Gaming and Leisure Time

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Provide play for when and where the end user has time and you can build your business. Ignore time and place and you may just stay on that store shelf.

I don't know about you but I don't have a lot of leisure time. And from what I can see, children don't get a lot of it either. That was why I paid attention when I read that, according to a new Nielsen study, gaming accounts for 10% of all leisure time activity in industrialized countries. That's according to an article by Dean Takahashi writing for VB.

Gaming comes in two major formats: Console based and mobile. According to the article, Americans and Europeans are evenly divided in their use of the two formats while the Chinese favor mobile and Latin Americans prefer the console. Whatever the format, it is taking up an unusually large amount of time.

I have for some time been maintaining that for those who are in the business of play, time is as important a commodity as spend. The question to ask yourself is not just how much space do I have on a store shelf but how big a share of time do I have in an end users head?

Long haul, I am betting on mobile platforms. Why, because we are all busy and on the move. For children, that means playing while in the backseat of the car between school and soccer practice, while eating lunch or between homework and bed.

Whether you are in the digital or physical play business, smart companies will think in terms of great game play and portability. Provide play for when and where the end user has time and you can build your business. Ignore time and place and you may just stay on that store shelf.

 

 

 

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