European Online Game Survey 2012
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Massive Multiplayer Online Games In 58% of European game developer studios , there has been one massive multiplayer online game among the last three games they have been developing Percentage of companies having worked on MMOG on at least one of their 3 most recent games Community 58% MMOG Network 42% No MMOG Games (CNG) project 0 10% 20% 30% 40% 50% 60% n=85 Almost 70% of game developers consider an ability to be a part of a community or to For further information, CNG (Community Network Game project) please contact: interact with it a very important part of a massive multiplayer online game design Massive Multiplayer Online Games (MMOGs) are growing exponentially due For MMOG developers it is www.cng-project.eu to advances in the generation of engaging immersive content and the availabil- -- ity of high speed and capacity networks. One of the main characteristics of the Not at all important to be part of 69 20 6 Dr. Malte Behrmann, MMOGs is that they enable users to become members of active communities Secretary General a community/interact Not very important with common interests, shared adventures and common objectives. Enabling European Games Developer Federation (EGDF) thousands of users to communicate with each other in a 3D online world cre- Somewhat Important malte.behrmann@egdf.eu | www.egdf.eu to access gaming tools 53 27 11 ates large network demands, in terms of required bandwidth and low latency Very important without leaving the game screen Katariinankatu 3 00179 Helsinki Finland for the users to have a rewarding experience. t. +358 (0)9 4289 1606 f. +358 (0)9 666 334 CNG intends to enhance collaborative activities between online gamers by to easily 51 32 12 developing new tools for the generation and distribution of UGC within ex- create/share contents Dr Jonathan Freeman BSc MPhil isting MMOGs. CNG team will research and develop in-game community ac- PhD CPsychol AMRS tivities using in-game graphical insertion technology (IGIT) and a P2P (peer- Managing Director, i2 Media Research ltd. to customise their 48 33 13 to-peer) architecture for the distribution of video and other UGC. Current game environment For more information on working with i2 me- MMOG architecture typically relies on each object within a game being stored dia research to gain better insight into your on central servers. These servers therefore host millions of items and share 0 20% 40% 60% 80% 100% n=93 customers, visit www.gold.ac.uk/i2 or email them to users upon request. The key innovation within the CNG project is Jonathan on jonny.freeman@gmail.com the development of an architecture to run in parallel with the current MMOG -- client-server architecture. The new architecture will share a high volume of Game developers consider Instant Messaging (IM) to be the most important tool provided by the Community Network Games I © European Games Developer Federation user generated content between multiple users of an MMOG game via P2P. project for user interaction in masssive multiplayer online games. Data (on IM) are even higher for companies that worked on (2012) This UGC P2P content delivery will occur without interrupting the MMOG Thinking of the MMOGs. CNG This helpedconcept how informing important/ partners attractive in the project on thedo you consider functions theresponded that better inclusiontoof IM toneeds: gamers’ be? data flow and the need to upload the user generated data to a MMOG server. This is a i2 Media Research and EGDF publica- Since UGC may be a heavy multimedia content, the network indirectly ben- tion, printed in Germany. V.I.S.D.P. Dr. Malte Be- IM 60 22 14 Not at all important/attractive efits from the use of P2P to distribute this content which is not streamed hrmann through the MMOG server.. Not very important/attractive The research leading to these results has received Creation of voting polls 49 31 12 Somewhat important/attractive funding from the European Union’s Seventh The project intends to research and develop new sophisticated techniques Framework Programme (FP7/2007-2013) under for P2P 3D/Video streaming that are “friendly” to the MMOG client serv- Audio/video capture Very important/attractive 47 24 24 grant agreement n° 248175. The outcomes of er traffic. Additionally, the Community Network Game project will support of game play the project reflect only the author’s views and that and enhance community activities between gamers which may be enhancing Objects/textures the Union is not liable for any use that may be 40 30 20 many current MMOGs, without the need to redevelop their game code. For replacement made of the information contained therein. this purpose, the InGame Graphics Insertion Technology (IGIT) can be used Voice chat 39 25 24 Photos: page 2, a a screenshot from Missing Ink to change existing game graphics and to add additional windows on demand used with the permission of Redbedlam © CNG (e.g., browser, chat, etc.) that can be inserted floating on or out of the game project area. CNG, with the use of IGIT, will allow the addition of new engaging com- P2P Live video 34 28 30 munity services without a need to change the game code, and without adding new processing or network loads to the MMOGs’ central servers. In-game web browser 33 25 26 The CNG project is funded under the ICT (Information and Communication File sharing 23 28 36 Technologies) priority of the European Union’s FP7 (Seventh Framework Pro- gramme). The project is a STREP for 30 months. 0 20% 40% 60% 80% 100% n=90 n=90 2 3
