GUILDFORD, UK – January, 7th, 2009 – EA SPORTS™, a label of Electronic Arts Inc. (NASDAQ: ERTS), today announces EA SPORTS™ Football Academy – a collection of …
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1 (1) – Super Mario Bros. 3 2 (2) – Super Mario Bros. 3 (3) – Super Mario World 4 (6) – Pac-Man 5 (5) – The Legend of …
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PORT WASHINGTON, NEW YORK, Jan. 7, 2009 – As kids continue to absorb an ever-increasing amount of entertainment content each year, a noticeable trend has arisen: a growing number of kids who engage in digital behavior acquire this content digitally, versus the traditional physical means, according to Kids & Digital Content III, the most recent report from leading market research company, The NPD Group.
Besides video games and movies, which still rely on a vast majority of content acquisition by a paid physical product, music is often acquired via digital means, as are ringtones/tunes, and video content such as TV shows, music videos and online video clips. For example, the percentage of kids ages 2-to-14 obtaining music in a digital format vs. a physical one experienced a 10 percent increase over 2007.
The new report looks at the use of entertainment content on consumer electronic devices among kids age 2 to 14, with a focus on content acquisition on four key devices, as well as seven different types of content. The devices covered include computers, portable digital music and/or video players (PDMP), cell phones and video game systems, while the content focuses on video games, music, movies, TV shows, music videos, online video clips, and ringtones/tunes.