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A study released by Peak Entertainment in 2003 showed online gamers are typically 38 percent female and 62 percent male. They’re likely to be between 30 to 59 years old, well educated, with degrees ranging from bachelor’s to doctorate’s. They’re often the heads of their households and solidly middle class, with incomes around $60,000 (€40,000) per year. Men are more likely to play blackjack. Women are more likely to play slot machines.
However, poker is a different game. According to a study by the River City Group, when it comes to poker, 68% of online players are women. Some women admit they may not feel comfortable playing among men, or driving to a casino. But on the internet, anyone with computer is a potential player.
Online game players may also present a significant opportunity for companies that wish to target them as consumers. In a recent report on the industry, Forrester analyst Chris Charron noted that 7 percent of online consumers already gamble on the internet. Charron also noted that e-gamers are "more likely than other internet users to click on ads, to be less annoyed by them, and to be more likely to remember advertising messages. Also, they are more likely to sign up for e-mail marketing and to open e-mail promotions." He says online players are "receptive to marketing, have money, and are willing to spend it."
A study released by Peak Entertainment in 2003 showed online gamers are typically 38 percent female and 62 percent male. They’re likely to be between 30 to 59 years old, well educated, with degrees ranging from bachelor’s to doctorate’s. They’re often the heads of their households and solidly middle class, with incomes around $60,000 (€40,000) per year. Men are more likely to play blackjack. Women are more likely to play slot machines.
However, poker is a different game. According to a study by the River City Group, when it comes to poker, 68% of online players are women. Some women admit they may not feel comfortable playing among men, or driving to a casino. But on the internet, anyone with computer is a potential player.
Online game players may also present a significant opportunity for companies that wish to target them as consumers. In a recent report on the industry, Forrester analyst Chris Charron noted that 7 percent of online consumers already gamble on the internet. Charron also noted that e-gamers are "more likely than other internet users to click on ads, to be less annoyed by them, and to be more likely to remember advertising messages. Also, they are more likely to sign up for e-mail marketing and to open e-mail promotions." He says online players are "receptive to marketing, have money, and are willing to spend it."
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