Click me
Transcribed

Video Game Industry Statistics

Video Game Industry Statistics

The Gamer

34 YRS
The average age of a gamer

39 YRS
The average age of
most frequent game purchaser

12 YRS
Average number of
years adult garners
have been playing
computer/video games

2010 Gamer Ages
25% ----Under 18
49% ----------------- 18-49
26% ---Over 50

0% 10% 20% 30% 40% 50%

67%
of US households play video games

The 2010 average gamer spends 8 hours a week playing video games

168 Hours/Week

2010 Primary Console Female Players
11% XBOX360
80% Wii
9% PS3

0% 10% 20% 30% 40% 50% 60% 70% 80%

2008 Primary Console Male Players
21% PS3
38% XBOX360
41% Wii

0% 10% 20% 30% 40% 50%

40% of all garners are female

The Parents

76% 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.

83% of parents
place time limits
on video game
playing

78%of parents
place time limits
on television
viewing

75% of parents
place time limits
on Internet
usage

66% of parents
place time limits
on movie
viewing

93%
of the time
parents are
present at the
time games are
purchased or
rented

64%
of parents
believe games
are a positive
part of their
children’s lives
The Industry

48%
of parents play
computer and
video games
with their
children at least
weekly

86%
of the time
children receive
their parents’
permission
before
purchasing or
renting a game

According to a study conducted by
Peter D. Hart Research Associates,
more than a third (35 percent) of
parents play computer and video
games and 93 percent of these parents
have children who also play them.

Parents report
always or sometimes
monitoring the
games their children
play 97% of the time

The Industry

According to data compiled by the NPD
Group, a global market research
company, and released by the
Entertainment Software Association,
the computer and video game industry
sold 273 million units in 2009 leading
to an astounding
$10.5
billion in revenue


Billions of Dollars
10 $9.9
8
6
4
2 $0.5
0 Computer Game Sales Video Game Sales

2009 Computer and Video Game Sales By ESRB Rating
48% Everyone
12% Everyone +10
17% Mature
23% Teen

0% 10% 20% 30% 40% 50%

FTC Mystery Shops
The FTC also periodically conducts nationwide undercover shops of movie theatres
and movie, music, and video game retailers. Their most recent survey found that
80% of individuals under the age of 17 were turned away when trying to purchase
or rent M-rated games.