To understand motivations and barriers to using social tools in and around game, within the Community Network Game i2 has developed a gamer segmentation which splits gamers by project i2 media research has conducted in-depth qualitative and large scale, international quantitative survey research. what motivates them to play. This is show below: Headlines from this research are presented here. Secmentation of gamers (n = 1154) Gamers use a number of application and tools while gaming (e.g., to chat, create videos, walkthrough) - however this can be frustrating for a number of reasons: Having to minimise/resize the game screen 25% Technical instability 24% Reduced immersion in the game 19% Security 18% Pop-ups Usability of applications 16% 17% 43% 21% 20% Impact of applications on visibility of the game screen 15% CASUAL OCCASIONAL GAMING CLASSIC GAMERS GAMERS PURISTS I do not have any frustrations 15% Too many separate chat channels 14% • Age: Older than average • Age: Mostly below 30 years old • Age and gender: Younger than • Socioeconomic status: More like- • Socioeconomic status: - average, vastly males Privacy 12% ly to be unemployed • Motivation to play: Boredom, • Socioeconomic status: Students Coordinating team/guild activities 8% • Motivation to play: Driven by fantasy • Motivation to play: Fair competi- Boredom, not by Socialisation • Platform: Console (PC), mainly tion, exploration Too few separate chat channels 3% n=254 • Platform: Console (PC), single player alone • Platform: PC 0 5% 10% 15% 20% 25% • Genres: Puzzle, Simulation • Genres: Mixed genres • Genres: RPG and Action games • Time used for playing: 9 hours • Time used for playing: 10 hours • Time used for playing: 27 hours per week per week per week • Social activity: Fairly active on so- • Social activity: Fairly active on so- • Social activity: Very active on These are the social functions they are most interested in: cial communities (Facebook), very low cial communities, tend to access rather online communities, MMO players content creation than create game content (online familiars), sharing game related • CNG tools: Lowest interest • CNG tools: Interested in customisa- content, video (no customisation), on tion and communication functions dedicated websites (game forums) 70% • CNG tools: High interest in CNG Complex game statistics video/communication functions Skill matching 69% Potential avaibility of players accross games 68% Pause/rewind live video game 64% Instant messaging applications Built-in/In-game web browsing Voice chat applications 62% 62% 60% 9% 7% Video/audio record game play 60% Play recorded video 57% OLD SCHOOL COMMUNITY MINDED Click and share videos 57% GAMERS GAME FANATICS Create voting polls 57% • Age and gender: Oldest gam- Blogs and forum 57% • Age and gender: Youngest, For more information on how you ers – 30/40+ 55% • Socioeconomic status: lower can put i2’s gamer segmentation to Live video broadcast/streaming • Socioeconomic status: More than average education work for you, contact: Edit and annotate recorded video 52% educated/employed than average • Motivation to play: Combina- Personalise character 51% • Motivation to play: Fair com- tion of factors, socialisation Dr Jonathan Freeman Create/Insert 3D objects/textures 50% petition, exploration – not for • Platform: Cross platform (PC) Managing Director, 49% boredom Create/Insert 3D objects/textures collaboratively • Genres: RPG (WoW 40%), Strat- i2 Media Research ltd. • Platform: Mainly PC (Mobile) Exchange 3D objects/textures in-game 49%48% egy jonny.freeman@gmail.com • Genres: strategy and puzzle Collaborative video creation 48% • Time used for playing: over games 30 hours per week Eva Ferrari Video chat 30% n=254 • Time used for playing: 10 • Social activity: High multi- Research Psychologist 0 10% 20% 30% 40% 50% 60% 70% 80% hours per week player/MMO (friends), social com- i2 Media Research ltd. • Social activity: Play with friends munities, heaviest producers of e.ferrari@gold.ac.uk only, forum/blogs vs social network game related content that is mostly highest in the secondary tm in ac- shared in YouTube Game and social tool developers can use insight from i2’s segmentation to inform: cess/creation of game content • CNG tools: High interest in all • product and service development and optimisation; • CNG tools: CNG specific video CNG functions • go-to-market and monetisation strategies for different types of content. (recording) and communication 4 functions (voice chat) 5
