New VS used – the psychology of gaming consumers

24 November 2010

Research group Cowen and Company has released some results from their survey, conducted to gain insight into consumer spending attitudes towards new and used games. The survey was based on a sample of 1,300 US consumers, of which 1,001 indicated they were gamers.

Below are some reasons why consumers prefer a new copy of a game over a cheaper second hand version.

“I want a new copy” – 54 percent of respondents wanted a new copy so as to avoid scratched disks, missing manuals or a preference for owning a copy first hand.

“Timeliness” – 49 percent of respondents indicated that getting a new game on launch day was a motivational factor.

“Price difference” – 33 percent of respondents said that the price difference between new and used titles was so little that they might as well purchase a new copy.

The survey also assessed the effectiveness of tactics used by publishers to lure consumers towards buying a new copy of a game. Results indicated below.

“Access to bonus content” – 26 percent of respondents felt that access to bonus content granted by an original purchase was a motivation to buy new.

“Planning to buy DLC” – 21 percent indicated that being able to buy DLC justified a new purchase.

“Access to online play” – 21 percent wanted access to online gameplay afforded by an original copy.

“Desire to own collector’s edition” – 20 percent would pay for a collector’s edition, therefore buying new.

“Desire to support the game industry” – 16 percent of respondents felt some sort of economic loyalty to games developers and publishers.

An additional bit of analysis provided a glimpse into the psychology behind consumer spending. 70 percent of respondents indicated that they would buy a game new if they thought it they would be playing it for a long time.

The amount of playtime to be offered by a game may be effected if it has an online element that requires an original copy, or an additional purchase of online capability, such as EA’s Online Pass system.

Presuming that a game offers the same amount of play time when sold either second hand or new, it would appear that consumers perceive a greater value proposition for a game based on the longevity of gameplay on offer, and therefore they will lean towards a new copy of a game that offers lots of play time.

Source: Gamasutra

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