The Nintendo Wii remains a force to be reckoned with in the video game world and new survey statistics along with new revenue streams suggest that Nintendo has still has something up it's sleeve.
New survey data from Lottay, an online wish-list and gift giving site, shows that the Wii and its associated accessories will regain momentum during this year's holiday season.The Wii and Wii-related gear were wished for twice as much as the Sony PS3 and Xbox 360 combined though 38 percent of people wanted something other than products--namely cash, and in one case, Satan (I assume for a visit, not as a full-time family member.)
And while a wish, or a request for a gift, is no guarantee that a product will actually sell, there is a dearth of exciting gifts for this holiday season, leaving room for the Wii and other less-new products to be successful.
Just a few weeks ago, Electronic Arts CEO John Riccitiello commented that the "Wii platform has been a little weaker than we had anticipated" but Nintendo of America's executive vice president of sales and marketing Cammie Dunaway was extremely positive about the current sales and the future growth.
But, the focus in the U.S. remains on selling more titles and accessories, not branching out into additional services such as we've seen with Microsoft's Xbox Live, which provides access to Facebook, Twitter, and Last.fm through the console.
Services supporting the Wii are much more sophisticated in Nintendo's home country of Japan, where the company previously launched an advertising program to turn family time into a commercial endeavor and a catering channel that lets users order food from a variety of vendors directly through the console, delivered directly to their front door.
This weekend Nintendo added to the Wii's variety of interactive offerings, with a paid video download service for Japan. "Theater no Ma" will offer a range of movies, anime and other paid content from providers including Walt Disney and Sesame Workshop.
Downloading rental content onto game consoles and set-top boxes has been common in the U.S for awhile, but the reason this service could prove meaningful in Japan is because Nintendo researchers previously found that 87 percent of Wii users use the console on the biggest screen in the house, which is still the one in the living room.
Not only is this Super Mario costume homemade and hilarious, the guy sure can boogie.
(Credit: Caroline McCarthy/CNET)Really, America? Can we talk?
You see, I received this press release from Experian Hitwise in my in-box about the most-searched-for Halloween costumes in the U.S., based on searches in the month ending October 24 that ended in "costume." And the ranking was led by "Michael Jackson costume" and "Balloon Boy costume." OK, so those are timely, albeit a little bit more than unimaginative.
But it doesn't stop there. Following that were "Tinkerbell," "Catwoman," and "Poison Ivy," indicating that most costume searches are either on behalf of women or men who really want to make a fool of themselves. Among the top costume searches beginning with the word "sexy" were "sexy sailor costume," "sexy nurse costume," "sexy witch costume," and "sexy Queen of Hearts costume." (What would Lewis Carroll think?) And high-ranking costume searches beginning with "adult" include "adult cat costume," "adult Snow White costume," and "adult Care Bear costume."
I don't care what you dress up as for Halloween. Have fun with it. But just think about it. Adult Care Bear costume. Really. It's a costume that's probably itchy and uncomfortable, unflattering, and will embarrass the heck out of your kids if you have any. Not to mention that there's no obvious relevance to current events or pop culture that would negate the creepiness factor, considering the last time I checked the Care Bears have been around since 1981. Whatever happened to cowboys and pirates and disgraced politicians? Hitwise stats have officially weirded me out.
More depressing figures: Compared with the same time period last year, Hitwise found a 97 percent jump in searches for "pet costumes" this year. Those poor dogs.
Gamers are not just making purchases to enhance their gaming experience but also selling virtual assets to other players, according to new research from video game market research firm VGMarket.
Sales of virtual goods are expected to reach $1 billion this year and already generate near $4 billion annually in China. But there are some challenges, primarily the fact that once you convert your real money to virtual cash you can't readily get the dough back out.
The research revealed that in-game currency is the most frequently sold digital good from player to player and that two out of three sellers sold in-game currency in the last 12 months, earning a median of $22. PlaySpan, a provider of monetization and payment solutions for games and virtual worlds and sponsor of the research, considers that to be good news as its platform enables game developers to provide player to player marketplaces for their players. In addition, the PlaySpan Marketplace currently provides a secondary market for IMVU players to buy and sell goods as well.
One out of two sellers made a sale in a social network game over the last 12 months and earned a median of $50, while one out of four sellers made a sale in a free-to-play game over the last 12 months, with their median earning being $98, or nearly double that on social networks.
Eric Hartness, chief marketing officer at PlaySpan, told me that the secondary market is a boon for games, adding value, real and perceived, to all players by associating a real world dollar value on their playing time, game accounts, and digital items.
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