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Title: Adventure
Game Industry Market Research Summary
Source: Ryan Dancey (WotC's Vice
President), February 7th, 2000
NOTICE:
The following material is copyrighted as indicated in the body of text.
It has been posted to this web page for archival purposes, and in doing
so, no claim of authorship is expressed or implied, nor is a profit being
made from the use of the material.
Adventure Game Industry Market
Research Summary
Version: (RPGs) V1.0
Release Date: February 07, 2000
Summary prepared by:
Ryan
S. Dancey
Vice President, Wizards
of the Coast
Brand Manager, Dungeons & Dragons
* * * * *
Permissions: This file is Copyright
2000, Wizards of the Coast. This file may be freely redistributed or quoted
in whole or part, provided that this attribution remains intact.
* * * * *
Methodology: Wizards of the Coast
regularly surveys various aspects of the adventure gaming channel; distributors,
retailers and consumers to better understand their preferences, concerns,
and needs. That data is regularly reviewed and distributed internally to
senior management. The contents of this file are excerpts from those sources;
the source materials themselves are confidential internal documents and
are not available to the public. You have my assurances that to the best
of my ability, the information presented in this document represents a
fair and accurate representation of the data.
Sources: The primary source is a
market segmentation study conducted in the summer of 1999. No confidential
information provided by non-Wizards companies was used in the preparation
of this report.
Exclusions: The internal information
gathered by Wizards is considered an important competitive advantage. Therefore,
not all the information available to Wizards is incorporated in this document,
and there may be areas where substantial, significant information is purposefully
not included. An effort has been made to ensure that the absence of any
portion of this confidential information would not render the material
provided herein inaccurate or invalid.
Pokemon Effect: As this study was
conducted just as the Pokemon TCG phenomenon was gathering speed. For this,
and several internal reasons, I have elected not to present information
on the TCG component of the industry at this time.
Updates: From time to time, I intend
to revise and update this file to reflect our ongoing efforts to understand
the industry. When an update occurs, the version number of the document
will be changed, as will the 'release date'. Interested parties can write
to me at ryand@frpg.com to request
an up to date copy of this document.
* * * * *
Section 1: The Segmentation Study
Since so much of this data is derived from
the ’99 Segmentation Study, it is important that the reader understand
how this data was gathered.
For the purpose of the 1999 study, the
following methodology was employed:
A two phase approach was used to determine
information about trading card games (TCGs), role playing games (RPGs)
and miniatures wargames (MWG) in the general US population between the
ages of 12 and 35. For the rest of this document, this group is referred
to as 'the marketplace' or 'the market', or 'the consumers'.
This age bracket was arbitrarily chosen
on the basis of internal analysis regarding the probable target customers
for the company’s products. We know for certain that there are lots of
gamers older than 35, especially for games like Dungeons & Dragons;
however, we wanted to keep the study to a manageable size and profile.
Perhaps in a few years a more detailed study will be done of the entire
population.
Information from more than 65,000 people
was gathered from a questionnaire sent to more than 20,000 households via
a post card survey. This survey was used as a 'screener' to create a general
profile of the game playing population in the target age range, for the
purposes of extrapolating trends to the general population.
This "screener" accurately represents the
US population as a whole; it is a snapshot of the entire nation and is
used to extrapolate trends from more focused surveys to the larger market.
A follow up survey was completed by about
a thousand respondents from the 'screener'. The follow up survey is an
extensive document with more than 100 questions. The particular individuals
chosen to participate in this expanded survey represent the population,
as determined by the screener. In other words, the small detailed survey
group can be reasonably extrapolated to the larger screener group, and
the larger screener group can be logically extrapolated to the public in
general. This is a common, standard, and accepted methodology within the
market research field.
The data from the detailed survey was collated
and prepared by the Wizards market Research Department, in conjunction
with an external consulting firm. We believe that the data is a fair and
accurate representation of the hobby game consumer profile and that it
does statistically correlate with the population as a whole in the US for
the target age bracket.
