Published on : Jul 03, 2017
Albany, New York, July 03, 2017: Teens and tweens in the U.S. aged 10-17 have increasingly started playing video games at large scale since the past few months due to the introduction of various trends and a variety of newly set features for the gaming console. The gaming industry is also supported by the varying attitude of gender towards the video games, as girls are more likely to enjoy games found on mobile devices, whereas boys tend to be engaged in aspects of gaming that require more of an investment. To detail more gaming perspective and market scenario, Market Research Hub (MRH) has recently added an analyzed report titled as “Teen and Tween Gaming - US - June 2017” to its vast report repository.
The researched study starts with the executive summary that detail the issues of the teen and tween gaming in the U.S. The opportunities of the market are discussed that consist of the screen-centric feature of the video game, and the meteoric rise of eSports. Further, the gaming consoles market, market perspective, and market factors are detailed in brief for clear and precise market analysis.
In the next section, the key player’s with their target and struggle are listed for the knowledge of the readers. The featured players are Rovio Entertainment Ltd., Rockstar Games Inc., Nintendo Co. Ltd., Valve Corporation and Blizzard Entertainment Inc. Moreover, the report consists of the factors working for the teen and tween gaming market along with the struggles. The study also details the consumers as well as the devices used to play video games. It also covers the complete list of the type of video games played. Some of the types include action games, complex gaming landscape, mobile puzzle games, Minecraft, and other.
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Lastly, the video game features, video game purchase trends, and teen & tween promotional consideration, gaming behaviors and their attitude towards gaming are evaluated and described in this intelligent study. The gaming behavior shows girls mostly tend to play mobile games, and with advance age, social gaming tends to slow down. Finally, the attitude towards game shows that the main motive is enjoyment rather than to skill, younger teen & tween boys are the ones most engaged towards gaming, and for young men video games are more important than T.V; and thus concluding the detailed analysis.
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