July 20, 2010
By Wanda Meloni, Billy Pidgeon, Louise Curcio
In a series of demos on the show floor and offsite events during the recent E3 2010 in downtown Los Angeles, videogame publishers, platform vendors and other industry players presented carefully prepared cases for prospective market share increases to buyers, partners, the press, analysts and, ultimately, targeted hardcore and mainstream gamers.
Powerful factors including mass market access, convergent platform expansion and the effects of a severe economic downturn are adding considerable complexity to the dynamics of the rapidly maturing videogame industry currently navigating an extended middle stage in the current seventh generation console cycle. As a result, the industry’s competition for a greater share of consumers’ leisure time and entertainment budget has increased exponentially, as have the inherent risks and potential rewards for vendors and publishers.
Coming Soon! M2 Research's Kids and Gaming Report
Kids and Gaming: What Boys and Girls are Playing Today is the first report of its kind to address the market for children’s gaming, with direct survey data collected from the difficult to reach, 8-15 year olds. The report analyzes the markets for video games and online games, and breaks out results by gender and age with results from younger kids ages 8-11 and teens ages 12-15 with survey results reflecting current trends and historical trends over the past five years.
Kids are playing games more than ever – on consoles, online and now on Facebook and other social networking sites. Contact us for more information.
THE BRIEF - E3 2010 from the M2 Analysts

Read Past Issues of THE BRIEFS
Analysis: iPad and Game Development - Does Flash Matter?
The Next Frontier - Female Gaming Demographics

Billy Pidgeon Joins M2 Research
M2 Research is pleased to announce the addition of Billy Pidgeon to our team of analysts. Billy brings expertise in traditional gaming as well as a deep understanding of the key factors influencing gaming today such as impact of social gaming, microtransactions and global consumer adoption.
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