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Gaming Survey by Esa

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Submitted By dondebono
Words 3045
Pages 13
SurSaleS, Demographic, anD USage Data

2014

eSSential FactS aboUt the compUter anD ViDeo game inDUStry

[i]

“our industry has a remarkable upward trajectory. computer and video games are a form of entertainment enjoyed by a diverse, worldwide consumer base that demonstrates immense energy and enthusiasm for games. With an exciting new generation of hardware, outstanding software, and unmatched creativity, technology, and content, our industry will continue to thrive in the years ahead.”
—michael D. gallagher, president and ceo, entertainment Software association

[ ii ]

What’S inSiDe
Who iS playing
2 4 Who plays computer and Video games? Who buys computer and Video games?

at play
5 5 6 7 7 9 What type of online and mobile games are played most often? how many gamers play on a phone or Wireless Device? how many gamers play games With others? parents and games parents control What their Kids play top reasons parents play With their Kids

the bottom line
10 11 12 13 What Were the top-Selling game genres in 2013? What Were the top-Selling games of 2013? Sales information: 2003–2013 total consumer Spend on Video game industry in 2013

Who We are
14 14 about eSa eSa members

other reSoUrceS
16 eSa partners the 2014 Essential Facts About the Computer and Video Game Industry was released by the entertainment Software association (eSa) in april 2014. the annual research was conducted by ipsos mediact for eSa. the study is the most in-depth and targeted survey of its kind, gathering data from more than 2,200 nationally representative households. heads of households, and the most frequent gamers within each household, were surveyed about their game play habits and attitudes.

[1]

Who iS playing gamer DemographicS

of americans play video games

59%

there are an average of in each game-playing U.S. household

the average U.S. household dedicated game console, pc, or smartphone

tWo gamerS

oWnS at leaSt one

“people of all ages play video games. there is no longer a ‘stereotype game player,’ but instead a game player could be your grandparent, your boss, or even your professor.”
—Jason allaire, ph.D., associate professor of psychology at north carolina State University and co-director of the gains through gaming lab

of U.S. households own a dedicated game console, and those that do own an average of 2

51%
53%

among american households that own a device used to play video games:
68% 41%
PLAY GAMES ON A WIRELESS DEVICE

PLAY GAMES ON A CONSOLE

PLAY GAMES ON A SMARTPHONE

Smartphone and wireless device use increased by

22% and 37%, respectively, over 2012
[2]

Who iS playing gamer DemographicS

the average game player is

31
48%

years old

29% 39%

52% 32%

of Game Players 29% under 18 years 32% 18-35 years 39% 36+ years

AGE

GENDER of Game Players
52% male 48% female

Women age 18 or older represent a significantly greater portion of the game-playing population (36%) than boys age 18 or younger (17%)

the number of female gamers age 50 and older increased by

32% from 2012 to 2013

the average number of years gamers have been playing video games:

14

adult gamers have been playing for an average of 16 years, with adult men averaging 18 years and adult women averaging 13 years
[3]

Who iS bUying gamer pUrchaSing

Who bUyS compUter anD ViDeo gameS? the average age of the most frequent game purchaser:

35

of the most frequent game purchasers

Male Purchasers

50%

50%

Female Purchasers

of game players state that computer and video games give them the most value for their money, compared with DVDs, music, or going out to the movies

44%

of gamers said the quality of game graphics, an interesting storyline, a sequel to a favorite game, or word of mouth was the most important factor in their decision to purchase a computer or video game

48%

of gamers said the price was the most important factor in their decision to purchase a computer or video game

21%

[4]

at play hoW We play casual/social game play on mobile devices and online has increased significantly over the past year. among most frequent gamers, social games are now the most popular genre, increasing in popularity by

55% from 2012 to 2013.
Other 8% 30% 11%

typeS oF online gameS playeD moSt oFten:
Casual/ Social Games Persistent Multi-Player Universe

24% Puzzle, Board Game, Game Show, Trivia, Card Games 28%

Action, Sports, Strategy, Role-Playing

44% of gamers play on their smartphone 33% of gamers play on their wireless device typeS oF mobile gameS playeD moSt oFten:
Persistent Multi-Player Universe Casual/ Social Games
4%

