The video game industry is undergoing a fundamental shift from a traditional business model reliant on the sale of packaged goods and perpetual licensing, to one dominated by digital distribution and new forms of monetization. With unit sales of game downloads surpassing physical purchases, the transition to digital is creating tremendous opportunities for game developers, publishers, retailers, and device makers.
In this rapidly changing landscape, how can industry players evolve their offerings to better meet changes in consumer expectations and buying behavior? In this research study 505 US adults over the age of 18 who had played a downloaded or boxed PC or Mac game in the previous month were polled to examine consumer attitudes and behaviors toward PC and Mac games.
The State of PC Gaming: The Shift from Packaged Goods to Digital Distribution
1. Frictionless. Social. Everywhere.
The State of PC Gaming 2011:
The Shift from Packaged Goods
to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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2. “The shift to digital distribution represents a revolution in PC
gaming. The publishers and retailers that win will be those who
understand that this is not just a change in how software is sold,
but a fundamental change in how consumers want to find, own,
and play their games.”
Survey Background
This 2011 online study polled 505 US adults over the age of 18 who had played a downloaded or boxed PC or Mac
game in the previous month. The survey was developed to examine consumer attitudes and behaviors towards PC
and Mac games.
Executive Summary
US game sales total approximately $16 billion, with unit sales of digitally distributed titles surpassing physical
purchases, according to The NPD Group. Following similar trends in the music and movie industries, game buyer
preferences are shifting away from packaged software to online distribution, a change driven in part by increasing
consumer awareness and acceptance of virtual goods.
Industry leaders are being forced to explore new business models to accelerate digital growth as boxed
software revenue declines. With free-to-play, casual, and social titles expanding consumer choice, PC gaming
business models that offer a lower barrier to entry, such as rentals or freemium games, will increasingly find
favor with consumers.
Multiple device ownership is also on the rise, driven by the widespread availability and increasing affordability
of mobile technologies such as tablets and smartphones. The improved performance of this hardware provides
opportunities for game publishers to expand their marquee franchises from the relatively limited landscape of PCs
and game consoles to faster-growing platforms. By delivering core titles or complementary content based on major
franchises to accessible and pervasive mobile platforms, publishers can broaden the overall gaming experience,
increasing consumption, monetization, and engagement.
Finally, digital distribution platforms and in-app commerce have come of age as more consumers take advantage
of faster connection speeds and better purchasing mechanisms to buy playable content directly from their gaming
devices, or in many cases, from within a game title. The leading industry players will capitalize on this trend by
creating, or improving, their own digital distribution channels to build deep and direct relationships with gamers.
Personalized recommendations, comprehensive product discovery tools and a frictionless shopping and playing
experience will make it easy for visitors to find and buy content, raising conversion and retention rates.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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3. Key Findings:
US gamers have access to two or more game-ready devices.
Multiple device ownership is on the rise, driven by the widespread availability and affordability of game
consoles, tablets, and smartphones. The typical US gamer now has access to two and often as many as three
or four game-ready devices. In addition to a PC or Mac, over half of those surveyed own or have access to a
game console (68%) or smartphone (54%) [Figure 1]. Twenty-one percent of gamers have access to a
tablet device.
ure 1 – Table 3]
Early adopters of advanced consumer electronics, members of Gen Y (ages 18-34) and the more educated
and affluent are significantly more likely to own or have access to game consoles, smartphones, and tablets in
addition to a primary PC or Mac.
Which, if any, of the following devices do you own or have
access to?
Game console 68%
(e.g., PS3, Xbox)
Smartphone 54%
(e.g., iPhone, Blackberry)
Tablet device 21%
(e.g., iPad, Xoom)
None of the above 21%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 1]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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4. Game play is up this year, across all devices.
Increased device accessibility has expanded the target demographic for games from a limited core audience
focused on PCs and consoles to a broader market. When asked about their playing habits compared to last year,
many PC and Mac gamers report spending more time playing games online and on mobile hardware in 2011.
This shift in focus away from traditional devices opens up the opportunities for cross-platform publishers.
Almost half (46%) of those surveyed increased their browser-based online play this year, while 36% spent more
time playing conventional games installed on their PCs [Figure 2a]. Of those with access to hardware other
than a PC or Mac, 33% of respondents spent more time this year playing games on their consoles [Figure 2b],
while 51% increased play on smartphones [Figure 2c], and 74% on tablets [Figure 2d].
Women, in particular, are increasingly playing games on mobile devices like iPads and iPhones, suggesting
that these devices have been successful at broadening the target demographic for interactive entertainment.
