NPD: DLC on Consoles Downloaded by Just 6% of Consumers - IndustryGamers
I like how the analyst just makes up some bullshit.
The fact of the matter is console gamers don't like paying $60 for what was supposed to be a full game and then have to pay more just to get the full experience. It looks like bullshitting the consumer isn't very profitable, so perhaps they should just stop trying to pretend they're doing it to combat piracy or whatever other nonsense they want to cook up.
Go back to releasing complete games, guys. Its not that hard.
While many people live in a very connected age, and certain hardcore gamers love being able to download new content and whole new games, there's a whole swath of mainstream consumers who don't download much at all. A new report from The NPD Group, "The Connected Experience: Building a Bridge Between Devices & Content," shows that "there is a large and untapped market for devices that offer connected capabilities and the digital content played on those devices."
The report found that 75 percent of U.S. consumers (age 13 and older) did not connect or download content in the previous three months, and only 6 percent downloaded with a video game console, compared to 15 percent who connected and downloaded content via PC or Mac; also, 4 percent connected via smartphone, and 2 percent connected via a Blu-ray player or a digital video player, like Apple TV or Roku.
NPD said that devices with online services like Xbox Live and Amazon's Kindle store "are driving content associated with particular types of devices, but owners are consuming more general content, as well; for example, smartphone platforms are increasingly accessing a range of media services, from games to music to video to productivity apps."
"Discoverability, driven by a rich user experience, is key to content exposure," commented Anita Frazier, industry analyst for toys and video games for NPD.
"Today's gamer might be a hard-core teen-ager playing games online with his friends, a 40-something female playing Farmville on Facebook, or everything on either side of that spectrum," Frazier continued. " We would not have seen this type of audience diversification and expansion if it weren't for connected Internet, smartphone, and online gaming options."
The report found that 75 percent of U.S. consumers (age 13 and older) did not connect or download content in the previous three months, and only 6 percent downloaded with a video game console, compared to 15 percent who connected and downloaded content via PC or Mac; also, 4 percent connected via smartphone, and 2 percent connected via a Blu-ray player or a digital video player, like Apple TV or Roku.
NPD said that devices with online services like Xbox Live and Amazon's Kindle store "are driving content associated with particular types of devices, but owners are consuming more general content, as well; for example, smartphone platforms are increasingly accessing a range of media services, from games to music to video to productivity apps."
"Discoverability, driven by a rich user experience, is key to content exposure," commented Anita Frazier, industry analyst for toys and video games for NPD.
"Today's gamer might be a hard-core teen-ager playing games online with his friends, a 40-something female playing Farmville on Facebook, or everything on either side of that spectrum," Frazier continued. " We would not have seen this type of audience diversification and expansion if it weren't for connected Internet, smartphone, and online gaming options."
The fact of the matter is console gamers don't like paying $60 for what was supposed to be a full game and then have to pay more just to get the full experience. It looks like bullshitting the consumer isn't very profitable, so perhaps they should just stop trying to pretend they're doing it to combat piracy or whatever other nonsense they want to cook up.
Go back to releasing complete games, guys. Its not that hard.
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