Interesting gamer study from 2000...
Interesting gamer study from 2000...
I just saw this for the first time, so I thought others may have been as ignorant of it as I have been, and would be interested in seeing what it says. I am just copying and pasting rather then giving a link.
Adventure Game Industry Market Research Summary (RPGs) V1.0
Release Date: February 07, 2000
Summary prepared by:
Ryan S. Dancey,
Vice President, Wizards of the Coast;
Brand Manager, Dungeons & Dragons
Permissions: This file is Copyright 2000, Wizards of the Coast. This file
may be freely redistributed or quoted in whole or part, provided that this
attribution remains intact.
Methodology: Wizards of the Coast regularly surveys various aspects of the
adventure gaming channel; distributors, retailers and consumers to better
understand their preferences, concerns, and needs. That data is regularly
reviewed and distributed internally to senior management. The contents of
this file are excerpts from those sources; the source materials themselves
are confidential internal documents and are not available to the public. You
have my assurances that to the best of my ability, the information presented
in this document represents a fair and accurate representation of the data.
Sources: The primary source is a market segmentation study conducted in the
summer of 1999. No confidential information provided by non-Wizards
companies was used in the preparation of this report.
Exclusions: The internal information gathered by Wizards is considered an
important competitive advantage. Therefore, not all the information
available to Wizards is incorporated in this document, and there may be
areas where substantial, significant information is purposefully not
included. An effort has been made to ensure that the absence of any portion
of this confidential information would not render the material provided
herein inaccurate or invalid.
Pokemon Effect: As this study was conducted just as the Pokemon TCG
phenomenon was gathering speed. For this, and several internal reasons, I
have elected not to present information on the TCG component of the industry
at this time.
Updates: From time to time, I intend to revise and update this file to
reflect our ongoing efforts to understand the industry. When an update
occurs, the version number of the document will be changed, as will the
release date. Interested parties can write to me at ryand@frpg.com to
request an up to date copy of this document.
--------------------
Section 1: The Segmentation Study
Since so much of this data is derived from the 99 Segmentation Study, it is
important that the reader understand how this data was gathered.
For the purpose of the 1999 study, the following methodology was employed:
A two phase approach was used to determine information about trading card
games (TCGs), role playing games (RPGs) and miniatures wargames (MWG) in the
general US population between the ages of 12 and 35. For the rest of this
document, this group is referred to as the marketplace or the market, or
the consumers.
This age bracket was arbitrarily chosen on the basis of internal analysis
regarding the probable target customers for the companys products. We know
for certain that there are lots of gamers older than 35, especially for
games like Dungeons & Dragons; however, we wanted to keep the study to a
manageable size and profile. Perhaps in a few years a more detailed study
will be done of the entire population.
Information from more than 65,000 people was gathered from a questionnaire
sent to more than 20,000 households via a post card survey. This survey was
used as a screener to create a general profile of the game playing
population in the target age range, for the purposes of extrapolating trends
to the general population.
This "screener" accurately represents the US population as a whole; it is a
snapshot of the entire nation and is used to extrapolate trends from more
focused surveys to the larger market.
A follow up survey was completed by about a thousand respondents from the
screener. The follow up survey is an extensive document with more than 100
questions. The particular individuals chosen to participate in this expanded
survey represent the population, as determined by the screener. In other
words, the small detailed survey group can be reasonably extrapolated to the
larger screener group, and the larger screener group can be logically
extrapolated to the public in general. This is a common, standard, and
accepted methodology within the market research field.
The data from the detailed survey was collated and prepared by the Wizards
market Research Department, in conjunction with an external consulting firm.
We believe that the data is a fair and accurate representation of the hobby
game consumer profile and that it does statistically correlate with the
population as a whole in the US for the target age bracket.
