people are interested in playing new or different types of games. Sitting in public playing a game is becoming much more common. While different gamers have different profiles, the motivation for playing can be grouped into three categories. A person may focus on a game very closely when playing, concentrating on the experience, challenge and the pleasure – we call this game immersion. Another driver is to earn rewards or reach a goal, such as to kill time or reach a new score. Lastly, games are played as a means of socializing and interacting with other people. The reward driver is most commonly used for games, ranging from simple to advanced. Even the simplest games can be played in order to just get a new badge, or earn a few points while passing time. Important to understand is that the two other motivation areas, immersion and socializing, are enhancing the motivation to play for rewards. For instance, it is much more stimulating and satisfactory to play the same game if you are competing against another person, not only a computer. The same is true if the game is an experience in itself, with a good story, music or challenge that lets the player really concentrate on the experience of the game. Consumers play games in various situations and contexts depending on the game and situation. Described on the following page are the four main contexts in which people game, although they do not exist in isolation – contexts can overlap. As shown in Figure 1 these gaming contexts can take place in a variety of locations throughout the day. Transforming behaviors Game immersion rewards SOCIAL Playing games for stimuli Playing to reach an aim or achieve a goal Playing games as a means of interacting with other people
  • 5. F M A S F M A S F M A S A S F M Fixed gaming F Mobile gaming M Advanced games ASimple games S ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES  5 Social interaction There are two main reasons to socialize through games. First, socializing can enhance the gaming experience, such as when players collaborate in a game or discuss the game they are playing together. Secondly, games can also be used as a social communication channel, for instance, enabling people to catch up with friends. This makes socializing the main goal, and the game secondary. Me time Games can be played as a way to relax and be entertained after a long day. This type of gaming is often planned and takes place for a prolonged amount of time, for instance during the weekend, or at home in the evening. The motivation for playing games during me time is often to experience ‘game immersion’. Source: Ericsson ConsumerLab, New ways to play games, 2014 Source: Ericsson ConsumerLab, New ways to play games, 2014 Figure 1: Different gaming contexts in the day; quick and social games sessions take place throughout the day WORK COMMUTE BREAKCOMMUTEHOME HOME Free time and social interaction are the most common gaming contexts throughout the day Me time, the context that demands most time and often is planned, mainly occurs during the evening at home Figure 2: Development of gaming contexts; arrows indicate how the different gaming contexts are likely to expand in the future, based on interviews with experts and consumers Figure 2 illustrates how the different gaming contexts are likely to develop further. The x-axis shows whether the gaming session is carried out at a fixed or a mobile place. The y-axis represents whether the game is advanced or simple. For all contexts there is an arrow showing where the current development is oriented. Behind the transformation lies technology development, such as improved internet connectivity and better devices, as well as a new consumer interest for games. Today there are few games located in the area for mobile advanced games. In the coming years, games will be more common for this context. Smartphones are one key to this transformation as they have made it easier to play games – especially outside of the home. Free time Increasingly, games are used to fill time, such as playing a quick game on the phone while waiting for an appointment, or taking a break between chores. This type of gaming session is often spontaneous, and varies in duration. Often games only offering rewards, not the other two drivers for playing, can be found in this context. Commuting Playing games on the move, for instance while commuting on the subway, has become more common. Just like in the free time gaming context, games only offering rewards as motivations are common here.
