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Newzoo:2022年德国游戏玩家洞察报告(英文版)(18页).pdf

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1、 Newzoo 2022Consumer Insights Games&EsportsGlobal coverage with Dozens of KPIs including more than 200 variables capturing surveyed on their gaming behavior and attitudes,including funnel metrics and audience profiles Easy-to-use accessJAPANMEXICOBRAZILARGENTINACHILECOLOMBIAAUSTRALIANEW ZEALANDCHINA

2、INDIASOUTH KOREATHAILANDTAIWANINDONESIAVIETNAMMALAYSIAPHILIPPINESSINGAPOREPOLANDUNITEDSTATESCANADAUNITED KINGDOMGERMANYFRANCESPAINITALYRUSSIASOUTH AFRICANETHERLANDSBELGIUMSWEDENFINLANDTRKIYEEGYPTSAUDI ARABIAUNITED ARAB EMIRATESInterested?Email us at:Newzoo 2022 Newzoo 2022Welcome to our market insig

3、hts report series!Gaming is among the worlds biggest entertainment and media platforms.An in-depth understanding of the complex gaming landscape is crucial to identify the most valuable opportunities gaming audiences have to offer.This understanding is not only important for game publishers and deve

4、lopers but also for any company wanting to reach and authentically engage with the broadest and most diverse subset of the worlds population.In each of these reports,we will dive into one of the markets covered in our Consumer Insights-Games&Esports research,which covers 36 diverse markets around th

5、e globe.This series of reports will include some high-level takeaways from this research along with insights taken from our Global Games Market Report and Newzoo Expert.The data contained in these reports is a snapshot of the much broader scope of data we cover on global gamers.Please contact us if

6、you would like to learn more about Newzoo Consumer Insights Games&Esports or any of the other products covered in this report.We hope you enjoy the report!,Head of Consumer InsightsNewzooPlayers and Revenues in 2022Gaming EngagementPlaying and Viewing Behavior Gaming Persona DistributionDemographics

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本文是Newzoo发布的关于全球游戏市场的洞察报告,覆盖了36个多样化的市场。报告提供了全球玩家的关键绩效指标(KPIs),包括超过200个变量,捕捉了玩家的游戏行为和态度。调查显示,全球范围内,游戏爱好者通过玩、看、拥有和社交行为与游戏互动。其中,德国市场的数据特别指出,超过三分之一的在线人口观看游戏视频内容,而玩视频游戏和观看游戏视频内容的比例相当。此外,德国玩家中最常见的游戏人格类型是“时间填充者”和“主流游戏者”,两者在玩游戏和观看游戏内容上投入的时间明显不同。报告还揭示了玩家消费动机,如为了折扣、解锁额外内容、与朋友和家人一起玩以及个性化游戏内角色或物品。最后,报告强调了基于75,000多名消费者的调查,Newzoo能够为游戏发行商、开发商和希望与游戏受众建立联系的公司提供广泛的市场研究。
"德国游戏玩家的主要动机是什么?" "全球游戏市场的趋势和预测数据包括哪些内容?" "如何获取关于全球游戏玩家的详尽洞察报告?"
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