Nov 23, 2019

Preteen Gamers Upend Traditional Media Consumption according to Carter Rogers, Principal Analyst at SuperData


Image result for carter rogers superdataPre-teen Gamers are a new and burgeoning consumer group. But the ability of the media industry to understand their behaviors and motivations has been fairly limited until now. In what is being described as a first-of-its-kind, Nielsen has just released the results of its SuperData Preteen Gamer study which revealed how preteens discover, recommend, cross-play, engage with others, purchase and communicates through platforms in the gaming environment. 

Carter Rogers, Principal Analyst at SuperData, took me through the study and revealed the trends he saw and some surprises from the data. “SuperData is a market research company focused on digital games and related media,” he began, “and we joined Nielsen about a year ago to augment the research in the game space.” This study had two parts – an online survey of 1000 U.S. parents of preteen gamers and in-person focus groups with 100 preteens aged 7-12 years old in the New York City in area with an even gender skew. The focus groups in particular, “were really neat,” Rogers noted, “because many previous studies have interviewed the preteen’s parents instead of the kids. It may not give a clear picture of what the children are actually up to. So we went through a lot of effort to make sure this was a proper study on preteens.”

A Social Ecosystem
One of the big study takeaways was that preteen gamers are using the gaming environment as a social ecosystem. “Preteens really like socializing in games. They play online with friends but they don’t just jump on to a game, play for five minutes and then leave. They want to use these games as virtual hangout spaces.” The top three games for preteens at this time are Roblox (33%), Fortnite (26%) and Minecraft (24%), all of which are used by preteens as virtual hubs. “A lot of the younger players are using gaming as a social network to hang out with friends in games,” he stated.

Awkward Commerce
Another takeaway is the commerce aspect of gaming. “A lot of preteens ask their parents to spend on cosmetic items. In Fortnite these are called skins. We found that generally it is very difficult for preteens to spend in games,” Rogers noted, “It is really an under addressed audience.” His contention is that, in digital games, purchasing is conducted online only and is creating, “awkward systems where the preteens give their parents cash that the parents originally gave them in their allowance, the parents give the preteen their credit card and then the preteen uses the credit card to make a purchase in the game. It is confusing for parents and a hassle for preteens.”

Devices Matter
Multi-platform play is very important. In the past, the big games were predominantly played on a console, “but you couldn’t have some of these big games so world dominating and such phenomenal successes if all games were still on console.” Rogers explained. “We’ve found that mobile is a gateway device for these younger preteens. Fifty-five percent of 7-9 year olds are playing games on tablets compared to 27% of 10-12 year olds. Consoles are very, very popular among these older preteens. Seventy-six percent of those preteens play on a console, compared to 54% of 7-9 year olds.” The major three games are available on multiple devices so,” preteens with only access to a smartphone (which often belongs to their parent) can still play with their friends who might be playing on a Playstation 4 on a TV.”

Different Levels of Engagement
There are very distinct groups of preteens in gaming, according to Rogers. “The younger gamers tend to play on smartphones and tablets and aren’t really engaged in gaming in the way that some of the older players are.” Older preteens are very engaged and aware of specific happenings in the gaming industry such as any new titles. As so, as the study revealed, gaming habits tend to shift around ages 9 or 10, coinciding, interestingly, with greater migration to consoles that seem to offer a more immersive, engaging experience for the gamer. “Preteens go from playing casually on a phone to the much more dedicated gaming around age 10 and gaming more on a platform deck at that point.”

Perception of Popularity is Vital
Marketers should take note. The way preteens find out about games is online, such as via YouTube or Twitch or the Amazon streaming platform. “We found that among preteens, 78% of 10-12 year olds watch gaming video content as do 69% of 7-9 year olds.” They will definitely take game recommendations from people online. Rogers concluded that game developers should, “appeal to these tastemakers because if an influencer says that a game is not cool anymore, that really influences preteen attitudes. It is very important for a game to be perceived as ‘popular’ than it is for a game to develop a new concept to keep it fresh. Perception of popularity is very important.”

Looking Forward
In sum, while this is a new study, there are ways to ascertain trends for both game developers and marketers. For one, the lifecycle of games is getting longer which means that preteens may be playing these games well into their young adult years and that the games themselves, according to Rogers, “have a much longer revenue tail,” and are being built to “allow for user-made content. They can make their own environment and share it with a friend. This can impact the gaming industry for many years to come.”

For brands, the extended content life means this valuable audience has to be reached using a more holistic approach. The very nature of the content requires that brands appear in-program and via cross-promotion in games and not as traditional commercial spots. So the main takeaway from this seminal study is for Media and Brands to be nimble, creative and prepared because gaming content consumption is different from traditional video content consumption and this new way of viewing is establishing new behavioral norms in the consumers of tomorrow.

This article first appeared in www.MediaVillage.com

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