Developers and publishers who expand their product lines to these more approachable platforms can
significantly widen the audience for their offerings. At the same time, the increasing performance of mobile
hardware means that, for the first time, content related to marquee franchises can be brought to these
platforms without a dilution in production values.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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5. [Figure 2a – Tables 4-5]
Compared to 2010, are you spending more or less time
in 2011 playing games...?
More time Less time
[Figure 2b – Tables 6] Same amount of time Unsure
All gamers surveyed
On the Internet 46% 39% 2 14%
(in a web browser)
Installed on a PC or Mac 36% 44% 1 19%
0% 20% 40% 60% 80% 100%
[Figure 2c – Tables 7]
Base: 505 US PC and Mac gamers [Figure 2a]
Gamers with game console access
On a game console
33% 44% 1 22%
(e.g., PS3, Xbox)
0% 20% 40% 60% 80% 100%
[Figure 2d – Tables 8]
Base: 343 US PC and Mac gamers with [Figure 2b]
access to game consoles
Gamers with smartphone access
On a smartphone 51% 34% 1 15%
(e.g., iPhone, Droid)
0% 20% 40% 60% 80% 100%
Base: 272 US PC and Mac gamers with access [Figure 2c]
to smartphones
Gamers with tablet access
On a tablet device
(e.g., iPad, Xoom) 74% 21% 2 4
0% 20% 40% 60% 80% 100%
Base: 108 US PC and Mac gamers with [Figure 2d]
access to tablets
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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6. Boxed game spend still beats downloads.
Despite the success of digital gaming platforms such as Steam, PC and Mac gamers still buy—and spend
more on—packaged products, although the disparity is notably less than in the console market. In the past
12 months, 59% bought boxed computer games while 53% purchased downloads [Figure 3a]. Of those with
access to a console, 76% bought boxed games while just 49% purchased downloads [Figure 3b].
Across the board, males and those aged 18-34 tend to be the biggest spenders, although only a tiny minority
spent more than $150 in the past year on any game type or format. Free-to-play, casual, and social titles have
expanded the choices available to consumers and increased competition for their time.
A fast-growing segment, and one of increasing significance, is mobile game spend. Of those with access to
smartphones and tablets, 61% paid for mobile game downloads, with a roughly equal split between the sexes
[Figure 3a – Tables 9-11]
[Figure 3c]. Although only 10% of gamers spent more than $50 in the past year, forward-looking publishers
should embrace mobile as a way to expand their market, cross-sell to their existing customers, and increase
franchise profitability.
In the past 12 months, how much have you spent on...?
Over $150 $26 to $50 $0
$51 to $150 $1 to $25 Don’t remember
All gamers surveyed
[Figure 3b – Tables 12-13]
Boxed PC or Mac games 5% 8% 21% 25% 2 40%
(with CD/DVD)
Monthly game subscription fees 4 4 9% 17% 1 65%
Downloaded PC or Mac games 3 7% 15% 28% 2 45%
(no CD/DVD)
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 3a]
[Figure 3b Gamers with
– Tables 14] game console access
Boxed console games 13% 21% 23% 19% 2 22%
(with disc)
Downloaded console games 4 7% 14% 24% 3 48%
(no disc)
0% 20% 40% 60% 80% 100%
Base: 343 US PC and Mac gamers with access [Figure 3b]
to game consoles
Gamers with smartphone and/or tablet access
Downloaded mobile games from an app store 4 6% 12% 39% 1 39%
0% 20% 40% 60% 80% 100%
Base: 290 US PC and Mac gamers with access [Figure 3c]
to smartphones and tablets
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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7. Genre preferences differ widely by age and gender.
Amongst PC and Mac game buyers, the most popular genres are Puzzle (45%), Shooter (35%) and
Action/Adventure (34%), with Role-playing (31%) and Strategy (31%) tied for fourth place [Figure 4]. Genre
preferences vary dramatically between genders and age groups; women and those 55+ overwhelmingly prefer
Puzzle games such as Bejeweled, while younger men gravitate towards Shooter and Strategy games like
[Figure 4 – Tables 15]
Call of Duty and Civilization. Sports and massively multiplayer (MMO) titles tend to be most popular with
affluent, highly educated males.
Which, if any, of the following types of PC or Mac games
have you purchased in the past 12 months?