--------------------
Section 2: Basic Terms
As a part of the detailed survey, the following terms and examples were
provided to the respondents:
Term Example
(*)Paper RPGs Dungeons & Dragons
Card Games Bridge, Solitaire,
Uno, Poker
Trading Card Games Magic, Pokemon
Word/ knowledge Scrabble,
Trivial Pursuit
Puzzle computer games Tetris
Non-competitive problem solving Sim City, Myst
Puzzle table games Jenga, Dominoes
Class board games Chess, Monopoly, Go
Action/Shooter/Arcade Doom, Mortal Kombat
Miniatures table-top fantasy/sci-fi Warhammer
Games that use miniatures Battletech
War games Historical
Simulations Flight/car
Simulators
Strategy games Risk, Civilization
Social/party games Charades,
Pictionary
Strategic sport simulations Madden, MLB
Other non-sport games N/A
Specific questions were also designed to separate users of computer Role
Playing Games vs. paper Role Playing Games.
(*) For my own purposes, I choose to use the term Tabletop RPGs in this
document; the term paper RPGs was used in the study. The terms are
synonyms; my choice is simply personal. I believe that in the fairly near
future paper RPGs will hybridize with computer assistance not becoming
computer RPGs as that term is commonly understood, but not being games
played simply with paper anymore either. Consider this a forward looking
terminology.
The term D&D is used herein to describe all flavors and types of D&D play;
from old white box players up to people playtesting 3rd Edition.
--------------------
Section 3: Basic Demographics
The study provides the following information about the basic demographics of
the tabletop RPG marketplace:
Size: 6% play or have played TRPGs (~ 5.5 million
people)
3% play monthly (~ 2.25 million people)
Gender: 19% are female (monthly players)
Crossover: 17% of the total play MWGs monthly
46% of the total play computer RPGs monthly
26% of the total play TCGs monthly
The study provides the following information about the basic demographics of
the computer RPG marketplace:
Size: 8% play or have played CRPGs (~7.3 million
people)
5% play monthly (~4.5 million people)
Gender: 21% are female
Crossover: 33% of the total play tabletop RPGs monthly
21% of the total play TCGs monthly
13% of the total play MWGs monthly
The study provides the following information about the basic demographics of
the MWG marketplace:
Size: 4% play or have played MWGs (~3.7 million people)
2% play monthly (~1.8 million people)
Gender: 21% are female
Crossover: 37% play tabletop RPGs
40% play computer RPGs
29% play TCGs
The age breakdown of players within the marketplace is:
Age TRPG MWG CRPG All Gamers(*)
12-15 23% 27% 23% 11%
16-18 18% 17% 16% 7%
19-24 25% 24% 23% 13%
25-35 34% 32% 37% 29%
(*) All Gamers means people in the study population who reported playing
>anyleasthave never playedlessmore1-5 Years >5 Years
Expect another Year: 40% 75% 88%
We asked what the frequency of play was:
Total D&D 1-5 Years >5 Years
Monthly: 7.2 4.9 13.2 5.9
So we see that the longer a player is in the game, the fewer times per month
they play after the 5th year. Once the acquisition period (1st year) has
passed, frequency of play accelerates tremendously, then drops. One
explanation for this fact may be that since acquisition happens most often
at age 15 or less, new players may have a lot of time available for
gaming, but as they age, they have less time per month to play.
We looked at a few other questions based on how long a person had been
playing the game:
[ if this chart gets mangled in the formatting, it has three columns of
data ]
Typical 4 or More Average Sessions
Session Gamers In before Restart
5+ Hours Group (New Characters)
Total 28% 62% 15.4
1-5 Years 14% 60% 12.9
(*)>5 Years 42% 71% 19.6
(*) Remember that frequency of play is down sharply for these gamers)
This data tells us that the longer a person plays the game, the longer the
game sessions get, the more people play in the game, and the longer the game
progresses before a character restart. In fact, if you look at the >5 year
group, you realize that the big jump in long sessions and in average
sessions before a restart means that the 5+ year gamers are playing the same
characters, on average, vastly longer than anyone else.
