Why U-DECIDE?
"The MTBS U-DECIDE Initiative Report is not only packed with important findings about this new
and growing venue for stereoscopic displays and applications - it is also written in a clear and clean
style that makes it a pleasure to read. I highly recommend this research report to those working in this
emerging area of S-3D entertainment and gaming in the home, and I congratulate Neil Schneider and his
colleagues for a job well done.” - John O. Merritt, Founder of the Stereoscopic Displays & Applications
Conference and Merritt.com.
Key Features:
1. Companies who made study possible include industry leaders:
- Advanced Micro Devices (AMD)
- Blitz Games Studios
- Guild Software
- iZ3D Inc.
- Meant to be Seen
- The Game Creators
2. Data is based on 714 survey respondents:
- 413 traditional 2D gamers who don’t own stereoscopic 3D equipment.
- 301 experienced stereoscopic 3D gamers.
3. Over 70 pages of data and analysis.
4. Almost 60 informative graphs and charts.
5. Official Media Coverage:
- Gamesindustry.biz
- Theinquirer.net
- Gamecyte
- Overclockers.com.au
- Amdzone.com
- Cgarena.com
- And much more.
6. Featured at:
- The 3D Entertainment Summit
- Stereoscopic Displays & Applications Conference
- Upcoming FMX/09
- Upcoming Dimension-3 Expo
7. U-DECIDE Competitive Advantages Against Other 3D Studies
- Only study in existence that can survey inexperienced 2D gamers and experienced stereoscopic 3D gamers as two distinct groups.
- Surveyed stereoscopic 3D gamers represent the only community in existence that can accurately determine the success and appropriateness
for varying types of 3D content and technology in the home. Unlike inexperienced 2D consumers, S-3D respondents represent the best case scenario
of what our industry can hope for in the 3D market, and are a no-nonsense way of measuring whether or not developing business plans are sound.
- Each survey comprised of 26 multipart multiple choice questions. With each respondent taking as much as ten minutes to complete each survey, few
studies can offer the same level of depth and accuracy that U-DECIDE was designed for.
Important Findings
1. Demographics of 2D and stereoscopic 3D gamers:
- Gender, age
- Separation between casual and hardcore gamers
2. Current spending habits for 2D and S-3D gamers:
- Computer value
- Computer upgrades
- Potential revenue benefits between markets
3. Preferred gaming styles for 2D and S-3D gamers in ranked form:
- First person shooters
- Role Playing Games
- Realtime Strategy
- Massively Multiplayer Online Games
4. Leading criteria 2D and S-3D gamers are trying to satisfy when making purchasing decisions for their computer
5. What performance benchmark needs to be reached to satisfy 2D and S-3D gamers:
- Single player games
- Multiplayer games
6. Performance/Visual trade-offs:
- How does S-3D technology impact the performance choices of gamers?
7. Current experience level of 2D and S-3D respondents:
- 3D movies
- 3D amusement parks
- Modern stereoscopic 3D solutions
8. First thought when the word “3D” is heard
9. Leading concerns about 3D by inexperienced 2D gamers
10. Ranked benefits of stereoscopic 3D technology according to 2D and experienced S-3D gamers for both cinema and gaming.
11. Economic Concerns:
- Impact of gasoline prices on willingness to leave the home for 2D and S-3D gamers
- Economic plans for video games (7 factors)
- Economic plans for movies in cinema and in the home (4 factors)
12. Brand Awareness of twenty leading 3D manufacturers, products, and organizations according to 2D and stereoscopic 3D gamers
13. Current primary S-3D display solution for stereoscopic 3D gamers (market penetration)
14. Using modern brands as reference, determination of how much more customers are willing to spend for 3D:
- 3D single and dual projectors
- 3D monitors
- 3D HDTVs
- Add-on 3D glasses or LCD shutter glasses
- Head Mounted Displays (HMD)
- 3D Capable Gaming Consoles
- S-3D Console Video Games
15. Appropriateness of S-3D Content according to 2D and S-3D gamers:
- Video games
- BluRay movies
- Sporting events
- Regular broadcasts
16. Willingness to wear 3D glasses according to content type:
- Video games
- BluRay movies
- Broadcast television (including sporting events)
17. Demand by 2D and S-3D consumers for game developers to officially support stereoscopic 3D gaming
18. What do we know about 3D Naysayers?