* * * * *
Section 2: Basic Terms
As a part of the detailed survey, the following
terms and examples were provided to the respondents:
| Term |
Example |
| (*)Paper RPGs |
Dungeons & Dragons |
| Card Games |
Bridge, Solitaire, Uno,
Poker |
| Trading Card Games |
Magic, Pokemon |
| Word/ knowledge |
Scrabble, Trivial Pursuit |
| Puzzle computer games |
Tetris |
| Non-competitive problem
solving |
Sim City, Myst |
| Puzzle table games |
Jenga, Dominoes |
| Class board games |
Chess, Monopoly, Go |
| Action/Shooter/Arcade |
Doom, Mortal Kombat |
| Miniatures table-top fantasy/sci-fi |
Warhammer |
| Games that use miniatures |
Battletech |
| War games |
Historical |
| Simulations |
Flight/car Simulators |
| Strategy games |
Risk, Civilization |
| Social/party games |
Charades, Pictionary |
| Strategic sport simulations |
Madden, MLB |
| Other non-sport games |
N/A |
Specific questions were also designed to
separate users of 'computer Role Playing Games' vs. 'paper Role Playing
Games'.
(*) For my own purposes, I choose to
use the term 'Tabletop RPGs' in this document; the term 'paper RPGs' was
used in the study. The terms are synonyms; my choice is simply personal.
I believe that in the fairly near future 'paper' RPGs will hybridize with
computer assistance - not becoming 'computer RPGs' as that term is commonly
understood, but not being games played simply with paper anymore either.
Consider this a 'forward looking' terminology.
The term 'D&D' is used herein to describe
all flavors and types of D&D play; from old 'white box' players up
to people playtesting 3rd Edition.
* * * * *
Section 3: Basic Demographics
The study provides the following information
about the basic demographics of the tabletop RPG marketplace:
Size:
6% play or have played TRPGs (~ 5.5 million
people)
3% play monthly (~ 2.25 million people)
Gender:
19% are female (monthly players)
Crossover:
17% of the total play MWGs monthly
46% of the total play computer RPGs monthly
26% of the total play TCGs monthly
The study provides the following information
about the basic demographics of the computer RPG marketplace:
Size:
8% play or have played CRPGs (~7.3 million
people)
5% play monthly (~4.5 million people)
Gender:
21% are female
Crossover:
33% of the total play tabletop RPGs monthly
21% of the total play TCGs monthly
13% of the total play MWGs monthly
The study provides the following information
about the basic demographics of the MWG marketplace:
Size:
4% play or have played MWGs (~3.7 million
people)
2% play monthly (~1.8 million people)
Gender:
21% are female
Crossover:
37% play tabletop RPGs
40% play computer RPGs
29% play TCGs
The age breakdown of players within the
marketplace is:
| Age |
TRPG |
MWG |
CRPG |
All Gamers(*) |
| 12-15 |
23% |
27% |
23% |
11% |
| 16-18 |
18% |
17% |
16% |
7% |
| 19-24 |
25% |
24% |
23% |
13% |
| 25-35 |
34% |
32% |
37% |
29% |
(*) 'All Gamers' means people in the study
population who reported playing any of the game types monthly, not
just TCGs, RPGs, MWGs or CRPGs.
Conclusions:
1. Few 'General Gamers':
The first, most notable conclusion we
can draw from this information is that the mythical 'hobby gamer' who plays
TRPGs, CRPGs, MWGs and TCGs comprises a very, very small portion of the
total market. A minority of gamers play more than one category of hobby
game; very few play all three. The largest overlap, though still a minority,
is with CRPGs and TRPGs.
This is an exciting conclusion, because
it indicates that a company can successfully create brand in one of the
three hobby categories, and extend that brand into the other two without
significantly cannibalizing sales. In other words, the people who buy the
RPG are not likely to be the ones buying the MWG or the TCG.
2. There are 'Women in Gaming'
Second, it is clear that female gamers
constitute a significant portion of the hobby gaming audience; essentially
a fifth of the total market. This represents a total population of several
million active female hobby gamers. However, females, as a group, spend
less than males on the hobby.
3. Adventure Gaming is an adult hobby
More than half the market for hobby games
is older than 19. There is a substantial 'dip' in incidence of play from
16-18. This lends credence to the theory that most people are introduced
to hobby gaming before high-school and play quite a bit, then leave the
hobby until they reach college, and during college they return to the hobby
in significant numbers.
It may also indicate that the existing
group of players is aging and not being refreshed by younger players at
the same rate as in previous years.
Section 4: The Role of Computers
There is an intense, ongoing discussion
between publishers and customers about the use of computers and the interaction
between computer game play and adventure game play. The market research
study presented some revealing insights into this ongoing debate.
Internet Gaming: 51% of the TRPG
players report that they have ever played a game on the internet. 28% report
that they play an internet game monthly.