Puzzle 45%
(e.g., Bejeweled, Crazy Machines)
Shooter 35%
(e.g., Call of Duty, Crysis)
Action/Adventure 34%
(e.g., Grand Theft Auto)
Role-playing
31%
(e.g., Fallout, Mass Effect)
Strategy
31%
(e.g., Civilization, Starcraft)
Simulation 26%
(e.g., Flight Simulator, The Sims)
Driving, racing 24%
(e.g., Need for Speed)
Massively multiplayer online 23%
(e.g., World of Warcraft)
Sports 23%
(e.g., FIFA Soccer, MLB)
Music and party 16%
(e.g., Guitar Hero)
Other 14%
0% 20% 40% 60% 80% 100%
Base: 371 US PC and Mac game buyers [Figure 4]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
7
8. Spend is shifting from packaged goods to downloads.
PC and Mac game sales should remain strong this year, although gamer preference is shifting from boxed
games to digital downloads. Of those surveyed, 73% plan to spend the same or more on downloads in 2011
compared to 2010, while 63% will spend the same or more on boxed games [Figure 5a]. Underlining the
critical importance of this trend, leading publisher Electronic Arts signaled its intention to transform itself from a
packaged goods company into a “fully integrated digital entertainment company” in its Q4 2011 earnings call.
In its July 2011 news releases, top retailer GameStop announced a successful integration of the Impulse digital
gaming platform into their online network and declared that it will begin selling downloadable versions of PC
games in its stores, allowing gamers to trade in used packaged games for credit toward downloads.
Of those with access to consoles, over 70% anticipate spending at least as much as last year on both
packaged and downloaded console games [Figure 5b]. Mobile is yet another bright spot for game publishers;
76% of PC and Mac gamers with access to tablets and smartphones plan to spend as much or more on
mobile games in 2011 compared to 2010 [Figure 5c]. In contrast, interest in monthly game subscriptions is
waning slightly; 31% are planning to reduce their spending on these products this year.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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9. [Figure 5a – Tables 16-18]
Compared to 2010, will you spend more or less
in 2011 on...?
Will spend more Will spend less
Will spend the same amount Unsure
All gamers surveyed
[Figure 5b – Tables 19-20]
Downloaded PC or Mac games 19% 54% 6% 22%
(no CD/DVD)
Boxed PC or Mac games 15% 48% 6% 31%
(with CD/DVD)
Monthly game subscription fees 13% 44% 12% 31%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 5a]
Gamers with game console access
[Figure 5c – Tables 21]
Boxed console games 24% 50% 5% 21%
(with disc)
Downloaded console games 22% 50% 10% 19%
(no disc)
0% 20% 40% 60% 80% 100%
Base: 343 US PC and Mac gamers with access [Figure 5b]
to game consoles
Gamers with smartphone and/or tablet access
Downloaded mobile games from an app store 31% 45% 4 20%
0% 20% 40% 60% 80% 100%
Base: 290 US PC and Mac gamers with access [Figure 5c]
to smartphones and tablets
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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10. Game buyers shop at multiple channels, but digital platforms are gaining in importance.
Game buyers are not loyal to a single purchase channel. While 68% of those who bought boxed PC and Mac
games did so at brick-and-mortar stores such as GameStop, 44% also shopped at online retailers, and 21%
purchased from individual sellers [Figure 6a]. Boxed console game buyers exhibit similar preferences [Figure 6b].
Men and those aged 18-34 are much more likely to shop online for boxed games, in sharp contrast to women
and those over 55.
Of those who bought game downloads, 71% say they shopped on retailer websites such as amazon.com,
and a further 48% on digital platforms such as Steam [Figure 6c]. With most estimates putting Steam’s control
of the PC download market at between 50% and 70%, our numbers appear low. However, this could indicate
that Steam users tend to spend more, generating more overall revenue. These comprehensive, self-contained
gaming networks are gaining in importance as purchase channels, particularly amongst younger, affluent and
[Figure 6a – Table 22]
more educated gamers. Last October 2010, Valve announced that Steam’s user base had grown by 200%; 6
million unique users log on to the service every day.
Where have you purchased boxed PC or Mac games in the
past 12 months?
Physical store 68%
(e.g., Best Buy, GameStop)
Retailer’s website 44%
(e.g., amazon.com, gamestop.com)
Individual seller 21%
(e.g., friend, eBay auction)
[Figure 6b – Table 23]
0% 20% 40% 60% 80% 100%
Base: 298 US PC and Mac boxed game buyers [Figure 6a]
Where have you purchased boxed console games in the
past 12 months?
Physical store 74%
(e.g., Best Buy, GameStop)
Retailer’s website 46%
(e.g., amazon.com, gamestop.com)
Individual seller 28%
(e.g., friend, eBay auction)
0% 20% 40% 60% 80% 100%
Base: 262 PC and Mac boxed console game buyers [Figure 6b]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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11. [Figure 6c – Table 24]
Where have you purchased PC or Mac game downloads
(no CD/DVD) in the past 12 months?
Retailer’s website 71%
(e.g., amazon.com, gamestop.com)
Digital platform 48%
(e.g., Steam, PSN, Xbox Marketplace)
Other 9%
0% 20% 40% 60% 80% 100%
Base: 268 PC and Mac game download buyers [Figure 6c]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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12. Search and category browsing are of equal importance in game discovery.
