文本描述
[ i ]
20162016
SALES, DEMOGRAPHIC AND USAGE DATA
ESSENTIAL
FACTS
ABOUT THE COMPUTER
AND VIDEO GAME INDUSTRY
WHAT’S INSIDE
The 2016 Essental Facts About the Computer and Video Game Industry
was released by the Entertainment
Sofware Associaton (ESA) in April 2016. 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 4,000
American households. Heads of households and the most frequent gamers within each household were
surveyed about their game play habits and attudes.[ ii ]
“ Video games are the future. From educaton and
business, to art and entertainment, our industry
brings together the most innovatve and creatve
minds to create the most engaging, immersive and
breathtaking experiences we’ve ever seen. The
brilliant developers, designers and creators behind
our games have and will contnue to push the
envelope, driving unprecedented leaps in technology
impactng everyday life for years to come.”
— Michael D. Gallagher, president and CEO,
Entertainment Sofware Associaton
WHO IS PLAYING
2 Who Plays Computer and Video Games
4 Who Buys Computer and Video Games
AT PLAY
5 What Type of Video and Mobile Games are Played Most Ofen
5 What are the Most Common Platorms Used to Play Games
6 How Many Gamers Play Games With Others
7 eSports and Virtual Reality
8 Parents and Games
8 Parents Control What Their Kids Play
9 Top Reasons Parents Play With Their Kids
THE BOTTOM LINE
10 What Were the Top-Selling Game Genres in 2015
11 What Were the Top-Selling Games of 2015
12 Sales Informaton: 2006–2015
13 Total Consumer Spend on Video Game Industry in 2015
WHO WEARE
14 About ESA
14 ESA Members
16 ESAPartners
[ 3 ]
Who is Playing
63%
of U.S. households are home to at least one person who plays
video games regularly (3 hours or more per week)
Who is Playing
“Games as a form of media will undoubtedly have taken on a range
of new meanings in ten years, but play will always be the engine
that drives their engagement. I think we’ll see playful systems
underlying new designs in human centered actvites like healthcare,
communicatons, and of course, learning.”
—Kate Salen, Chief Design and Research Ofcer, Insttute of Play
The average number of years gamers have been playing video games: 13
[ 2 ]
There are an average of
gamers
in each game-playing U.S. household
65%
of U.S. households own a device used to play video games
48%
of U.S. households own a dedicated game console
The average game player age is
35
years old
59% male
41% female
GENDER
of Game Players
27% under 18 years
29% 18-35 years
18% 36-49 years
26% 50+ years
AGE
of Game Players
41%
59%
18%
27%
29%
26%
The most frequent FEMALE GAME PLAYER is on average 44 years old
and the average MALE GAME PLAYER is 35 years old
Women age 18 or older represent a signifcantly greater porton of the
game-playing populaton (31%) than boys age 18 or younger (17%)
50%50%
35 and UnderOlder Than 35
THERE IS AN EQUAL DISTRIBUTION OF
FEMALE VIDEO GAMERS IN AGE:
1.7
OVERVIEWGAMER DEMOGRAPHICS
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