% Who want to buy software to help manage
game and speed up combat: 52%
% Who want to play D&D over the internet
with others: 50%
% Who read newsgroups, mailing lists and
web sites: 37%
% Who currently play with computer assistance:
42%
What computer do gamers use?
Wintel Platform: 63%
Macintosh Platform: 9%
(The question was essentially "What platform
have you used in the last month", and 'none' was an option, probably accounting
for the missing percentage.)
What’s sitting at home?
Wintel Platform: 54%
Macintosh Platform: 7%
Three quarters of the sample use the Internet
at least once a week, but only two thirds have access from home.
"Who plays electronic games?"
|
Computer |
Console/
Handheld |
Both |
| Average Age: |
26 |
23 |
20 |
Education
|
Computer |
Console/
Handheld |
Both |
| % 6th-8th: |
5 |
20 |
27 |
| % 9th-12th: |
23 |
52 |
37 |
| % College: |
53 |
26 |
31 |
| % Post Grad: |
20 |
2 |
5 |
Marital Status
|
Computer |
Console/
Handheld |
Both |
| % Single: |
52 |
65 |
76 |
| % Partnered: |
46 |
29 |
22 |
Games electronic gamers play monthly:
|
Computer |
Console/
Handheld |
Both |
| % TRPGs: |
72 |
54 |
57 |
| % CRPGs: |
44 |
21 |
50 |
| % Puzzle Comp: |
39 |
41 |
49 |
| % Classic Board: |
39 |
48 |
44 |
| % Action/Shooter: |
32 |
55 |
61 |
| % Simulations: |
25 |
36 |
40 |
| % Strategy Games: |
26 |
26 |
32 |
One conclusion we draw from this data is
that people who play electronic games still find time to play TRPGs; it
appears that these two pursuits are 'complementary' or 'noncompetitive'
outside the scope of the macroeconomic 'disposable income' competition.
* * * * *
Section 5: Tabletop RPG Business
We asked questions of people who play TRPGs
to get a better and more detailed picture of that category. This section
explores some of that data.
The market research study provides some
useful information on the games TRPG players play when they’re not role
playing:
51% play a non-TCG card game monthly
43% play a puzzle computer game monthly
43% play a classic board game monthly
58% play an 'action/shooter' computer
game monthly
41% play a 'simulation' computer game
monthly
The least played game types were:
26% play a TCG monthly
24% play a puzzle table game monthly
17% play a MWG monthly
17% play a social/party game monthly
When asked how likely a person was to be
the DM/GM, the responses were:
2+ Sessions as DM/GM: 47%
Don’t DM/GM: 41%
When asked to describe a variety of past
game experiences, the market provided the following data:
Used detailed tables & charts: 76%
Included Miniatures: 56%
Used 'rules light' system: 58%
Diceless: 33%
Combat Oriented: 86% (*)
Live Action: 49%
House Rules: 80%
(*) Looked at in reverse, this interesting
answer tells us that 14% of the gamers who play an RPG have never played
a combat oriented RPG.
Of the people who reported playing a TRPG,
we further screened for people who played D&D and asked those individuals
some more detailed questions. This data comes from people who have played
D&D, not necessarily those who play monthly.
| Age: |
<12 |
12-15 |
16-18 |
19-24 |
25 |
| Learned D&D: |
23% |
41% |
15% |
12% |
9% |
* * * * *
One conclusion we drew from the data was
that if a player had played longer than one year, the chances they would
play another year were greater than if they had not yet been playing for
a full year. In fact, the longer a person plays, the higher the chance
they will stay in the game; in other words, players are less likely
to quit playing D&D the longer they play, not more likely.
|
<1 Year |
1-5 Years |
>5 Years |
| Expect another Year: |
40% |
75% |
88% |
We asked what the frequency of play was:
|
Total D&D |
<1 Year |
1-5 Years |
>5 Years |
| Monthly: |
7.2 |
4.9 |
13.2 |
5.9 |
So we see that the longer a player is in
the game, the fewer times per month they play after the 5th year. Once
the 'acquisition' period (1st year) has passed, frequency of play accelerates
tremendously, then drops. One explanation for this fact may be that since
acquisition happens most often at age 15 or less, 'new players' may have
a lot of time available for gaming, but as they age, they have less time
per month to play.