When beginning the hunt for a new game on a retailer site or digital platform, one in three gamers browse
by game genre (32%) or use the search box (31%) [Figure 7]. Affluent, more educated gamers are more likely
to use recommendation engines, while Gen Y gamers (aged 18-34) find browsing the bestsellers,
new releases, and highest rated games more appealing than older audiences.
Savvy retailers and distributors should expose their product catalogs in numerous ways—through personalized
recommendations, an effective search function, rankings, and well-structured categorization—to meet visitor
[Figure 7 – Tables 25]
expectations and lift conversion rates.
How do you most often find new games you want to buy
on a retailer website or digital platform (e.g., amazon.com,
Steam)?
Browse game genres 32%
(e.g., sports, shooter)
Use search box 31%
Browse bestsellers or new releases 28%
Browse games recommended for me by the website 21%
Browse highest rated games within a genre
21%
(e.g., sports, shooter)
Other 10%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 7]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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13. Downloadable content is growing franchise revenue.
Levels, stories and expansion packs are the most frequently purchased types of downloadable content (DLC).
Of those surveyed, 35% had bought levels, stories and expansion packs in the past year, closely followed by
music or song tracks (34%), and in-game currency (31%) [Figure 8]. The majority of those who paid for DLC
spent under $25, with single-digit percentages spending $50 plus.
Downloadable content remains vastly more appealing to Gen Y gamers (ages 18-34) who are most used to
buying digital goods such as apps and movies. However, even these younger consumers are not yet paying
much for downloadable content; most of those who bought DLC spent under $25.
Although the above numbers seem small in comparison to overall spending on interactive entertainment,
they are remarkable considering that a recognizable DLC market emerged only a few years ago. Producing a
steady stream of DLC, and developing new ways to market, merchandise and sell it, will help publishers retain
audiences for their major franchises and generate significant incremental revenue to offset the potential
[Figure 8 – Tables 26-31]
costs of providing new and lower-cost ownership models.
In the past 12 months, how much have you spent on...?
Over $50 $1 to $25 Don’t remember
$26 to $50 $0
Levels, stories, or expansion packs 4 12% 19% 3 63%
Music or song tracks 4 9% 21% 4 64%
In-game currency 5% 8% 18% 3 66%
Other in-game items 4 9% 17% 4 67%
Armor or wearables 4 9% 12% 3 72%
Weapons or vehicles 4 8% 12% 3 73%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 8]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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14. In-game commerce appeals to younger gamers.
Gamers who had never purchased downloadable content (DLC) expressed a lack of interest (58%),
distantly followed by concerns over its cost (28%) [Figure 9]. Of those interested in DLC, 23% would prefer to
buy from an online retailer, 21% from within the game itself, and 17% from an official game website [Figure 10].
This indicates that it may be beneficial to merchandise DLC through more than one digital channel.
Younger gamers (ages 18-34) expressed slightly different preferences from the average, with 24% preferring to
buy DLC from within a game, 21% from the retailer website, and 19% from a digital platform such as Steam.
In a highlyTable 32]
[Figure 9 –
immersive environment like a game, users are more likely to be receptive to additional content
that immediately enhances game play; it stands to reason that developers and publishers offering effective,
frictionless in-game commerce will benefit from higher average revenues per user.
Why have you not purchased downloadable game content
in the past 12 months?
I have no interest in purchasing downloadable content 58%
It was too expensive 28%
I cannot resell it when I’m finished playing the game 6%
I didn’t know it existed 5%
Other 9%
[Figure 10 – Tables 33] 0% 20% 40% 60% 80% 100%
Base: 217 US PC and Mac gamers who did not [Figure 9]
buy DLC in the past year.
Of the following, which would be your most preferred way
to buy downloadable game content?
From a retailer website 23%
From within the game itself 21%
From an official website for a specific game title 17%
From a digital platform 13%
From a game studio or publisher website 9%
Not sure 14%
Other 2%
0% 20% 40% 60% 80% 100%
Base: 379 US PC and Mac gamers interested in [Figure 10]
buying DLC.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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15. Gamers are hungry for evolutionary ownership models.
PC gaming has been dominated by straightforward perpetual license sales; however, our survey indicates
that gamers are eager for new and alternative ownership models. Three quarters of respondents (73%) find title
bundles that include all current and future downloadable content at least somewhat appealing, while 70% of
gamers would be willing to view embedded ads in order to play PC games for free [Figure 11].
Free-to-play, reduced cost, and limited functionality games also lower the cost of commitment and entry,
significantly attracting wider audiences to new and existing franchises. In this environment, digital distribution
allows publishers to track the behavior of individual gamers over time, which permits the creation of
compelling, ongoing, one-to-one relationships where active, highly engaged players can be incented with
content and ownership rights precisely tailored to their needs and desires.
