Natureboy99
Banned
0-12 - 1%
13-17 - 5%
I lol'd.
13-17 - 5%
I lol'd.
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.The image says "Demographics for Wii U eShop users".
From 2010 but better than nothing:are the ratios unusual? Do we have similar data from sony or ms?
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
Thats the problem...mobile stole Nintendo's lunch.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.
From 2010 but better than nothing:
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.
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?
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."
0-12 - 1%
13-17 - 5%
18-24 - 33%
25-34 - 46%
35+ - 14%
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.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.
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.
this is from the OP:
It's not the same as what is stated in the slide.
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.
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.
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.
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
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. ^_^;
0-12 - 1%
13-17 - 5%
I lol'd.
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).
That's a really low female number.
0-12 - 1%
13-17 - 5%
18-24 - 33%
25-34 - 46%
35+ - 14%
M/F - 93/7
Cause that audience probably doesn't need to be directly advertised to as much. They're brand loyalists.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?
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.
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).
That's where you get the >70% of users that have used the internet on their Wii U have visited the eshop.
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.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.
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.
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...
But if they buy, if the account is registered by the husband, it will still count to male sales.They need some big displays with big capitals "LAST CHANCE: 50% OFF" all over the console menu to get women there.
It's the eShop, and the WiiU...core Nintendo fans are probably the primary audience for the service at the moment.
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.
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.
From 2010 but better than nothing: