STOCKHOLM -- As more people and devices become connected, industries are being transformed, and the digital gaming industry is no different. It is changing like never before, according to a new Ericsson ConsumerLab report called "New ways to play games." Gaming has become more socially acceptable as a mainstream form of culture and consumers are looking for game immersion and socialization. This leads to a desire for devices and tools to be continuously improving, offering new, enhanced gaming experiences.
"The introduction of very personalized, app-based, multi-purpose devices such as the smartphone has enabled gaming to reach a much wider audience," says Niklas Heyman Ronnblom, Senior Advisor at Ericsson ConsumerLab. "Many of today's games are leveraging internet connectivity to add more aspects such as multiplaying. As this continues to develop further it will stress the importance of improved coverage, performance and reliability. Any interruptions to the gaming experience are a great source of frustration."
This report is based on online interviews with 60 gamers (20 per
country) in the US, South Korea and Brazil, 8000 online respondents from Brazil, US and South Korea (Ericsson ConsumerLab, Analytical Platform 2013) and 13 interviews were made with industry and academic experts.
Interesting findings in the report were as follows:
The profile of a gamer is changing. Our research showed that 85 percent
in South Korea, 75 percent in US and 53 percent in Brazil of respondents
play fixed or mobile games. (Ericsson ConsumerLab analytical platform,
age 16-59). There is an even split between males and females, slightly
more male in Brazil. 50 percent of the gamers in 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.
It is not bandwidth that is the most important aspect of the network
quality for gaming, but rather the stability and reliability. The number
one pain point for gamers is disruption of the seamless experience
As games become more commonplace, consumers are becoming used to gaming
elements. This will drive uptake of gamification into other areas, such
as learning and personal development.
Light Reading is spending much of this year digging into the details of how automation technology will impact the comms market, but let's take a moment to also look at how automation is set to overturn the current world order by the middle of the century.
Understanding the full experience of women in technology requires starting at the collegiate level (or sooner) and studying the technologies women are involved with, company cultures they're part of and personal experiences of individuals.
During this WiC radio show, we will talk with Nicole Engelbert, the director of Research & Analysis for Ovum Technology and a 23-year telecom industry veteran, about her experiences and perspectives on women in tech. Engelbert covers infrastructure, applications and industries for Ovum, but she is also involved in the research firm's higher education team and has helped colleges and universities globally leverage technology as a strategy for improving recruitment, retention and graduation performance.
She will share her unique insight into the collegiate level, where women pursuing engineering and STEM-related degrees is dwindling. Engelbert will also reveal new, original Ovum research on the topics of artificial intelligence, the Internet of Things, security and augmented reality, as well as discuss what each of those technologies might mean for women in our field. As always, we'll also leave plenty of time to answer all your questions live on the air and chat board.