One conclusion might be that it takes 5 years for a player to really master
the system and really figure out what kind of character that player likes to
play.
The following financial figures are for TRPG players in general (D&D
information, where available, is provided as well)
This data seems to validate the theory that young gamers, while very active,
dont spend a lot of money. (The following data is reported by for RPG
expenditures) The big dollars come from adults...
Total spending by age:
12-17: $297
18-24: $850
25-25: $2,213
And, the longer they stay in the category, the greater their total
outlays...
Play 5 Years: $2,502
And if they can be induced to become a DM/GM, expenditures skyrocket.
Will DM/GM: $2,048
Will not DM/GM: $401
Some breakouts for the D&D population in particular
Total D&D spending by age:
12-17: $164
18-24: $443
25-35: $1,642
Monthly D&D spending by age:
12-17: $10
18-24: $12
25-35: $14
Total D&D spending by time in game:
5 Years: 1,756
Monthly D&D spending by time in game:
<=1 Year: $7
1-5 Years: $22
5 Years: $16
(Interesting note: Monthly spending in the first five years after adoption
of the game is higher than the spending beyond that point though the
older, longer gamer plays the game more, they spend less. This may relate to
the frequency of a character/game restart.)
D&D DM willingness effect on expenditures:
Will DM: $1,444 total / $21 monthly
Will not DM: $187 total / $7 monthly
(Interesting note here: Even people who dont DM buy a heck of a lot more
than just a PHB...)
Effect of miniatures addition to RPG mix:
Few miniatures owned/used: $139 total RPG spending
Many minis owned/used: $4,413 total RPG spending
We found that players who were lapsed reported that they had played
TRPGs but were not currently doing so; had spent more money than the current
players, and had played more different games monthly but interestingly,
they had spent less money, on average, on D&D than players who were
current.
(Current/Lapsed)
Mean RPG Spending Mean Total D&D Number
Spending RPGs Played
$1,273 / $1,667 $895 / $599 2.2 / 3.3
One conclusion that could be drawn from this data is that gamers who dont
like D&D will spend a lot of money and try a lot of systems to find
something they do like before they quit. Gamers who like D&D will spend less
money and try fewer systems, but will spend more on D&D than those who don
t.
When asked why a gamer lapsed, the answers (multiple choices allowed) were:
Got too busy with other things: 79%
Too few people to play with: 63%
Not enough time to play: 55%
Found a game I liked better: 38%
Unhappy with the game and the rules: 38%
Cost too much money: 32%
Burnt out from frequent play: 29%
Getting back to the people still playing the games, when asked what games
TRPG players play monthly, the answers (multiple choices allowed) were:
D&D: 66%
Vampire: The Masquerade: 25%
Star Wars: 21%
Palladium: 16%
Werewolf: The Apocalypse: 15%
Shadowrun: 15%
Star Trek: 12%
Call of Cthulu: 8%
Legend of the Five Rings: 8%
Deadlands: 5%
Alternity: 4%
GURPS: 3%
When asked to describe aspects of their games, on a scale from 1 to 5,
answers were:
(normally/rarely)
Create Own Adventures: 42% / 11%
Create Own Campaign Material: 29% / 17%
Replay Adventures: 18% / 35%
Use adventures from magazines: 21% / 40%
Follow official D&D Rules 33% / 17%
When we asked RPG purchasers how many had purchased D&D at a particular
retail type, the answers were:
(*)Hobby/game shops: 36%
Book Stores: 27%
Comic book stores: 18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions: 4%
(In other words, 36% of the respondents indicated they had purchased a D&D
product at a Hobby/Game shop.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Adventure Game Industry Market Research Summary (RPGs) V1.0
Release Date: February 07, 2000
Summary prepared by:
Ryan S. Dancey,
Vice President, Wizards of the Coast;
Brand Manager, Dungeons & Dragons
Permissions: This file is Copyright 2000, Wizards of the Coast. This file
may be freely redistributed or quoted in whole or part, provided that this
attribution remains intact.
