Look, Women Want Games
You
know, 40% of U.S. gamers are women. This is revealed by the video game
industry's trade group, the Entertainment Software Association (ESA).
While 65% of American households play computer and video games, women age
18 or older represent a significantly greater portion of the game-playing
population (33%). Additionally, the ESA's annual survey of consumer
demographics and usage behaviors indicates the average age of game players
has risen to 35.
"This
data underscores the fundamental principle that computer and video games
are a mainstream entertainment form, which captures the imagination of
every segment of our society," said Michael D. Gallagher, CEO of the ESA,
the U.S. association representing computer and video game publishers. "No
longer is there a stereotypical gamer. With deeper market penetration and
the broadening of our audience base, video games have incorporated
themselves into America's cultural and social fabric."
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Main Survey Findings
|
- 65% of
American households play computer and video games
- 38% of
American homes have a video game console
- The
average game player is 35 years old
- One out
of four gamers are over age 50
- Women age
18 or older represent a significantly greater portion of the
game-playing population (33%) than boys age 17 or younger (18%)
- 41% of
Americans expect to purchase one or more games this year
|
The
research also shows how involved parents are in the way their children
buy, rent, and play games:
- 94% of parents
are present when games are purchased or rented
- 88% of parents
report always or sometimes monitoring the games their children play
- 63% of parents
believe games are a positive part of their children's lives
The
2008 Essential Facts About the Computer and Video Game Industry also
includes statistics on the top selling titles and genres of 2007, provided
by The NPD Group. Based on unit sales, 85% of the games sold last year
were rated “Everyone (E)," "Everyone 10+ (E10+)" or “Teen (T)." While only
15% of the games sold in 2007 were rated "Mature (M)."
The data
was gathered in an annual study conducted by Ipsos MediaCT for the
ESA. The study collected data from over 1,200 nationally representative
households that have been identified as owning either or both a video game
console or personal computer used to run entertainment software.
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