Genre of the last game you developed? European Game Developers Gender of CEOs 1% RTS 2% Fighting 2% Music-based 5% Other 20,0% Action 5% Edutainment CEO’s of European 91% Male Action games game developer 9% Female are the most studios are still mostly popular males genre among European 6% RPG Game Developers Education of CEOs n=66 6% Shooter Most CEO’s of 74% Postgraduate university European game 17% Undergraduate university developer studios have graduated from a 9% Secondary/High school 14% Sport university 7% Simulation Which of the following best describe your company's primary line of business? n=66 Only about a half 48% Games developing ONLY of European game 34% Games developing and publishing developer studios 17% Other focus solely on game 8% Adventure development 14% Casual/Social 11% Puzzle n=93 How many people are employed at your company (all divisions)? n=93 Almost half of the 50% 46% less than 10 What platform are you developing? game development studios have less than 44% between 10-50 10 employees. 8% beween 51-250 40% 3% more than 251 European game 80% 71% PC/MAC developers develop games accross 70% 67% Mobile/handheld 30% platforms. 50% Web browser 60% 42% Console 50% 20% 40% 30% 10% 20% 10% 0 n=92 0 n=93 6 7
Hardware How do you tend to buy your processors? Which of the following best describes your current use of Athlon/Pentium and/or Opteron/Xeon processors in production? Most game developers do not buy processors from a single processor manufacturer About 50% game 60% 53 Order online developers use online 80% stores to update their 50% Some Athlon/Pentium some Opteron/Xeon Other processors 70% 40% In a store 62 All/mostly Athlon/Pentium 60% 30% All/mostly Opteron/Xeon 24 22 50% 20% 40% 29 10% 30% 0 n=35 20% What is your CPU preference? 9 10% 0 n=35 In 2012, game What is your CPU preference? 80% developers prefer 72 However, in 2012, 2011 the fastest 70% 95% of game 100% 95 2007 2011 processors over developers prefer the cheapers ones 60% Intel processors 2007 53 80% 50% 47 60% 52 40% 48 30% 28 40% 20% 20% 5 10% 0 0 Prefer Intel Prefer AMD 2011 n=41 processors 2007 n=100 Prefer the fastest Prefer the cheapest processors option even option even 2011 n=39 if the cost is higher if speed is lost 2007 n=100 RAIDRAID re hard drive has mainstreamed itself in the features needed on workstations of your production workstations? Which of theAnd, following processors in 2012, almost 60% of are gameyou most likely developers to buy are planning for in to buy your next workstations? game developers during last five years an Intel Pentium processors in the future 80% 70 2011 50% 58 70 2011 70% 2007 41 40% 2007 60% 33 50% 30% 40% 28 30 30 30% 20% 14 12 20% 10% 8 7 10% 0 2011 n=70 0 2007 n=100 Intel Pentium Intel Xeon AMD Athlon AMD Operton Yes No based based based based 2011 n=46 2007 n=100 8 9
Graphic cards Which of the following graphic cards do you currently use? Software Game developers 100% Typically how often are the software updated? Nvidia Geforce prefer Nvidia cards 80 It is more and more important for game developers to update 80% Nvidia Quadro their software to the latess or the almost latest versions 63 ATI Radeon 60% 50 ATI FireGL 80% 40% 32 70 Other 70% 2011 20% 60% 2007 5 50% 0 n=56 40% 28 27 30% 22 24 21 20% 10% 5 3 0 Which of the following best describes your current use of consumer cards (Geforce, Radeon) Every other Every new Only when Only with Game developers use both and professional cards (Quadro, FireGL) consumer and professional cards in production? version version new features a new are added hardware/ workstation 2011 n=67 50% purchase 2007 n=100 44 Some consumer cards some professional cards 39 All/Mostly professional cards 40% All/Mostly consumer cards 30% Softwares provided by Adobe and Autodesk are the most 20% 17 commonly used among game developers Software used in game developer studios 10% 0 n=54 Mudbox 3D Other How often do you replace your production workstation graphic cards? Adobe Unity 3D For those game developers, who 80% Shark 3D update their cards 2011 70% 66 Perforce Zbrush most often, speed 2007 of the card is 60% 55 LightWave 3D becoming more 50% 45 and more important factor 40% Microsoft Cryengine 30% Mental Ray 21 Subversion 20% 13 10% Corel Painter Trinigy Vision 0 Only upgraded along Whenever a new Whenever a faster Alienbrain with full PC upgrades shade or feature card is available 2011 n=47 or replacements is available (always keep at the top) 2007 n=100 Autodesk 10 11
In July 2011 EGDF and i2 media developed an online The European Games Developer Federation (EGDF) questionnaire to be administered to EGDF members is committed to the stimulation and development of a based in Germany, Spain, France, Finland, Denmark stable, vibrant and creative European games develop- and Norway) to understand current trends of the ment sector that is competitive globally and recog- industry. Activities comprised structured interviews nized culturally. with 93 members of the European Game Developer Federation belonging to the following target groups The EGDF will act to advance the political and eco- in Europe: nomic interests of the European computer and video - Game developers games industry by providing a platform for collabo- - Game Publishers ration and discussion between European institutions - Other actors in the gaming industry and game developers. www.egdf.eu | Katariinankatu 3 00170 Helsinki Finland t. +358 (0)9 4289 1606 | f. +358 (0)9 666 334 12
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