Methodology: Wizards of the Coast regularly surveys various aspects of the
adventure gaming channel; distributors, retailers and consumers to better
understand their preferences, concerns, and needs. That data is regularly
reviewed and distributed internally to senior management. The contents of
this file are excerpts from those sources; the source materials themselves
are confidential internal documents and are not available to the public. You
have my assurances that to the best of my ability, the information presented
in this document represents a fair and accurate representation of the data.
Sources: The primary source is a market segmentation study conducted in the
summer of 1999. No confidential information provided by non-Wizards
companies was used in the preparation of this report.
Exclusions: The internal information gathered by Wizards is considered an
important competitive advantage. Therefore, not all the information
available to Wizards is incorporated in this document, and there may be
areas where substantial, significant information is purposefully not
included. An effort has been made to ensure that the absence of any portion
of this confidential information would not render the material provided
herein inaccurate or invalid.
Pokemon Effect: As this study was conducted just as the Pokemon TCG
phenomenon was gathering speed. For this, and several internal reasons, I
have elected not to present information on the TCG component of the industry
at this time.
Updates: From time to time, I intend to revise and update this file to
reflect our ongoing efforts to understand the industry. When an update
occurs, the version number of the document will be changed, as will the
release date. Interested parties can write to me at ryand@frpg.com to
request an up to date copy of this document.
--------------------
Section 1: The Segmentation Study
Since so much of this data is derived from the 99 Segmentation Study, it is
important that the reader understand how this data was gathered.
For the purpose of the 1999 study, the following methodology was employed:
A two phase approach was used to determine information about trading card
games (TCGs), role playing games (RPGs) and miniatures wargames (MWG) in the
general US population between the ages of 12 and 35. For the rest of this
document, this group is referred to as the marketplace or the market, or
the consumers.
This age bracket was arbitrarily chosen on the basis of internal analysis
regarding the probable target customers for the companys products. We know
for certain that there are lots of gamers older than 35, especially for
games like Dungeons & Dragons; however, we wanted to keep the study to a
manageable size and profile. Perhaps in a few years a more detailed study
will be done of the entire population.
Information from more than 65,000 people was gathered from a questionnaire
sent to more than 20,000 households via a post card survey. This survey was
used as a screener to create a general profile of the game playing
population in the target age range, for the purposes of extrapolating trends
to the general population.
This "screener" accurately represents the US population as a whole; it is a
snapshot of the entire nation and is used to extrapolate trends from more
focused surveys to the larger market.
A follow up survey was completed by about a thousand respondents from the
screener. The follow up survey is an extensive document with more than 100
questions. The particular individuals chosen to participate in this expanded
survey represent the population, as determined by the screener. In other
words, the small detailed survey group can be reasonably extrapolated to the
larger screener group, and the larger screener group can be logically
extrapolated to the public in general. This is a common, standard, and
accepted methodology within the market research field.
The data from the detailed survey was collated and prepared by the Wizards
market Research Department, in conjunction with an external consulting firm.
We believe that the data is a fair and accurate representation of the hobby
game consumer profile and that it does statistically correlate with the
population as a whole in the US for the target age bracket.
--------------------
Section 2: Basic Terms
As a part of the detailed survey, the following terms and examples were
provided to the respondents:
Term Example
(*)Paper RPGs Dungeons & Dragons
Card Games Bridge, Solitaire,
Uno, Poker
Trading Card Games Magic, Pokemon
Word/ knowledge Scrabble,
Trivial Pursuit
Puzzle computer games Tetris
Non-competitive problem solving Sim City, Myst
Puzzle table games Jenga, Dominoes
Class board games Chess, Monopoly, Go
Action/Shooter/Arcade Doom, Mortal Kombat
Miniatures table-top fantasy/sci-fi Warhammer
Games that use miniatures Battletech
War games Historical
Simulations Flight/car
Simulators
Strategy games Risk, Civilization
Social/party games Charades,
Pictionary
Strategic sport simulations Madden, MLB
Other non-sport games N/A
Specific questions were also designed to separate users of computer Role
Playing Games vs. paper Role Playing Games.
