sonycowboy
Member
That makes them and Microsoft just about even. And on a percentage installed basis...
[8/27/2004 11:56:40 AM ET]
Sony Computer Entertainment Americas PlayStation 2 is celebrating its two-year online anniversary today.
Originally launched August 27, 2002, the service now counts over 1.4 million registered users, with 38.0 percent still connecting through a dial-up account. SCEA says that, on average, 1,400 new registered users are added per day, or 50,000 or so per month.
Looking at the demographics of those playing PS2 games online, over 90.0 percent are male between the ages of 18 and 34 years of age. Peak game time is between 5:00 PM and 11:00 PM.
By the end of the 2004 calendar year, SCEA plans to have a catalog of over 120 online enabled PS2 titles, rounded out by such soon-to-be-released first-party titles as Ratchet & Clank: Up Your Arsenal, Gran Turismo 4, Killzone and Hot Shots Golf Fore!
SCEAs executive vice president Andrew House added, "Going into year three, we will continue to innovate through our online content offerings, and will embark on a series of initiatives that include enhanced community building and moving toward the monetization of the online initiative."
[8/27/2004 11:56:40 AM ET]
Sony Computer Entertainment Americas PlayStation 2 is celebrating its two-year online anniversary today.
Originally launched August 27, 2002, the service now counts over 1.4 million registered users, with 38.0 percent still connecting through a dial-up account. SCEA says that, on average, 1,400 new registered users are added per day, or 50,000 or so per month.
Looking at the demographics of those playing PS2 games online, over 90.0 percent are male between the ages of 18 and 34 years of age. Peak game time is between 5:00 PM and 11:00 PM.
By the end of the 2004 calendar year, SCEA plans to have a catalog of over 120 online enabled PS2 titles, rounded out by such soon-to-be-released first-party titles as Ratchet & Clank: Up Your Arsenal, Gran Turismo 4, Killzone and Hot Shots Golf Fore!
SCEAs executive vice president Andrew House added, "Going into year three, we will continue to innovate through our online content offerings, and will embark on a series of initiatives that include enhanced community building and moving toward the monetization of the online initiative."