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Title: MARKET TRACKER « Back to Case Studies

Situation:

Young males had long been considered the prime target for gaming companies, but Umbria found a shifting demographic in the blogosphere.

Solution:

In July of 2004, Umbria identified that 39% of online conversations about electronic gaming were by females. Nine months later, in March of 2005, Nielsen releases its quantitative research findings on electronic gaming indicating that 39% of gamers were female. This was further corroborated in an April 2006 study from the Consumer Electronics Association suggesting the blogosphere was an early indicator of market trends

Outcome:

Gaming companies used this data to craft product strategies targeting this lucrative segment of the market.

 


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