We looked at a few other questions based
on how long a person had been playing the game:
|
Typical
Session
5+ Hours |
4 or More
Gamers In
Group |
Average Sessions
before Restart
(New Characters) |
| Total |
28% |
62% |
15.4 |
| <1 Year |
10% |
48% |
8.8 |
| 1-5 Years |
14% |
60% |
12.9 |
| (*) >5 Years |
42% |
71% |
19.6 |
(*) Remember that frequency of play
is down sharply for these gamers
This data tells us that the longer a person
plays the game, the longer the game sessions get, the more people play
in the game, and the longer the game progresses before a character restart.
In fact, if you look at the >5 year group, you realize that the big jump
in long sessions and in average sessions before a restart means that the
5+ year gamers are playing the same characters, on average, vastly longer
than anyone else.
One conclusion might be that it takes 5
years for a player to really master the system and really figure out what
kind of character that player likes to play.
The following financial figures are for
TRPG players in general (D&D information, where available, is provided
as well)
This data seems to validate the theory
that young gamers, while very active, don’t spend a lot of money. (The
following data is reported by for RPG expenditures) The big dollars come
from adults...
Total spending by age:
12-17: $297
18-24: $850
25-25: $2,213
And, the longer they stay in the category,
the greater their total outlays...
Play <1 Year: $116
Play 1-5 Years: $562
Play >5 Years: $2,502
And if they can be induced to become
a DM/GM, expenditures skyrocket.
Will DM/GM: $2,048
Will not DM/GM: $401
Some breakouts for the D&D population
in particular...
Total D&D spending by age:
12-17: $164
18-24: $443
25-35: $1,642
Monthly D&D spending by age:
12-17: $10
18-24: $12
25-35: $14
Total D&D spending by time in game:
<1 Year: $123
1-5 Years: $338
>5 Years: 1,756
Monthly D&D spending by time in
game:
<1 Year: $7
1-5 Years: $22
>5 Years: $16
(Interesting note: Monthly spending
in the first five years after adoption of the game is higher than the spending
beyond that point - though the older, longer gamer plays the game more,
they spend less. This may relate to the frequency of a character/game restart.)
D&D DM willingness effect on expenditures:
Will DM: $1,444 total / $21 monthly
Will not DM: $187 total / $7 monthly
(Interesting note here: Even people
who don’t DM buy a heck of a lot more than just a PHB...)
Effect of miniatures addition to RPG
mix:
Few miniatures owned/used: $139 total
RPG spending
Many minis owned/used: $4,413 total RPG
spending
We found that players who were 'lapsed'
- reported that they had played TRPGs but were not currently doing so;
had spent more money than the current players, and had played more different
games monthly - but interestingly, they had spent less money, on average,
on D&D than players who were 'current'. (Current/Lapsed)
Mean RPG Spending: $1,273 / $1,667
Mean Total D&D Spending: $895 / $599
Number RPGs Played: 2.2 / 3.3
One conclusion that could be drawn from
this data is that gamers who don’t like D&D will spend a lot of money
and try a lot of systems to find something they do like before they quit.
Gamers who like D&D will spend less money and try fewer systems, but
will spend more on D&D than those who don’t.
When asked why a gamer lapsed, the answers
(multiple choices allowed) were:
Got too busy with other things: 79%
Too few people to play with: 63%
Not enough time to play: 55%
Found a game I liked better: 38%
Unhappy with the game and the rules: 38%
Cost too much money: 32%
Burnt out from frequent play: 29%
Getting back to the people still playing
the games, when asked what games TRPG players play monthly, the answers
(multiple choices allowed) were:
D&D: 66%
Vampire: The Masquerade: 25%
Star Wars: 21%
Palladium: 16%
Werewolf: The Apocalypse: 15%
Shadowrun: 15%
Star Trek: 12%
Call of Cthulu: 8%
Legend of the Five Rings: 8%
Deadlands: 5%
Alternity: 4%
GURPS: 3%
When asked to describe aspects of their
games, on a scale from 1 to 5, answers were (normally/rarely):
Create Own Adventures: 42% / 11%
Create Own Campaign Material: 29% / 17%
Replay Adventures: 18% / 35%
Use adventures from magazines: 21% / 40%
Follow official D&D Rules: 33% / 17%
When we asked RPG purchasers how many had
purchased D&D at a particular retail type, the answers were:
(*)Hobby/game shops: 36%
Book Stores: 27%
Comic book stores: 18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions: 4%
(In other words, 36% of the respondents
indicated they had purchased a D&D product at a Hobby/Game shop.)
* * * * *
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