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Nintendo reveals demographics of Wii U eShop users (age ranges, 93M:7F gender ratio)

efyu_lemonardo

May I have a cookie?
The image says "Demographics for Wii U eShop users".
right, which to me seems closer to the 90% of Wii U owners (i.e. those that are online) than the 63% which are visiting the eshop more regularly.

In that case these statistics are representative of all Wii U owners in whatever territories they were measured.
 

Kilrogg

paid requisite penance
If anyone needed more proof that the Wii U fails to live up to the Wii of the legacy, that M/F ratio is pretty damning. I don't know if we ever had the ratio for the Wii, but I'd bet it was much more even.
 

Foshy

Member
I could also imagine that kids under 18 would input a fake age for their account, so they're not restricted.

I know I did that when I was younger, at least
 

Kinyou

Member
are the ratios unusual? Do we have similar data from sony or ms?
From 2010 but better than nothing:

3RHyMac.jpg
 

Phades

Member
It's interesting data even though it likely is suffering from extraneous variables that aren't being accounted for such as parents opening eshop accounts for their kids.

The gender demographics are more interesting as I'm having trouble reconciling that

I'm sure there is a fair percentage of that being parents using the eshop to buy for themselves or their kids. How much of that, I have no idea why or why "Dad" is the one doing ~93% of the spending.

I don't think it is universally "Dad" in this instance, it is just the numbers are way way way too weird here. I almost want to believe that whoever did this study move the decimal place in the wrong direction in two seperate instances.
 

steev101

Neo Member
sörine;127504808 said:
Nintendo needs to court kids and women asap. It's no wonder Wii U is failing, those are two of Nintendo's stronger demographics and they're totally absent.
Thats the problem...mobile stole Nintendo's lunch.
 
From 2010 but better than nothing:

3RHyMac.jpg

Wow at PC gaming's female representation. I wonder if that includes facebook/browser games which were much stronger in 2010?

Also mobile gaming would be interesting as females would likely be the majority

I'm sure there is a fair percentage of that being parents using the eshop to buy for themselves or their kids. How much of that, I have no idea why or why "Dad" is the one doing ~93% of the spending.

I don't think it is universally "Dad" in this instance, it is just the numbers are way way way too weird here. I almost want to believe that whoever did this study move the decimal place in the wrong direction in two seperate instances.

Personally I don't really question the authenticity or accuracy of the data presented as I don't see a strong enough reason to. What it could suggest is that of households with both a male and female adult Nintendo gamer there is a strong likelihood the male gamer is the one whose account is used on eshop but then it also suggests that female adult gamers aren't buying themselves Wii U's regardless of how you look at the data tbh
 

efyu_lemonardo

May I have a cookie?
I don't follow you.

The graphic states that 63% of all owners used the Eshop (more than 70% of "connected users).

Then it went on to talk about what the breakdown of that 63% was demographically.

Or am i misinterpreting what you are asking?

this is from the OP:

Edit:
* 90+% of Wii U consoles online
* 70+% of connected users (i.e. 63% overall) visit eShop on a "regular basis. Many of those people are repeat."

It's not the same as what is stated in the slide.
 
The eshop demographics doesn't surprise me.

Male and around 25-34 is exactly the group who started gaming with a Nintendo system in the 90s.
The retail market should look a little bit more diverse.
 

CengizMan

Member
0-12 - 1%
13-17 - 5%

18-24 - 33%
25-34 - 46%
35+ - 14%

I'm not sure, but I remember that you needed to pay a certain fee for registering accounts that are for users that are under 18 years old. I think that most people just gave a false date of birth instead of paying 50 cents. Explains why the 0-17 numbers are so low.
 

dimb

Bjergsen is the greatest midlane in the world
The eshop demographics doesn't surprise me.

Male and around 25-34 is exactly the group who started gaming with a Nintendo system in the 90s.
The retail market should look a little bit more diverse.
The sample size here is so large that it's hard to imagine the demographics for the WiiU being very different taking every system into account.
 

Steel

Banned
I'm curious to know if the 30+ range are parents that bought the console for their kids or actually use the console (mostly) for themselves.

The fact that that chart basically says 70+% of connected Wii U users have accessed the E-shop, these statistics account for the majority. I doubt every single one of the last <30% of users is in the 0-12 range. Not to mention that parents can buy their kids physical Eshop credits for them to use with their own accounts.
 

Phades

Member
this is from the OP:



It's not the same as what is stated in the slide.

90% of online users would be considered "connected".

more than 70% of "connected" users use the Eshop.

63% "overall" would have to be regardless of them being online or not. Rate of varience between 70% and 63% is 10%.

I hope I stated that clearly. ^_^;
 

jholmes

Member
That M/F split sounds crazy to me, I wonder if it's a parent/child account thing...where say dad sets up the console (not being sexist here, it's just a thing dads like to do) and the family uses his account for purchases.