As active digital purchasers, males and younger gamers (ages 18-34) find a multitude of payment and
ownership11 – tables 34-41] appealing than the average gamer. Roughly half are interested in all-you-can-play
[Figure options more
game access and short-term PC and Mac game “rentals” such as those offered by streaming service, OnLive.
How appealing are each of the following ownership
options for PC and Mac games?
Very appealing Not too appealing
Somewhat appealing Not at all appealing Unsure
Buying a game title package 41% 32% 5% 11% 11%
(includes all current and future downloadable content)
Playing a game title for free with 29% 41% 4 13% 13%
embedded advertising
Buying access to play unlimited game titles 20% 31% 5% 17% 28%
for a monthly fee
Playing the first part of a game for free, but pay for 21% 26% 4 22% 27%
the remaining levels/episodes
Buying access to play a game title for several days or weeks 34%
14% 28% 6% 18%
(i.e., pay-as-you-play)
Buying episodes or levels separately 36%
11% 22% 8% 24%
for a game title
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 11]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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16. Most want to try before they buy.
Gamers are value shoppers, likely a result of increased price competition and the fragile economy. So when
asked what might encourage them to buy more PC or Mac games, it comes as no surprise that the majority
say lower prices (80%) [Figure 12].
Still, three in four gamers cite other factors that could compel them to purchase more games, such as free
trials (77%) and an easier way to determine if a game is worthwhile (74%). Since many PC games require
significant investments of time and effort, game buyers are looking for no-hassle ways to sample titles prior
[Figure 12 – Tables 42-53]
to purchase, or even before committing to the download and installation of a traditional playable demo. As an
example of catering to this need, Walmart, Intel, EA and Bigfoot have partnered with cloud gaming start-up
Gaikai to serve streaming game demos directly to consumers.
How likely would you be to buy more PC or Mac games if
each of the following were available?
Very likely Not too likely
Somewhat likely Not at all likely Not at all likely
Lower prices 44% 36% 4 9% 7%
(e.g., 10-15% less)
Free trials 40% 38% 5% 10% 7%
Easier way to determine if the game is worth my time
(e.g., downloadable or instant play demo) 40% 34% 7% 11% 8%
Promotions or special offers 37% 35% 6% 14% 8%
(e.g., 20% off regular price)
Available as a digital download to
install and play instantly 32% 35% 7% 15% 11%
Discounted bundles 29% 36% 7% 17% 11%
(e.g., buy 3 games at a lower price than buying separately)
More expansion packs or
other downloadable content 19% 32% 9% 21% 19%
Multi-packs with extra copies to share with friends 19% 26% 8% 21% 27%
(e.g., 4-pack)
Easier ability to play with virtual friends 18% 27% 9% 21% 25%
Time-based licenses 17% 21% 9% 25% 29%
(e.g., can “rent” for several days or weeks only)
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 12]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
16
17. Lower upfront pricing can attract new audiences.
In line with our previously discussed findings, four in five gamers actively shop for the best price (83%) and find
some titles too expensive (79%) [Figure 13]. The ability to install games on multiple computers, and trade, loan,
or resell titles, are also of importance in a cost-conscious America. To better grow and monetize their customer
relationships, game retailers and distributors must lower the cost of entry by considering freemium or restricted
editions, subscriptions, or rentals, as well as deliver more perceived value through features like user-based
licensing, title sharing and trade-ins.
Members of Gen Y (ages 18-34) show a greater propensity to pay for digital content, including special edition
downloads. However, this group also places a higher dollar value on the boxed version of a game than older
adults, reflecting the appeal of its collectable nature. Related offline merchandise has more appeal for younger
gamers as well, indicating that publishers would do well to carefully consider the overall packaging
of their digital products, such as including vouchers for physical items.
When it comes to attitudes towards piracy, 30% of gamers believe that downloading pirated PC or Mac games
is acceptable, with major differences in attitudes across demographics. In the study 43% of Gen Y (ages 18-34)
[Figure 13 – Tables 54-65]
said it was acceptable to download pirated games, versus just 9% of those aged 55+. Having grown up with
file sharing, younger adults are more familiar with copying, ripping and distributing digital content on peer
to peer networks.
How much do you agree or disagree with the following
statement about PC or Mac games?