46%

11% 9%

Action, Sports, Strategy, Role-Playing Other

31%

Puzzle, Board Game, Game Show, Trivia, Card Games

[5]

at play hoW We play gamers who are playing more video games than they did three years ago are spending

less time:

48% 47% 47% watching tV going to the movies watching movies at home gamers who own dedicated game consoles use them for other entertainment media, in addition to playing games:
50%

26%

24% 8%

USE THEIR CONSOLE TO WATCH MOVIES

USE THEIR CONSOLE TO WATCH TV SHOWS

USE THEIR CONSOLE TO LISTEN TO MUSIC

USE THEIR CONSOLE TO WATCH LIVE CONTENT

of gamers play games with others, either in-person or online

62% 77% 47% of gamers play with others at least one hour per week of gamers play social games a majority of gamers play games with their friends and family members:

18% play with parents play with other family members

32%

42% play with friends [6]

play with their spouse or significant other

14%

at play parentS anD gameS

of parents whose children play games believe the eSrb rating system is either very or somewhat helpful in choosing games for their children

88%

of parents are aware of the eSrb rating system

85%

“all games, by their very nature, have a deep relationship to the core Stem skills of logic and reason, empiricism, the scientific method.”
—Frank lantz, director of the game center at new york University

parentS control What their KiDS play of parents believe that the parental controls available in all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment:

87%

of parents place time limits on video game playing

83%

of parents place time limits on internet usage

80%

of parents place time limits on television viewing

76%

of parents place time limits on movie viewing

70%

of the games rated by eSrb in 2013:

received an e (everyone) rating

46%

received an e10+ (everyone 10+) rating
[7]

19%

received a t (teen) rating

23%

received an m (mature) rating

12%

at play parentS anD gameS

of parents whose children play games are present when games are purchased or rented

91%

of children receive their parents’ permission before purchasing or renting a game

82%

of parents pay attention to the content of the games their children play

95%

“you create these communities around the game that do an incredible amount of intellectual work, and when they’re done with the work, they will leave the game and go on to another game that’s more challenging. can you imagine if we had that kind of environment in classrooms?”
— constance Steinkuehler Squire, associate professor in digital media and co-director of the games+learning+Society center at the University of Wisconsin-madison, and former senior policy analyst in the White house office of Science and technology policy

of parents say video games are a positive part of their child’s life

56%

Families with children Under 18 at home See benefits of playing computer and Video games:

[8]

at play parentS anD gameS

of parents whose children are gamers play computer and video games with their children at least weekly

42%

of parents whose children are gamers play with their children at least monthly

58%

top ➎ reaSonS parentS play gameS With their KiDS:
➊ ➋ ➌ ➍ ➎ it’s fun for the entire family: 88% because they’re asked to: 84% it’s a good opportunity to socialize with their child: 75% it’s a good opportunity to monitor game content: 61% they enjoy playing video games as much as their child does: 47%

“games provide a wonderful platform for intergenerational play and learning. Kids often take the lead in showing their moms what they know how to do in the game—they are the experts! this gives both moms and their children a chance to interact and learn together, which we know from a developmental perspective has great benefits.”
—Katie Salen, executive director of institute of play

[9]

the bottom line top SellerS best-Selling ViDeo game Super genres by Units Sold, 2013
Strategy Sport Games 3.4% 12.7% 6.9% Adventure Shooter 20.0% 0.2% Arcade 2.3% Casual 0.3% Children's Entertainment 5.5% Family Entertainment 3.9% Fighting 0.1% Flight 1.2% Other Games/Compilations 31.9% Action

Role-Playing Racing

7.0% 4.6%
Source: The NPD Group/Retail Tracking Service

“i consider video games a form of design that is amazingly important today and that is going to become even more important in the future, because it is a way we interact with machines and screens.”
— paola antonelli, senior curator of the museum of modern art’s department of architecture and design

best-Selling compUter game Super genres by Units Sold, 2013
Other Games/ Compilations 2.3% Strategy 38.4% 2.3% 7.1% 0.1% Action Adventure Arcade

28.3% Casual 0.1% 0.6% Sport Games 0.3% Shooter 7.1% Children's Entertainment Family Entertainment

0.7% Flight 0.4% Racing 12.3% Role-Playing
Source: The NPD Group/Retail Tracking Service