(*) For my own purposes, I choose to use the term Tabletop RPGs in this
document; the term paper RPGs was used in the study. The terms are
synonyms; my choice is simply personal. I believe that in the fairly near
future paper RPGs will hybridize with computer assistance not becoming
computer RPGs as that term is commonly understood, but not being games
played simply with paper anymore either. Consider this a forward looking
terminology.
The term D&D is used herein to describe all flavors and types of D&D play;
from old white box players up to people playtesting 3rd Edition.
--------------------
Section 3: Basic Demographics
The study provides the following information about the basic demographics of
the tabletop RPG marketplace:
Size: 6% play or have played TRPGs (~ 5.5 million
people)
3% play monthly (~ 2.25 million people)
Gender: 19% are female (monthly players)
Crossover: 17% of the total play MWGs monthly
46% of the total play computer RPGs monthly
26% of the total play TCGs monthly
The study provides the following information about the basic demographics of
the computer RPG marketplace:
Size: 8% play or have played CRPGs (~7.3 million
people)
5% play monthly (~4.5 million people)
Gender: 21% are female
Crossover: 33% of the total play tabletop RPGs monthly
21% of the total play TCGs monthly
13% of the total play MWGs monthly
The study provides the following information about the basic demographics of
the MWG marketplace:
Size: 4% play or have played MWGs (~3.7 million people)
2% play monthly (~1.8 million people)
Gender: 21% are female
Crossover: 37% play tabletop RPGs
40% play computer RPGs
29% play TCGs
The age breakdown of players within the marketplace is:
Age TRPG MWG CRPG All Gamers(*)
12-15 23% 27% 23% 11%
16-18 18% 17% 16% 7%
19-24 25% 24% 23% 13%
25-35 34% 32% 37% 29%
(*) All Gamers means people in the study population who reported playing
>anyleasthave never playedlessmore1-5 Years >5 Years
Expect another Year: 40% 75% 88%
We asked what the frequency of play was:
Total D&D 1-5 Years >5 Years
Monthly: 7.2 4.9 13.2 5.9
So we see that the longer a player is in the game, the fewer times per month
they play after the 5th year. Once the acquisition period (1st year) has
passed, frequency of play accelerates tremendously, then drops. One
explanation for this fact may be that since acquisition happens most often
at age 15 or less, new players may have a lot of time available for
gaming, but as they age, they have less time per month to play.
We looked at a few other questions based on how long a person had been
playing the game:
[ if this chart gets mangled in the formatting, it has three columns of
data ]
Typical 4 or More Average Sessions
Session Gamers In before Restart
5+ Hours Group (New Characters)
Total 28% 62% 15.4
1-5 Years 14% 60% 12.9
(*)>5 Years 42% 71% 19.6
(*) Remember that frequency of play is down sharply for these gamers)
This data tells us that the longer a person plays the game, the longer the
game sessions get, the more people play in the game, and the longer the game
progresses before a character restart. In fact, if you look at the >5 year
group, you realize that the big jump in long sessions and in average
sessions before a restart means that the 5+ year gamers are playing the same
characters, on average, vastly longer than anyone else.
One conclusion might be that it takes 5 years for a player to really master
the system and really figure out what kind of character that player likes to
play.
The following financial figures are for TRPG players in general (D&D
information, where available, is provided as well)
This data seems to validate the theory that young gamers, while very active,
dont spend a lot of money. (The following data is reported by for RPG
expenditures) The big dollars come from adults...