Strongly agree Moderately disagree
Moderately agree Strongly disagrees Unsure
I actively shop for the best price when 49% 33% 4 7% 6%
buying a game
There are games that I would like to play, 45% 34% 3 11% 6%
but they are too expensive
I like being able to install games
40% 32% 8% 11% 10%
on multiple computers
I would be willing to watch embedded advertising 36% 38% 6% 10% 11%
if it meant I could play for free
I would like to be able to trade or
loan my games to others 28% 34% 9% 16% 13%
I like to give or sell games that I’ve finished 27% 34% 8% 14% 17%
playing to others
I would buy special edition digital downloads 17% 36% 12% 17% 18%
(e.g., with exclusive downloadable content)
I would pay more for a boxed copy
than the digital download 18% 31% 10% 22% 20%
I would buy merchandise related to a PC or Mac game 16% 31% 11% 19% 24%
Downloading pirated PC or Mac games is acceptable 13% 17% 9% 14% 47%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 13]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
17
18. Gamers highly value the immediate gratification of downloads.
The number one perceived advantage of game downloads over their packaged counterparts, as cited by 48%
of gamers, is that they can be installed and played immediately [Figure 14]. No physical media to lose or damage
(41%), better pricing (28%), and ease of purchase (24%) were also quoted as major benefits. Lower pricing
and instant play are of particular appeal to older (ages 55+) gamers. Members of Gen Y (ages 18-34) value the
[Figure 14 – Table 66]
convenience of no discs and the easier shopping experience slightly more than other demographics.
What do you think are the main benefits, if any,
of downloaded games over boxed games?
Can install and play immediately 48%
No discs to lose or damage 41%
Cheaper than boxed games 28%
Easier to purchase 24%
Take up less space than boxed games 23%
Ability to re-download from any location 20%
Easier to keep updated/patched 17%
More environmentally friendly 17%
Easier to browse and find 9%
Exclusive digital bonus items available 9%
I do not think there are any benefits of downloaded 8%
games over boxed games
Other 0%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 14]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
18
19. No back-up discs and the inability to resell are the main disadvantages of digital.
Despite the efforts of digital platforms like Steam, the lack of back-up discs is still seen as a major
disadvantage of game downloads over boxed copies (47%), followed by the inability to resell digital games
(40%), and the lack of physical manuals (37%) [Figure 15].
Despite, or perhaps due to, their greater familiarity with game downloads, younger gamers (ages 18-34)
express higher levels of dissatisfaction with the digital purchase and installation experience than other age
groups. By eliminating the need to buy, download and install individual games, cloud-based, streaming game
services such as Gaikai aim to minimize inconvenience, making gaming easier and more immediate. For other
[Figure 15 – Table 67]
digital distribution channels, a continued focus on reducing complexity and wait times, while streamlining the
purchase, installation and archiving processes, will likely result in improved conversion.
What do you think are the main disadvantages, if any,
of downloaded games over boxed games?
No physical discs as a backup 47%
Cannot resell when I’m finished playing with them 40%
Do not come with physical manuals 37%
Take too long to download and install 19%
Not as many sales or promotions when buying 16%
Do not come with physical bonus items 15%
Harder to browse and find 10%
Downloading and installing is too difficult 9%
Harder to purchase 6%
I do not think there are any benefits 12%
of boxed games over downloaded games
Other 1%
0% 20% 40% 60% 80% 100%
Base: 505 US PC and Mac gamers [Figure 15]
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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20. Recommendations
The video game industry is undergoing a fundamental shift from a traditional business model reliant on the sale
of packaged goods and perpetual licensing, to one dominated by digital distribution and new forms of
monetization. With unit sales of game downloads surpassing physical purchases, the transition to digital is
creating tremendous opportunities for game developers, publishers, retailers, and device makers.
In this rapidly evolving landscape, how can industry players evolve their offerings to better meet changes in
consumer expectations and buying behavior? Below are a few of the recommendations for action based on the
results of this research:
Drop the barrier to entry for consumers.
As the market for packaged software declines, higher margin digital sales are increasingly important to the PC
game industry to maintain and grow revenue streams, attract wider audiences, and respond to customer demand.
But the typical US gamer is simply not prepared to pay a traditional price of $59 or more for perpetual ownership of
a digital title; unlike packaged software, digital products currently have no resale value and cannot be traded in for
credit against a future purchase, significantly reducing their perceived value in the eyes of consumers.
With gamers seeking equivalent or better value for money, monetization mechanisms for digital games must evolve
rapidly to drop the barrier to entry for potential customers, following current trends in mobile, social and casual
gaming. Business models that should be considered include ad-supported play, freemium games, rentals, or loyalty
credit programs designed to replace the value of a physical trade-in.
In addition, the shift from physical to digital distribution creates a tremendous new opportunity for publishers to
move away from one or two SKUs per title to a wide array of ownership and game play options such as variations
with limited functionality (e.g., starter editions), restricted modes (e.g., single player only), or expiration dates,
depending on the genre and franchise. Such forms of “customizable ownership” allow consumers to determine
themselves how much of a commitment they wish to make to a title or franchise, and offer better value to those
who just want to purchase a particular mode, style or level of play.