[ 10 ]

the bottom line top SellerS

top 20 Selling ViDeo gameS oF 2013 by UnitS SolD ranK 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 title granD theFt aUto V call oF DUty: ghoStS maDDen nFl 25 battleFielD 4 aSSaSSin’S creeD iV: blacK Flag nba 2K14 call oF DUty: blacK opS ii JUSt Dance 2014 minecraFt DiSney inFinity FiFa 14 inJUStice: goDS among US SKylanDerS SWap Force poKemon X the laSt oF US poKemon y nba 2K13 bioShocK inFinite lego marVel SUper heroeS batman: arKham originS Source: The NPD Group/Retail Tracking Service eSrb rating matUre matUre eVeryone matUre matUre eVeryone matUre eVeryone 10+ eVeryone 10+ eVeryone 10+ eVeryone teen eVeryone 10+ eVeryone matUre eVeryone eVeryone matUre eVeryone 10+ teen

top 20 Selling compUter gameS oF 2013 by UnitS SolD ranK 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 title StarcraFt ii: heart oF the SWarm eXpanSion pacK Sim city 2013 the SimS 3: UniVerSity liFe eXpanSion pacK the SimS 3: Starter pacK the SimS 3 the SimS 3: iSlanD paraDiSe eXpanSion pacK StarcraFt ii: WingS oF liberty WorlD oF WarcraFt: miStS oF panDaria eXpanSion pacK Diablo iii the SimS 3: SUpernatUral eXpanSion pacK the SimS 3 SeaSonS eXpanSion pacK the SimS 3: petS elDer ScrollS V: SKyrim ciVilization V battleFielD 4 Final FantaSy XiV online: a realm reborn gUilD WarS 2 age oF empireS 2 WorlD oF WarcraFt: battle cheSt amazing hiDDen obJect gameS 3 pacK Source: The NPD Group/Retail Tracking Service eSrb rating teen eVeryone 10+ teen teen teen teen teen teen matUre teen teen teen matUre eVeryone 10+ matUre teen teen teen teen eVeryone 10+

[ 11 ]

the bottom line
SaleS inFormation U.S. computer and Video game Dollar Sales growth
DollarS in billionS*
17.1 7 11.7 9.5 7 7.3 6.9 7.3 10.1 .65
9.4 .43

16.7 7.5 15.2 6.7 15.4 9 Combined Dollar Sales (shown for 2010 – 2013) Other Delivery Formats** Computer Games Video Games
6.1

8.7 .38

8.1

.22

2003 2004 2005 2006 2007 2008 2009*

2010*

2011*

2012*

2013*

Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S. * Figures include total consumer spend ** Other delivery formats include subscriptions, digital full games, digital add-on content, mobile apps, social network gaming and other physical delivery. 2003-2009 figures are sales of new physical content at retail exclusively.

U.S. computer and Video game Unit Sales growth
UnitS in millionS*

298.6 239.5 248.4 268.1 227.4 240.1 29.9 260.2

290.1 267.4 25.2 242.2 16.5 229.5 245.9 188 9.3 150.5 159.8 Combined Computer and Video Game Unit Sales (shown for 2009 – 2013) Computer Games Video Games

13.2 174.8

2003 2004 2005 2006 2007 2008

2009

2010*

2011*

2012*

2013*

Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S. * Figures are sales of new physical content at retail exclusively

[ 12 ]

the bottom line total conSUmer SpenD on gameS inDUStry total consumer Spend on games industry 2013
DollarS in billionS
Accessories $1.88

Hardware $4.26 $15.39 Content

$21.53 billion

total:

Source: The NPD Group/Games Market Dynamics: U.S.

“i would say the evolution of video games has been very rapid. because video games rely so much on technology and innovations, the possibilities of video games have been very quickly transforming before our eyes.”