  • 6. 6  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES New ways to play Advances in new devices and services and greater network performance are helping to support the evolution of gaming habits and behavior. Consumers have a greater choice when deciding what device to use. Today’s platforms include PCs or laptops, mobile and fixed game consoles, and different mobile app-based devices such as smartphones and tablets. Even though most devices can be found within all gaming contexts – apart from while commuting – the actual choice of game and device is affected by context and gaming drivers. Using a smartphone to game during free time or while commuting is very common. Gaming for socialization encourages the use of a device that offers a good social experience, while advanced me time gaming might require a very powerful device. It is not only the mobile context that is evolving. Fixed devices will still have a place in the future gaming world. These devices will be favored for advanced, immersive games, particularly by consumers that invest in gaming as a hobby.This is due to advances in hardware, such as larger, higher quality screens, improved sound and more responsive controllers. In the future, as wearable devices, such as connected watches become more commonplace, we will see games take advantage of this and enable players to interact with their surroundings. This could also encourage more immersive gaming experiences for both fixed and mobile gaming. Especially in South Korea, consumers express hopes about future gaming becoming a more immersive experience, using virtual reality, holograms, and wearable technology. A new kind of continuous cross-media experience that spans devices and channels is emerging. One of those experiences could for example mix ingredients from a game, a TV show, betting and social forums to build one common experience. Cross-media experiences raise the most confusion amongst consumers. This was also mentioned during the expert interviews as one of the main barriers for cross-media games. The successful cross-media experience will need to address this barrier and show clear benefits in order to reach a broader audience. My ideal gaming scenario would be a 4D gaming experience that fully immerses me.” Female, 28, US immersive mobile gaming will become more common
  • 7. ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 7 Going mainstream Gaming on smartphones and tablets has driven the gaming industry forward. One of the reasons for doing so is that games on smartphones and tablets today address all drivers for playing, i.e. immersion, rewards and socialization, whereas previous games on mobile phones only offered rewards. Also, smartphone games can now be easily found and downloaded through app stores, whereas before consumers mainly played pre-installed games. As gaming becomes more common, it is starting to influence other areas and activities. Gamification is the use of game elements and features in non-game contexts to engage consumers. The method has been used for decades, but as a phenomenon it has grown rapidly during recent years, enabled by new services and devices. However, many of these applications have been focused on simply trying to increase sales or to reach consumers in new ways, for example rewarding consumers with points or air miles for buying products and services. Just like the games played on the mobile phone before the smartphone, these initiatives only address the reward aspect of the gaming drivers. Initiatives that address all of the motivations for playing games – immersion, rewards and socializing – are more likely to have a greater effect and offer better experiences. Many of the respondents we asked were open to introducing gaming elements into other aspects of their lives. However, gamification should not be forced – not all aspects of life should be subjected to it. The most important underlying factor of all gaming is choice, and this cannot be taken away from consumers. There is potential for gamification to enter even more areas of our lives in the future, for example to increase employee performance, aid education and for personal development. The openness towards games and the use of game mechanics will spread to other industries, and this will become expected by consumers who are used to gaming mechanics. What is gamification? Cinema park café shops Gamification Gamification applies gaming elements or mechanics to other areas and activities.The popular app Foursquare is an example of this phenomenon.The service allows users to check-in at different places, such as pubs and restaurants.The user can compete with friends to earn points and badges by completing certain tasks. Within education and especially for children, there is a lot of potential and usage for gamification.” Patrick Liu, Creative Director, Rovio I think gamification is actually really cool and it would promote a lot of customer participation.” Male, 21, US
  • 8. 8  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES Not all fun and games The main pain point for gamers is the interruption of the seamless experience. This could be anything from technical issues to in-game disturbances such as advertisements that disrupt the gaming experience. This is especially true during me time gaming. Other aspects that can reduce the enjoyment of playing a game are battery issues, low responsiveness, bad graphics, sound quality or story, and fears of using up or being charged for exceeding data allowances. There are social complications that can affect playing. Gamers complain about other players if they demonstrate poor sportsmanship or behavior. Distractions can also come from outside the gaming area, such as phone calls or interruptions from people who are not playing. All of these have a negative effect on the consumer experience, and may very likely influence players to choose other activities instead of gaming. Social concerns Even if the social acceptance is growing, a stigma still exists in some markets. This is especially true in Brazil where consumers mentioned concerns about gaming taking over consumers’ lives and becoming a harmful addiction, making it difficult for children to form close relationships. When my internet connection fails or does not work, there is no way to play.” Male, 29, Brazil Device issues Data charges Social distractions Game quality Pain points Network issues I’m alone, in a dark room, volume up high. As cliché as it is, I want to be as immersed as possible in the game. Male, 34, US