Lower cost, more flexible models will attract new audiences to existing franchises, as well as genre fans within
the core gaming community who are loyal to competing titles. Different models will work best for different types
of games, but low-barrier choices that are easy to understand and simple to purchase will drive conversion:
• Although still uncommon in gaming, pay-as-you-go or rental models such as OnLive’s 3-day and 5-day access
allow infrequent gamers to pay only for time spent playing.
• Low-cost digital subscription services, such as the one recently announced by games-by-mail company
GameFly, can build audiences for niche titles while creating reliable revenue streams. Game quality and
perceived value of the service will be crucial to success.
• No matter what the pricing, those inclined to piracy will find a way to get their games free. Freemium
models remove the incentive to pirate by making downloads free-to-play and monetizing more easily
controlled in-app items.
• Unlike in-store sales, digital distribution allows an unlimited number of variations of each title to be individually
merchandised, expanding its potential audience. Examples might include multiplayer only, single player only,
campaign-mode only, starter editions, certain levels or courses, and so on. The development process should
evolve to consider monetization as part of the overall game design.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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21. Produce a steady stream of downloadable content and game-related services.
According to GameStop, the downloadable content market is growing 24% annually, from $3 billion globally today
to $6.4 billion by 2014, remarkable figures considering the DLC market emerged only a few years ago. To help pay
for multi-million dollar title development costs, publishers and developers need to shift revenue attribution from
upfront license sales to downloadable content and other game-related services delivered online. Activision has
made moves to extend players’ engagement with the Call of Duty franchise by offering new downloadable game
levels at regular intervals but not through a single persistent and compelling service. EA Sports is experimenting
with service monetization through its $25 Season Ticket program that gives members access to digitally
downloaded games, like Madden, days before they are officially released, along with a 20% discount on DLC,
and free premium web content.
Producing a steady stream of DLC and monetizing other forms of digitally distributed content and services can help
publishers grow and retain audiences for their major franchises while generating significant incremental revenue at
consumer-friendly $5 or $10 price points. While not everyone will buy, many will, and a few “whales” may rack up
hundreds on every piece of DLC available for a particular franchise.
While continuing to maximize DLC sales through major third party distributors such as Amazon, Impulse, Direct2Drive,
and Steam, PC game developers should also learn from social and mobile gaming leaders Zynga and Rovio, who
integrate distribution and monetization deeply into the design of their games and gaming platforms to encourage impulse
shopping. Product marketers and game designers need to work closely together to ensure effective in-game commerce.
Within a highly immersive environment like a game, users are more likely to be receptive to additional content that
enhances their game experience. If publishers are able to deliver easy, frictionless access to compelling
and relevant DLC and services in-game, without gamers having to ask or search for it, they are more likely to benefit
from higher conversion rates and average revenue per user.
Extend franchises across multiple platforms, particularly mobile.
Multiple device ownership is also on the rise, driven by the widespread availability and increasing affordability
of mobile technologies such as tablets and smartphones. Increased device accessibility has evolved the
market for games from a more limited core platform market focused on PCs and game consoles to a mass
market, opening up opportunities for cross-platform game publishers. To fully take advantage of this, publishers
must shift from long development cycles and singular titles to operating games as a year-round service, with
franchises taken to market as a tailored mix of packaged goods, social, and mobile launches; downloadable
content; and in-game transactions.
Mobile, in particular, deserves special attention. Tablet and smartphone device performance is increasing at
an exponential rate and may eventually be perceived as comparable to PCs or consoles by a majority of the
gaming population. The improved performance and sophistication of this hardware provides many opportunities
for publishers to expand their marquee franchises from the relatively limited landscape of PCs and consoles to
platforms that are currently the domain of casual titles. Mobile also allows low-risk experimentation with new titles
or formats that, if successful, can be further developed for more conventional gaming platforms.
By delivering core games and complementary content on the most accessible and pervasive platforms, publishers
can broaden the overall gaming experience, driving higher overall consumption, monetization, and engagement.
Incorporating social features can attract new gamers. Exposing different stories or features via multiple devices
can extend and enrich gamers’ relationships with a franchise, to the point where they are constantly playing,
from wherever they are—on PCs, consoles, tablets, or smartphones. To paraphrase Electronic Arts CEO John
Riccitiello from his 2011 Electronic Entertainment Expo keynote, game titles need to change from being things that
you buy to being places that you go.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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22. Build direct relationships with gamers.
Popular digital retailers and platforms like Amazon, Impulse and Steam can help game publishers and developers
reach a wide audience for their titles. But having a proprietary means of digital distribution could be the Holy Grail
for major industry players working independently, or a consortium of smaller companies. To compete with the
incumbents, the key will be to offer a rock solid value proposition—including desirable titles at desirable prices—
and a superior user experience, described further in our next recommendation.