— christian adame, assistant curator for the phoenix art museum, one of 10 museums to host the Smithsonian institution’s traveling “the art of Video games” exhibition, on the advancement of video games

recent Digital* and physical Sales information
71% 68% 59% 47%
TOTAL PHYSICAL FORMAT TOTAL DIGITAL FORMAT

53% 29%
2010

32%
2011

41%

2012

2013

Source: The NPD Group/Games Market Dynamics: U.S
*Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming

[ 13 ]

the bottom line Who We are
SaleS in F ormation

aboUt the entertainment SoFtWare aSSociation
ESA offers services to interactive entertainment software publishers, including conducting business and consumer research, providing legal and policy analysis and advocacy on First Amendment, intellectual property and technology/e-commerce issues, managing a global content protection program, owning and operating E3, and representing video game industry interests in federal and state government relations. For more information, please visit www.theESA.com or follow us on Twitter: twitter.com/RichatESA.

eSa memberS aS oF march 2014
345 gameS 505 gameS actiViSion blizzarD banDai namco gameS america inc. capcom USa, inc. Deep SilVer inc. Dena DiSney interactiVe StUDioS, inc. www.spike.com/press/shows/345-games www.505games.com www.activisionblizzard.com www.namcobandaigames.com/home.html www.capcom.com/us/ www.deepsilver.com/us/home/ www.dena.jp/intl/ http://games.disney.com/video-games

[ 14 ]

Who We are electronic artS epic gameS, inc. FocUS home interactiVe gloopS international, inc. Konami Digital entertainment america leVel-5 inc. little orbit maD catz interactiVe, inc. microSoFt corporation natSUme inc. neXon america inc. nintenDo oF america inc. niVal nViDia Sega oF america, inc. Slang Sony compUter entertainment america Sony online entertainment, inc. SQUare eniX, inc. taKe-tWo interactiVe SoFtWare, inc. tecmo Koei america corporation tencent trion WorlDS, inc. UbiSoFt entertainment, inc. Wargaming Warner broS. interactiVe entertainment inc. XSeeD gameS www.ea.com www.epicgames.com www.focus-home.com www.gloops.com/en www.konami.com www.level5ia.com www.littleorbit.com www.madcatz.com www.xbox.com www.natsume.com www.nexon.net www.nintendo.com http://en.nival.com www.nvidia.com www.sega.com www.slang.vg www.us.playstation.com www.soe.com/home http://na.square-enix.com/us/home www.take2games.com www.tecmokoeiamerica.com www.tencent.com/en-us/ www.trionworlds.com/en/ www.ubisoftgroup.com www.wargaming.com www.warnerbros.com/videogames www.xseedgames.com

[ 15 ]

other reSoUrceS eSa partnerS For more information about eSa and its programs, please visit www.theeSa.com entertainment SoFtWare rating boarD (eSrb) | WWW.eSrb.org
The ESRB is a non-profit, self-regulatory body established in 1994 by ESA. ESRB independently assigns computer and video game content ratings, enforces advertising guidelines, and helps ensure responsible online privacy practices for the interactive entertainment software industry.

acaDemy oF interactiVe artS & ScienceS (aiaS) | WWW.interactiVe.org
The AIAS was founded in 1996 as a not-for-profit organization whose mission is to promote, advance, and recognize common interests and outstanding achievements in the interactive arts and sciences. The AIAS conducts its annual awards show, the Interactive Achievement Awards, to promote and acknowledge exceptional accomplishments in the field. To further enhance awareness of the AIAS’s vision, the organization created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit in 2002, a once yearly conference dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. With more than 24,000 members, including Electronic Arts, Microsoft, Sony, Nintendo, Ubisoft, THQ, Day One Studios, Epic Games, and Insomniac Games, the AIAS promotes the creativity and craftsmanship of video games worldwide.

international game DeVeloperS aSSociation (igDa) | WWW.igDa.org
The IGDA is the largest non-profit membership organization serving individuals who create video games. The IGDA advances the careers and enhances the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community. These core activities advance games as a medium and game development as a profession.

the npD groUp, inc. | WWW.npD.com
The NPD Group provides global information and advisory services to drive better business decisions. By combining unique data assets with unmatched industry expertise, we help our clients track their markets, understand consumers, and drive profitable growth. Sectors covered include automotive, beauty, consumer electronics, entertainment, fashion, food / foodservice, home, luxury, mobile, office supplies, sports, technology, toys, and video games.

ViDeo game VoterS netWorK (VgVn) | WWW.ViDeogameVoterS.org
The VGVN is a grassroots organization of voting-age gamers who organize and take action in support of computer and video games. Since its creation in 2006, more than 500,000 grassroots activists have joined the VGVN.

[ 16 ]

WWW.theeSa.com eSa FacebooK: facebook.com/the.entertainmentSoftwareassociation eSa tWitter: twitter.com/richateSa
[ 18 ] © 2014 entertainment SoFtWare aSSociation

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