That was my first thought, that and the fact that a couple might have a male (the primary gamer) buying the games, but the female of the household will still play them. Those two points would skew these numbers hard toward males and adults, which is what we see.

Which is not to say 93/7 isn't a huge split even given those caveats.
 

Nyoro SF

Member
I thought it was well known that when statistics come out and say "50/60/70% of women are gamers" that they're including mobile and browser games.

For traditional gaming males assuredly still dominate these areas.

As a side example, I used to assist in running a fighting game website (covered all platforms minus mobile), and our statistics were 99% male / 1% female.
 

Steel

Banned
I thought it was well known that when statistics come out and say "50/60/70% of women are gamers" that they're including mobile and browser games.

For traditional gaming males assuredly still dominate these areas.

As a side example, I used to assist in running a fighting game website (covered all platforms minus mobile), and our statistics were 99% male / 1% female.

The Wii and other nintendo consoles/handhelds have always had a sizable female base, though. And there are games that aren't mobile or browser, such as the Sims, where the majority of users are female.
 

WillyFive

Member
It really shows how Nintendo has completely lost the kids demographic in 20 years. They've always tried to keep it; but kids just moved on.
 
Nintendo needs the casual gamers back.


I'm not sure, but I remember that you needed to pay a certain fee for registering accounts that are for users that are under 18 years old. I think that most people just gave a false date of birth instead of paying 50 cents. Explains why the 0-17 numbers are so low.

I thought the $0.50 fee was only for children under 13


Yeah it's just for kids 12 and younger:
http://en-americas-support.nintendo.com/app/answers/detail/a_id/1087/kw/Nnid
 

Phades

Member
What it could suggest is that of households with both a male and female adult Nintendo gamer there is a strong likelihood the male gamer is the one whose account is used on eshop but then it also suggests that female adult gamers aren't buying themselves Wii U's regardless of how you look at the data tbh

I still find that weird. The data is most likely perfect and on the money, its just... seems strange like it would be fiction and not real. You know what i mean?

I'm not trying to debunk anything, just expressing my awe/shock of it. Generally speaking, I'd expect something closer to a 60/40 split at worst. Deviating from that seems like it begs for additional information/explanation.
 

efyu_lemonardo

May I have a cookie?
90% of online users would be considered "connected".

more than 70% of "connected" users use the Eshop.

63% "overall" would have to be regardless of them being online or not. Rate of varience between 70% and 63% is 10%.

I hope I stated that clearly. ^_^;

I'm asking if these 63% are ehop users or regular eshop users?
According to the OP it's stated differently in the video and in the slide.

The second case would imply there are more than 63% of owners using the eshop, but not necessarily regularly.

In that case the statistics apply to more than 63% of owners (up to 90% technically).
 

wrowa

Member
It really underlines the central problem the eShop still has: Not enough people are aware of it or care to look for interesting games on it. It's quite telling that the vast majority of users are over 18 (despite Nintendo always being so popular with kids) and dominantely male (despite Nintendo's consoles and franchises being played by lot of girls/women).

Reminds me of a cousin of mine. I gifted him eShop credit after he bought a Wii U and 3DS about a year ago and as far as I know he never even checked the eShop, because he's of the opinion that it only offers old games (aka VC) anyway. And while he's not a hardcore gamer, he does own a 360, a PS3 and a Wii U alongside of his 3DS...
 

Steel

Banned
I'm asking if these 63% are ehop users or regular eshop users?
According to the OP it's stated differently in the video and in the slide.

The second case would imply there are more than 63% of owners using the eshop, but not necessarily regularly.

In that case the statistics apply to more than 63% of owners (up to 90% technically).

The 63% number is referring to something else entirely. It's just showing how many users(possibly out of the number that visit) visit the eshop regularly.

Refer to this:

That's where you get the >70% of users that have used the internet on their Wii U have visited the eshop.
 
For people 0-17, is it possible that parents set up an account for the kids, hence the discrepancy in ages?

Otherwise, assuming these stats represent the 90% of users connected online:
0-12 - 1%
13-17 - 5%
18-24 - 33%
25-34 - 46%
35+ - 14%
M/F - 93/7

Then Nintendo's recent game advertisements (see: Pikmin 3, Mario 3D World, Mario Kart 8) don't make sense. They all predominant feature kids and are clearly aimed at kids. Why don't they market to young male adults then?
 

kirblar

Member
70-80% male is the norm for PS360 ownership rates, I believe. That 93% number coming out of Nintendo is super-surprising.
Then Nintendo's recent game advertisements (see: Pikmin 3, Mario 3D World, Mario Kart 8) don't make sense. They all predominant feature kids and are clearly aimed at kids. Why don't they market to young male adults then?
Cause that audience probably doesn't need to be directly advertised to as much. They're brand loyalists.
 
It really shows how Nintendo has completely lost the kids demographic in 20 years. They've always tried to keep it; but kids just moved on.

