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[业界] 报告:有半数主机玩家购买了游戏DLC

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发表于 2011-10-20 12:08 | 显示全部楼层 |阅读模式
EEDAR还预计在2012年北美地区的dlc市场将会产生超过10亿美元的收益,全球预计会达到20亿美元。

Privacy concerns remain the biggest factor for customers who choose not to purchase downloadable content, according to a new report titled “Deconstructing Downloadable Content 2011” from research firm EEDAR.

The report says 49% of HD console owners have not purchased downloadable content this year. The data does not suggest, however, that the recent PlayStation Network privacy breach impacted consumer privacy conerns.

"EEDAR’s survey was conducted before and after the official announcement of the breach," the company said. "When comparing the responses prior to and after the breach, the results were within 4 points of the overall average (47%). In addition, privacy concerns of Xbox 360 owners and PlayStation 3 owners remained within 5 percentage points of each other after the breach."

Expense and lack of a return policy are other reasons for why they do not purchase DLC.

EEDAR estimates that over 20 million people with multiple consoles have purchased DLC in the last 12 months in North America, a 43% increase from 2010 in which an estimated 14 million consumers were considered “Active DLC Purchasers.”

EEDAR also estimates that the DLC market will generate over $1 billion in North American and $2 billion in worldwide revenue in 2012.
 楼主| 发表于 2011-10-20 12:08 | 显示全部楼层


研究机构EEDAR的一份报告显示 对隐私的担忧成为消费者不愿意购买DLC的最大原因。今年有49% 的高清主机玩家没有购买过DLC,而数据并未表示最近的PSN泄露事件对消费者是否造成了影响。

价格和缺少返还制度是消费者不愿购买dlc的其他原因。

在北美,过于12个月里,预计有超过2千万拥有多台主机的消费者购买了dlc,对比2010年预计的“活跃dlc购买用户”为1千4百万增长了43%。
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