  • 9. ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 9 Overall, the network is becoming increasingly important to the entire lifecycle of gaming – from purchasing to playing against opponents and downloading updates. As soon as a game requires an internet connection while playing, the network quality affects the consumer experience of the gaming session. A poor connection is a pain point for gamers when playing online because it interrupts gameplay and takes away the required seamless experience. Consumers argue that this is especially troublesome when playing with others online. According to the Entertainment Software Association in the US, 62 percent of gamers play games with others, either in-person or online. There is great opportunity for improving connectivity when commuting, which is becoming a more common gaming context. Consumers say that they are least satisfied with network performance when mobile, such as on a commuter train. It is still not possible to play more advanced connected games today due to a lack of predictable connectivity and a lack of capable devices. As commuting is a common context for playing games, this will put demands on the stability of the connectivity. Internet stability Consumers and experts agree that the stability of the internet connection is very important. Consumers see interruptions as the main pain point for gaming. Game developers want to bring consumers the best possible experience, and therefore minimize the amount of data sent over the network. Therefore, it is not bandwidth, but rather stability, that is important to ensure the experience today. We are dependent on great network performance. If the network goes down, players suffer and they usually blame us.” Pim Holfve, CEO, Expansive Worlds Stability above speed I hate playing a game that requires a data/service connection and then the service drops and the game freezes, or I lose points because of it.” Female, 27, US network is central to the entire lifecycle of gaming
  • 10. Games go streaming In our interviews with both consumers and industry experts, many talked about potential benefits for gaming services to be streamed. A large number of consumers recognize the benefit of no longer relying on a specific powerful device. Other benefits that came up, particularly in relation to fixed gaming, are: 1 Being able to access games across all platforms at any time 2 Instant access, no waiting and no need to install 3 No need to pay for expensive gaming-centric devices Several experts from the gaming industry also mentioned the benefits of being able to offer consumers a better experience when games not only have to rely on the processing power of the device. They also highlighted the benefit of not having to build new versions of the game for every different platform, and to be able to offer more personalized services for consumers by using big data. However, both consumers and experts agree that the success of this type of cloud-based gaming relies heavily on a consistent and stable internet connection. Changing business models Experts believe that a shift to cloud gaming and digital distribution will further decrease distribution costs, enable new business models and lead to new opportunities, services and revenue streams. Apart from charging for new services, offerings and game related content in or outside the game, revenue will also come from personalized advertising. Today, the most noticeable business model, especially for mobile games, is in-app purchases. This is a way of allowing consumers to pay as much as they want. Still, when talking to experts in the gaming industry some point out the flaws with the model. The problem with the business model lies in providing options where consumers pay out of interest and not frustration. Most consumers do not want to pay, which was a clear trend amongst the consumers within this study. Therefore the provider of the game ends up having to rely on a few people to pay a lot. Several experts mentioned advertising as a potential and more sustainable business model. Today, the advertising business model is underutilized and one of the problems is how to integrate it. Consumers mention advertising as being intrusive, especially if it disturbs the seamless experience of the game. One way of making it more attractive is by making the ads more personalized and relevant to the consumer. Of course, the personal information used to customize ads must be treated with the consumers’ privacy in mind. 10  ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES Cloud gaming opportunities As long as we have a fast network system, cloud gaming is very conceivable.” Male, 19, South Korea When we are able to say now you have the power of hundreds of CPUs and GPUs at your disposal, and we can create radical new types of games – that is when you will see a growth in cloud gaming.” Jacob Navok, Director of Business Development, Square Enix
  • 11. ERICSSON CONSUMERLAB NEW WAYS TO PLAY GAMES 11 In the future consumers will continue to play in the four different contexts, driven by various motivations. However, playing a game will no longer only be a deliberate activity. Gaming will also be seamlessly integrated into everyday activities. This will increase the appeal of certain activities, such as exercising and education. Inevitably, gaming will merge into many other activities to make consumers’ lives more well-rounded and enjoyable. Today’s games will not disappear as new types of games emerge in the future. Rather, new and innovative types of games will complement today’s games. Nevertheless, most games will make use of new technology and appeal to evolving consumer interests and behaviors. We will see more advanced games that are played while mobile. Gamification solutions that are both absorbing and socially advanced, and the utilization of both sensors and wearable devices will intensify the experience. If consumers are to adopt this new way of gaming, their experience must be seamless and without disruption. Games should be easy to access, with the possibility to share the experience, but still giving users the freedom to choose when, where and what to play. You just need a screen and an interactive control. All the other things will be streamed.” Erica Kato Marcus, Head of Experience Planning, Sony Mobile Communications Glasses or wrist watches will help make the gaming experience more connected to the rest of the world and the people around us.” Female, 30, US Expanding the gaming experience
  • 12. EAB-14:012036 Uen © Ericsson AB 2014 Ericsson SE-126 25 Stockholm, Sweden Telephone +46 10 719 00 00 www.ericsson.com Ericsson is a world-leading provider of communications technology and services. We are enabling the Networked Society with efficient real-time solutions that allow us all to study, work and live our lives more freely, in sustainable societies around the world. Our offering comprises services, software and infrastructure within information and Communications Technology for telecom operators and other industries. Today 40 percent of the world’s mobile traffic goes through Ericsson networks and we support customers’ networks servicing more than 2.5 billion subscribers. We are more than 110,000 people working with customers in more than 180 countries. Founded in 1876, Ericsson is headquartered in Stockholm, Sweden. In 2013 the company’s net sales were SEK 227.4 billion (USD 34.9 billion). Ericsson is listed on NASDAQ OMX, Stockholm and NASDAQ, NewYork stock exchanges. The content of this document is subject to revision without notice due to continued progress in methodology, design and manufacturing. Ericsson shall have no liability for any error or damage of any kind resulting from the use of this document.