



| Jamie Mann |
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"Online-capable game sales for all three consoles increased sharply from 2006 to 2008, according to the data, before largely leveling off through 2010. NPD did not measure how often such games were actually played online"
A good question would be: what is the definition of an "online-capable" game? Also, given that online features have effectively become a mandatory checklist item on the PS3 and Xbox 360, common sense dictates that the number of games offering some form of online capabilities is probably getting close to 100% of the market... |
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| Nathan Verbois |
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My question is what data supports that customers who make digital purchases are not core gamers? I'm a hardcore gamer, but I make a lot of digital purchases. The only retail copies I tend to buy anymore are collector's editions. If there's no collector's edition and I haven't picked up the game by the time it hits Games on Demand, I have no problem purchasing it.
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| Andrew Pease |
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Okay, this story's bugging me. I distinctly remember PSN cards not being available anywhere on the planet until Spring 2008 and were extremely rare in the U.S. until late Summer 2008; Gamestop didn't carry them until 2009 (they had to upgrade their POS system to activate the cards).
So how did the non-existent PS3 point cards barely outsell the Wii ones between 2006 and the middle of 2008? |
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More: Console/PC, Business/Marketing