By controlling the platform, you own the fulfillment method, the ownership experience, and the overall customer
relationship, enabling a deeper and more holistic view of your buyer that is impossible to achieve via conventional
delivery channels. You can understand exactly what games people own, what they’re buying, how they play, and
what genres they prefer. You can determine their propensity to browse and buy DLC and game-related services.
Through pre-orders, you know who has reserved a game so you can understand consumer demand and invest
appropriately.
Digital platform operators can use this deep knowledge of an individual consumer to offer not only game and DLC
recommendations but also highly individualized pricing, packages and offers based on usage, genre preferences,
loyalty, and other factors. By tracking gamer behavior over time, digital platform owners can engage on a truly
one-to-one basis to up-sell and cross-sell content and services once the player is engaged with a game, franchise
or genre. Gamers who have a more relevant and personalized game ownership experience across their universe of
devices will be more likely to stick around and consume more, rather than starting all over again with a new system
or channel. Implementing flexible ecommerce technology that supports personalized offers and dynamic content
across the gaming platform and within individual titles can therefore, raise conversions and build customer
lifetime value.
Owning the distribution channel also makes it far easier to address some of the perceived negatives of digital
games expressed by consumers, such as the lack of trade-in value or the inability to buy used games. If you own
the distribution platform you can counter these perceived negatives by offering loyalty credits, early access to new
releases, and even trade-ins themselves. Steam’s latest beta update will allow gamers to trade in-game items and
‘gift’ copies of games.
Make it easy to find, try, buy, and play titles.
Savvy retailers and distributors will expose their product catalogs in numerous ways—through personalized
recommendations, an effective search function, rankings, and well-structured categorization—to meet visitor
expectations and lift conversion rates. Retailers that can offer relevant recommendations, and social features
that let gamers easily find their friends and see what they are playing, will improve retention rates.
Since many PC games require major investments of time, money and effort, game buyers are looking for
no-hassle ways to truly understand and try titles prior to purchase. And the greater the commitment a game
demands, the better its discovery tools need to be. Free trials, streaming game demos, trailers, user-generated
content (e.g., videos, screenshots, reviews), and industry reviews can all help gamers determine in advance if a title
is worthwhile. As Oliver Kaltner, GM of Microsoft Germany’s Consumer and Channel Group, noted at
Gamescom 2011, “So far people don’t spend less, but they spend more time making the right decision before
they make a purchase.”
Developers and publishers should also make it easy for gamers to get up and running once they have decided what
they want to play. Hardcore gamers may have the patience to endure 45 minutes or more to find a suitable game,
sign up for an account, pay, and download; older or casual gamers most likely will not bother. One reason why
Steam is so popular is that it has become akin to a “games folder”; when they want to play, gamers simply launch
Steam and choose a title from their library. New entrants wishing to compete with these market leaders will need to
offer lightening quick installation, with the rest of the game streaming in the background once play has commenced,
or cloud gaming, to find favor with consumers impatient to play.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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23. Key takeaways
• Drop the barrier to entry for potential customers by offering lower cost, flexible ownership,
and gameplay alternatives including pick ‘n mix content options.
• Produce a steady stream of downloadable content and bake its distribution deeply into every title to
encourage impulse shopping, following the trail blazed by social and mobile gaming.
• Expand major franchises to mobile platforms in creative ways, to enable gamers to interact with their
favorite games anytime, anywhere.
• Create (or join with others to forge) your own proprietary distribution channel in order to build
compelling, personalized, mutually beneficial relationships with gamers.
• Make it easy to discover, purchase, and play titles through personalized recommendations,
comprehensive product discovery tools and a frictionless shopping, ownership, and playing
experience.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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24. About the Authors
Amanda Dhalla
Follow Amanda On Twitter
Amanda Dhalla is an ecommerce consultant with Elastic Path’s consulting division. A seasoned
ecommerce professional with more than 14 years in the field, Amanda has hands-on experience
marketing, merchandising, and managing multimillion dollar online stores. Her areas of
specialization range from market research, conversion optimization, and analytics to traffic
generation tactics such as social media, search engine optimization, and content marketing.
David Chiu
Follow David On Twitter
David Chiu is an ecommerce strategist at Elastic Path, and a veteran internet marketing
specialist with 15 years of experience delivering business solutions to Fortune 500 companies.
Prior to joining Elastic Path, David was Director of Product Management at a global ecommerce
software company, as well as an award-winning information architect and designer for several
prominent interactive marketing agencies.
The State of PC Gaming 2011: The Shift from Packaged Goods to Digital Distribution
A consumer research study by Elastic Path Software Inc.
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