Total spending by age:
12-17: $297
18-24: $850
25-25: $2,213
And, the longer they stay in the category, the greater their total
outlays...
Play 5 Years: $2,502
And if they can be induced to become a DM/GM, expenditures skyrocket.
Will DM/GM: $2,048
Will not DM/GM: $401
Some breakouts for the D&D population in particular
Total D&D spending by age:
12-17: $164
18-24: $443
25-35: $1,642
Monthly D&D spending by age:
12-17: $10
18-24: $12
25-35: $14
Total D&D spending by time in game:
5 Years: 1,756
Monthly D&D spending by time in game:
<=1 Year: $7
1-5 Years: $22
5 Years: $16
(Interesting note: Monthly spending in the first five years after adoption
of the game is higher than the spending beyond that point though the
older, longer gamer plays the game more, they spend less. This may relate to
the frequency of a character/game restart.)
D&D DM willingness effect on expenditures:
Will DM: $1,444 total / $21 monthly
Will not DM: $187 total / $7 monthly
(Interesting note here: Even people who dont DM buy a heck of a lot more
than just a PHB...)
Effect of miniatures addition to RPG mix:
Few miniatures owned/used: $139 total RPG spending
Many minis owned/used: $4,413 total RPG spending
We found that players who were lapsed reported that they had played
TRPGs but were not currently doing so; had spent more money than the current
players, and had played more different games monthly but interestingly,
they had spent less money, on average, on D&D than players who were
current.
(Current/Lapsed)
Mean RPG Spending Mean Total D&D Number
Spending RPGs Played
$1,273 / $1,667 $895 / $599 2.2 / 3.3
One conclusion that could be drawn from this data is that gamers who dont
like D&D will spend a lot of money and try a lot of systems to find
something they do like before they quit. Gamers who like D&D will spend less
money and try fewer systems, but will spend more on D&D than those who don
t.
When asked why a gamer lapsed, the answers (multiple choices allowed) were:
Got too busy with other things: 79%
Too few people to play with: 63%
Not enough time to play: 55%
Found a game I liked better: 38%
Unhappy with the game and the rules: 38%
Cost too much money: 32%
Burnt out from frequent play: 29%
Getting back to the people still playing the games, when asked what games
TRPG players play monthly, the answers (multiple choices allowed) were:
D&D: 66%
Vampire: The Masquerade: 25%
Star Wars: 21%
Palladium: 16%
Werewolf: The Apocalypse: 15%
Shadowrun: 15%
Star Trek: 12%
Call of Cthulu: 8%
Legend of the Five Rings: 8%
Deadlands: 5%
Alternity: 4%
GURPS: 3%
When asked to describe aspects of their games, on a scale from 1 to 5,
answers were:
(normally/rarely)
Create Own Adventures: 42% / 11%
Create Own Campaign Material: 29% / 17%
Replay Adventures: 18% / 35%
Use adventures from magazines: 21% / 40%
Follow official D&D Rules 33% / 17%
When we asked RPG purchasers how many had purchased D&D at a particular
retail type, the answers were:
(*)Hobby/game shops: 36%
Book Stores: 27%
Comic book stores: 18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions: 4%
(In other words, 36% of the respondents indicated they had purchased a D&D
product at a Hobby/Game shop.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
I bet this has changed a great deal:
(*)Hobby/game shops: 36%
Book Stores: 27%
Comic book stores: 18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions: 4%
(In other words, 36% of the respondents indicated they had purchased a D&D
product at a Hobby/Game shop.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
(*)Hobby/game shops: 36%
Book Stores: 27%
Comic book stores: 18%
Specialty toy and game: 17%
Large toy store chains: 15%
Conventions: 4%
(In other words, 36% of the respondents indicated they had purchased a D&D
product at a Hobby/Game shop.