All this data tells us is that eShop users are mostly young men (who don't seem to be investing in too much young male-aimed software...or they're way too small for their purchases to matter), it doesn't tell us anything about Nintendo's appeal to children.
 

Phades

Member
I'm asking if these 63% are ehop users or regular eshop users?
According to the OP it's stated differently in the video and in the slide.

The second case would imply there are more than 63% of owners using the eshop, but not necessarily regularly.

In that case the statistics apply to more than 63% of owners (up to 90% technically).

I get what you are driving at. I can't see the other slide though, so I dunno.
 

Shaanyboi

Banned
I wonder how they're getting this metric. I imagine part of it is who the main account on the system is, whose credit card is tied to said NNID. I mean my girlfriend just signs in with my account anyway, even if she has her own, and she buys stuff under my account. Or kids buying under their parents' account etc. I really wonder about how skewed this data is from cases like that.
 

Bonk

Member
I don't know how the parental controls are handled but I could imagine sales for the younger demographic are made by their parents and mostly fathers. So I would not read to much in these statistics...
 

manueldelalas

Time Traveler
WiiU is the ultimate console for men; you can play your console while the lady watches her shitty TV programs.

Also, take into account that as Nintendo caters to the traditional family (don't murder me GAF), it's probably that in most of those households, the husband is the one that made the NNID, so all games bought through the store are counted as male, even if it is the wife who is playing; you are not going to buy a second WiiU.

Lastly, because the games bought are tied to the console and not the user, no one will bother to make another account.

If Nintendo made a normal account system, this numbers will vary greatly.
 

efyu_lemonardo

May I have a cookie?
That's where you get the >70% of users that have used the internet on their Wii U have visited the eshop.

You keep quoting the slide and I keep saying the OP (supposedly quoting the video) is saying something slightly different. I understand what both of them mean, but they imply different things about the data.
 
Yeah that and the tremendously skewed gender ratio is what surprised me.

WiiU is not popular at all with kids and female gamers.....something I would of thought Nintendo to do much better at.
Measuring shop stats induces some kind of age bias but to an extent, the consumers they've lost from one generation to the next are very probably everyone but the 18-35 male crowd. These terrible sales have to originate somewhere.
 

WillyFive

Member
All this data tells us is that eShop users are mostly young men (who don't seem to be investing in many young male-aimed software...or they're way too small for their purchases to matter), it doesn't tell us anything about Nintendo's appeal to children.

Nintendo would certainly hope so.
 

Fehyd

Banned
I don't know how the parental controls are handled but I could imagine sales for the younger demographic are made by their parents and mostly fathers. So I would not read to much in these statistics...

wasnt there a study recently that said women were the primary purchasers of games in families? I'm probably misremembering though.
 

cacildo

Member
Theres a lot of people checking the wiiu eshop every thursday, the update day. You can see it on miiverse.

If vc games were cheaper, this crowd would buy every single one of em. But since one single snes game costs 8$, each vc purchase is a hard decision

I could bet theres a few VC games that get less than 10 downloads sold
 
It's the eShop, and the WiiU...core Nintendo fans are probably the primary audience for the service at the moment.
:p



Errr...
I never hear women (young, middle aged, or "old") talk about any of those games...like, ever.
Those franchises are not designed to appeal to female gamers, and the (mostly young) female consumers that do play those games are a relatively small periphery demographic that the developers barely care about.

Honestly, he's right, most older females I've met who game (consoles/PC of course) are either Nintendo or things like Skyrim and AC
 

Hiltz

Member
Wow, that means Nintendo's televised marketing in 2012 - 2013 was not properly targeting the gamers that actually are online connected to Wii U.
 

Einhander

Member
It's very well possible that the overall female demographic for the Wii U is higher, but many don't visit the eShop, or perhaps not even connect their Wii U consoles to the internet to play online games.

As for the age brackets, it's telling that the people who grew up playing the NES, SNES, N64, and the GCN are the majority playing on the Wii U.
 
I still find that weird. The data is most likely perfect and on the money, its just... seems strange like it would be fiction and not real. You know what i mean?

I'm not trying to debunk anything, just expressing my awe/shock of it. Generally speaking, I'd expect something closer to a 60/40 split at worst. Deviating from that seems like it begs for additional information/explanation.

Actually assuming this is accurate

From 2010 but better than nothing:

3RHyMac.jpg

Which I think is likely [it appears to be from here]

The Wii had something like a 70% Male / 30% Female split [40M versus ~16M on that graph] so a 60/40 split seems unlikely on the Wii U as it clearly fails to attract the same number of casuals

I do think that a jump up to 93%/7% is quite high but it's probably not crazy far off considering the likely demographics buying the console
 

LordOfChaos

Member
Wow, the lions share of their users are over 18. Only 6% below? That one I did not expect. Kind of interesting given the societal view (deserved or not - I'm not getting into that debate) of Nintendo being the kiddy game company.


I guess it's not a full measure of whose actually playing the Wii U though, a lot of kids may do little more than pop in the game mom and dad bought them.
 
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