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   MetaFacts, Inc.  /  Subscribe  /  Back Issues  /  Sales
No PC brands own the game market, but two brands hold the key users
Dan Ness, Principal Analyst, MetaFacts, April 9, 2004
 
No major PC brand can claim the lead in PC gaming. However, one brand, eMachines (recently acquired by Gateway), has done the best job at attracting the most important market for PC games – teens and preteens. This is according to the recently released Brand Profile Report from MetaFacts, based on surveys of 10,691 households as part of its Technology User Profile survey.
Why is this important?

The focus of major PC brands on gaming may change the rules for both the PC and gaming industries. Companies like Alienware, with their high-performance systems tuned optimally for PC gaming, have shaken up the stodgy PC industry. Also, recently Dell released their Inspiron XPS notebook tailored to PC gaming, making waves with their focused entry.

The recent release of gaming-tuned systems is only part of the story. More critical is having the key users. eMachines has a 38% higher concentration of its users in the important female preteen (age 6-12) segment than any other major PC brand. Nearly ten percent (9.6%) of households with eMachines PCs have a female user aged 6-12, stronger than the 7% national average for that segment. Similarly, eMachines has a 35% higher concentration of male preteens than any other major brand, representing 10.4% of eMachines households.

Another takeaway from the research results: teens, the next-most-active segment for PC gaming, represent one of the strongest groups for two brands: both eMachines and Dell. So, now eMachines (and Gateway), will need to compete with Dell for the hearts, minds, and allowances of this important segment.

PC Activities and PC Users by Age & Gender
Indexed by Major PC Brand

(Based on Installed Home PCs)

Selected PC Activities

HP/
Compaq

Dell

Gateway/
eMachines

Gateway

eMachines

Apple

Sony

Clone

Games/Entertainment for Adults

103

99

102

99

114

77

84

108

Games/Entertainment for Children

110

96

105

103

108

72

92

91

Educational Activities for Children

108

96

102

100

108

94

93

91

                 

Selected PC User Age/Gender Groups in Household

HP/
Compaq

Dell

Gateway/
eMachines

Gateway

eMachines

Apple

Sony

Clone

Male Pre-Teens (6-12)

98

108

100

87

135

90

81

83

Female Pre-Teens (6-12)

94

101

112

102

138

76

109

105

Male Teens (13-19)

100

120

109

108

122

103

124

127

Female Teens (13-19)

102

124

100

95

131

119

107

101

An index of 120 means the brand is 20% higher than other brands in that category. Index is 100 times the percent of each brand’s installed base by category divided by the percent of the entire base of all U.S. branded Home PCs by category.
Source: MetaFacts, Inc. – Brand Profile Report – 2004
 
 

Looking ahead, the major PC brands are going to have a run for their money in focusing on gaming. While the preteens and teens using eMachines PCs today may not have the personal wherewithal or influence to spend thousands of dollars for these amped-up systems, the bar Alienware has set, along with the halo effect, can make it that much harder for later traditional major brands to follow.

 

Simultaneously, and beyond PCs, console platforms such as PlayStation and Xbox continuing to redefine the dynamic gaming market. As these systems continue to evolve, adding capabilities previously only found on PCs, PC brands will be further challenged to play against pure game systems.

 

At the same time, console companies have their work cut out for them from other directions than from PCs. With the rise in wireless handset gaming, PDA gaming, and multiplayer Internet games, the marketplace is heating up in many directions at once. The entire gaming market promises to get even more interesting – and fun – through the competition and even collaboration and cooperation between and among platforms.

 
Meanwhile, in the PC market, if Gateway can sustain eMachines’ success with the teen and pre-teen market, then they at least have the strongest shot at it.
 

Background & Methodology

Factual, decision-making information like this is only found in one place, Technology User Profile from MetaFacts. The Technology User Profile market research information service is based on extensive primary research selected and balanced to represent the American population - including technology users and non-technology users. Drawn from more than 10,000 surveys per year reporting on over 250 questions, it is the most comprehensive total market technology study available. TUPdates are brief summaries of information contained in Technology User Profile.

 
 

Links to Source Data

Current Technology User Profile subscribers may be interested in the following links with related, more detailed or updated information:

Brand Profile Report (Recently Released)
Brand Profile Report - Information and Ordering Page
Brand Profile Report - Table of Contents
 
Users of Home/Family Computer (Home/Family)

TUP 2003 Annual Edition (Excel)

TUP 2003 Annual Edition (pdf)

TUP 2002 Annual Edition  (Excel)

TUP 2002 Annual Edition (pdf)

TUP 2001 Annual Edition (Excel)

TUP 2001 Annual Edition (pdf)
 

Activities for which PC is Regularly Used (Home/Family)

TUP 2003 Annual Edition (Excel)

TUP 2003 Annual Edition (pdf)

TUP 2002 Annual Edition (Excel)

TUP 2002 Annual Edition (pdf)

TUP 2001 Annual Edition (Excel)

TUP 2001 Annual Edition (pdf)
 
Online/Internet Activities (Home/Family)

TUP 2003 Annual Edition (Excel)

TUP 2003 Annual Edition (pdf)

TUP 2002 Annual Edition (Excel)

TUP 2002 Annual Edition (pdf)

TUP 2001 Annual Edition (Excel)

TUP 2001 Annual Edition (pdf)
 
Cellphone Activities (Home/Family)

TUP 2003 Annual Edition (Excel)

TUP 2003 Annual Edition (pdf)

TUP 2002 Annual Edition (Excel)

TUP 2002 Annual Edition (pdf)
 
Links to TUP Online Store

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