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
I would love to see the data James Mishler published when he was still with SCRYE and compare it to this:
Getting back to the people still playing the games, when asked what games
TRPG players play monthly, the answers (multiple choices allowed) were:
D&D: 66%
Vampire: The Masquerade: 25%
Star Wars: 21%
Palladium: 16%
Werewolf: The Apocalypse: 15%
Shadowrun: 15%
Star Trek: 12%
Call of Cthulu: 8%
Legend of the Five Rings: 8%
Deadlands: 5%
Alternity: 4%
GURPS: 3%
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Getting back to the people still playing the games, when asked what games
TRPG players play monthly, the answers (multiple choices allowed) were:
D&D: 66%
Vampire: The Masquerade: 25%
Star Wars: 21%
Palladium: 16%
Werewolf: The Apocalypse: 15%
Shadowrun: 15%
Star Trek: 12%
Call of Cthulu: 8%
Legend of the Five Rings: 8%
Deadlands: 5%
Alternity: 4%
GURPS: 3%
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Star Trek would be gone in 2008, because Paramount and other factors caused the last two companies to lose licenses. Palladium(and I love the Rifts universe) would be much lower today. The White Wolf products would still rank high on the list. Star Wars would still fair pretty well. Shadowrun(while there is a 4th edition) would be significantly lower. Alternity has been gone for a number of years. Gurps would be about where they're at. Not to mention others who came along the way. Mutants and Masterminds, Savage Worlds, Castles and Crusades, True 20, etc. Those would figure in, as well. But, I'm sure the computer vs. rpg gaming numbers would considerably different today. It's hard to say. I found the study an interesting read, to say the least.
- Breakdaddy
- Greater Lore Drake
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papercut wrote:
where did you get this?
I got it from a link on ENWorld. This apparently comes from WOTC originally.
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The Ruby Lord, Earl of the Society
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Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
papercut wrote:
It is pretty wild, I am surprised Wotc let this info out. I wonder when wa it released and why? It has great historical value for sure, are they gonna release lots of 3e documents now that 4e is out?
Release Date: February 07, 2000
_________________
The Ruby Lord, Earl of the Society
Next Con I am attending: http://www.neoncon.com/
My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
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Barrataria
- Red Cap
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Re: Interesting gamer study from 2000...
Treebore wrote:
Follow official D&D Rules 33% / 17%
Nuff said
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papercut wrote:
It is pretty wild, I am surprised Wotc let this info out. I wonder when wa it released and why? It has great historical value for sure, are they gonna release lots of 3e documents now that 4e is out?
It's just market research, so it's not like an alien autopsy video got leaked. It's interesting to read and definitely shows that they did their homework.
- Fiffergrund
- Lore Drake
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This has been public for a long time. Some of the nastier discussions on Dragonsfoot during the Edition Wars era came from this document.
There's a serious flaw in the methodology, if I recall correctly. I don't have the time or the patience to try to find out what it is, but perhaps someone will remember.
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Sir Fiffergrund, Lord Marshal of the Castle and Crusade Society.
He Who Hides Behind The Elephant's Back
There's a serious flaw in the methodology, if I recall correctly. I don't have the time or the patience to try to find out what it is, but perhaps someone will remember.
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Sir Fiffergrund, Lord Marshal of the Castle and Crusade Society.
He Who Hides Behind The Elephant's Back
Marshal Fiffergrund, Knight-Errant of the Castle and Crusade Society
I find it interesting that they make no mention of who was given the initial "screener." Sure, they say an age range, but no geographic dispersion -- it could be completely localized (ie, 65,000 people in the Seattle area) or slightly larger (people on the West Coast) when it is a known fact that local markets can be, often dramatically, different from the general public -- for example, Toyota sells far more cars/trucks in California than they do in Michigan or Texas -- but they are still ranked 2nd overall (possibly ranked 1st now, as they had nearly overcame GM last year.)
I dunno. I would not have tended to agree with the results then but its funny to look at, regardless.
I dunno. I would not have tended to agree with the results then but its funny to look at, regardless.