40% of US Gamers are Women

In the Entertainment Software Association's 2008 report...

Audience Sample:

1,200 nationally representative households identified as owning either or both a video game console or a personal computer used to run entertainment software

Notable Stats:
  • 65% of American households play computer or video games
  • 35 is the average game player age
  • 26% of gamers were over the age of 50 (in 2008)
  • 13 years is the average number of years adult gamers have been playing computer or video games
Best Selling Video Game Genres, 2007:
  • 22.3% Action
  • 17.6% Family entertainment
  • 14.1% Sports
  • 12.1% Shooter
Best Selling Computer Game Genres, 2007:
  • 33.9% Strategy
  • 18.8% Role-playing
  • 14.3% Family entertainment
  • 11.6% Shooter
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So, how is this relevant to marketing? CRM strategy is one aspect that comes to mind. It is a marketer's ability to define, track, and market to specific demographic sets of customers who frequently buy certain game genres. Customer relationship management, CRM, is more than just a collection of people who bought your products and services at some point. A few challenges exist for anyone entering or playing in this industry:

- to create a substantial revenue stream of recurrent purchases from new or existing customers
- to maximize ad and marketing spends in the promotion of sales
- to anticipate what customers want to play next based on purchase behavior

A good CRM system helps marketers keep the customers populations in the right buckets, and by doing so, we're able to direct appropriate messaging and content to those customers. Just having software in place isn't going to tell you how or where to market, that's what marketers are for.