FTC Mystery Shopper Audits: 2000 - 2009

M-Rated Video Game
PA-Labeled CD
R-Rated DVD
R-Rated Film

80% —
70% —
60%
50%
40% —
30%
20%
10%
0
2000 2001 2003 2006 2008 2009 Video Game Industry Statistics The Gamer 34YRS 39YRS 12YRS The average age of most frequent game purchaser Average number of years adult gamers have been playing computer/video games The average age of a gamer 2010 Gamer Ages 25% Under 18 of US households 67% 49% 18-49 play video games 26% Over 50 10% 20% 30% 40% 50% The 2010 average gamer spends 8 hours a week playing video games 68 Hours/Week 2010 Primary Console Female Players 2008 Primary Console Male Players 11% XBOX360 38ъ ХВОХЗ60 80% Wii 41% Wii 9% PS3 21% PS3 10% 20% 30% 40% 50% 60% 70% 80% 10% 20% 30% 40% 50% 40% of all gamers are female The Parents 76% 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.' 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet 66% of parents place time limits on movie viewing usage 93% 64% 48% 86% of parents believe games are a positive part of their children's lives of the time of parents play of the time children receive parents are present at the time games are purchased or rented computer and video games with their their parents' permission before children at least purchasing or renting a game weekly According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them. Parents report always or sometimes monitoring the games their children play 97%of the time The Industry According to data compiled by the NPD Group, a global market research company, and released by the Entertainment Software Association, $9.9 10 the computer and video game industry sold 273 million units in 2009 leading to an astounding $10.5 $0.5 Video Game billion in revenue Computer Game Sales Sales 2009 Computer and Video Game Sales By ESRB Rating 48% Everyone 12% Everyone +10 23% Teen 17% Mature 0% 10% 20% 30% 40% 50% FTC Mystery Shops The FTC also periodically conducts nationwide undercover shops of movie theaters and movie, music, and video game retailers. Their most recent survey found that 80% of individuals under the age of 17 were turned away when trying to purchase or rent M-rated games." FTC Mystery Shopper Audits: 2000 - 2009 80% M-Rated Video Game 70% PA-Labeled CD 60% - R-Rated DVD 50% + R-Rated Film 40% 30% 20% 10% 2000 2001 2003 2006 2008 2009 Source: Federal Trade Comminsion Mystery Shopper Audits 2000-2009 Sourte: Federal Trade Commission Report to Cangress, "Marketing Violent Entertainment to Children December 2009 (press releasel 1 www.theesa.com/facts/gameplayerasp 2 gameinformer.com/tilogs/members/bvwbsant.blog/archive/2010/04/08/statisticly-speaking.aspx 3 www.theesa.com/facts/pdfs/ESA Essental Facti_2010.PDF 4 www.gamesventurebeat.com/2010/03/02/time spent playing video-games-keeps-going up/ 5 www.egwcom/Prs-Cente/Web-Exclusives/2010/The Next-Frontier Female-Ganing-Demographicsanpa 6 www.cyberdam netforumshowthmad php?p-4246 7 www.theesa.com/gaimesindailylife/tamiliesasp a www.esrborg/about/awarenessjsp Billions of Dollars Video Game Industry Statistics The Gamer 34YRS 39YRS 12YRS The average age of most frequent game purchaser Average number of years adult gamers have been playing computer/video games The average age of a gamer 2010 Gamer Ages 25% Under 18 of US households 67% 49% 18-49 play video games 26% Over 50 10% 20% 30% 40% 50% The 2010 average gamer spends 8 hours a week playing video games 68 Hours/Week 2010 Primary Console Female Players 2008 Primary Console Male Players 11% XBOX360 38ъ ХВОХЗ60 80% Wii 41% Wii 9% PS3 21% PS3 10% 20% 30% 40% 50% 60% 70% 80% 10% 20% 30% 40% 50% 40% of all gamers are female The Parents 76% 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.' 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet 66% of parents place time limits on movie viewing usage 93% 64% 48% 86% of parents believe games are a positive part of their children's lives of the time of parents play of the time children receive parents are present at the time games are purchased or rented computer and video games with their their parents' permission before children at least purchasing or renting a game weekly According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them. Parents report always or sometimes monitoring the games their children play 97%of the time The Industry According to data compiled by the NPD Group, a global market research company, and released by the Entertainment Software Association, $9.9 10 the computer and video game industry sold 273 million units in 2009 leading to an astounding $10.5 $0.5 Video Game billion in revenue Computer Game Sales Sales 2009 Computer and Video Game Sales By ESRB Rating 48% Everyone 12% Everyone +10 23% Teen 17% Mature 0% 10% 20% 30% 40% 50% FTC Mystery Shops The FTC also periodically conducts nationwide undercover shops of movie theaters and movie, music, and video game retailers. Their most recent survey found that 80% of individuals under the age of 17 were turned away when trying to purchase or rent M-rated games." FTC Mystery Shopper Audits: 2000 - 2009 80% M-Rated Video Game 70% PA-Labeled CD 60% - R-Rated DVD 50% + R-Rated Film 40% 30% 20% 10% 2000 2001 2003 2006 2008 2009 Source: Federal Trade Comminsion Mystery Shopper Audits 2000-2009 Sourte: Federal Trade Commission Report to Cangress, "Marketing Violent Entertainment to Children December 2009 (press releasel 1 www.theesa.com/facts/gameplayerasp 2 gameinformer.com/tilogs/members/bvwbsant.blog/archive/2010/04/08/statisticly-speaking.aspx 3 www.theesa.com/facts/pdfs/ESA Essental Facti_2010.PDF 4 www.gamesventurebeat.com/2010/03/02/time spent playing video-games-keeps-going up/ 5 www.egwcom/Prs-Cente/Web-Exclusives/2010/The Next-Frontier Female-Ganing-Demographicsanpa 6 www.cyberdam netforumshowthmad php?p-4246 7 www.theesa.com/gaimesindailylife/tamiliesasp a www.esrborg/about/awarenessjsp Billions of Dollars Video Game Industry Statistics The Gamer 34YRS 39YRS 12YRS The average age of most frequent game purchaser Average number of years adult gamers have been playing computer/video games The average age of a gamer 2010 Gamer Ages 25% Under 18 of US households 67% 49% 18-49 play video games 26% Over 50 10% 20% 30% 40% 50% The 2010 average gamer spends 8 hours a week playing video games 68 Hours/Week 2010 Primary Console Female Players 2008 Primary Console Male Players 11% XBOX360 38ъ ХВОХЗ60 80% Wii 41% Wii 9% PS3 21% PS3 10% 20% 30% 40% 50% 60% 70% 80% 10% 20% 30% 40% 50% 40% of all gamers are female The Parents 76% 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.' 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet 66% of parents place time limits on movie viewing usage 93% 64% 48% 86% of parents believe games are a positive part of their children's lives of the time of parents play of the time children receive parents are present at the time games are purchased or rented computer and video games with their their parents' permission before children at least purchasing or renting a game weekly According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them. Parents report always or sometimes monitoring the games their children play 97%of the time The Industry According to data compiled by the NPD Group, a global market research company, and released by the Entertainment Software Association, $9.9 10 the computer and video game industry sold 273 million units in 2009 leading to an astounding $10.5 $0.5 Video Game billion in revenue Computer Game Sales Sales 2009 Computer and Video Game Sales By ESRB Rating 48% Everyone 12% Everyone +10 23% Teen 17% Mature 0% 10% 20% 30% 40% 50% FTC Mystery Shops The FTC also periodically conducts nationwide undercover shops of movie theaters and movie, music, and video game retailers. Their most recent survey found that 80% of individuals under the age of 17 were turned away when trying to purchase or rent M-rated games." FTC Mystery Shopper Audits: 2000 - 2009 80% M-Rated Video Game 70% PA-Labeled CD 60% - R-Rated DVD 50% + R-Rated Film 40% 30% 20% 10% 2000 2001 2003 2006 2008 2009 Source: Federal Trade Comminsion Mystery Shopper Audits 2000-2009 Sourte: Federal Trade Commission Report to Cangress, "Marketing Violent Entertainment to Children December 2009 (press releasel 1 www.theesa.com/facts/gameplayerasp 2 gameinformer.com/tilogs/members/bvwbsant.blog/archive/2010/04/08/statisticly-speaking.aspx 3 www.theesa.com/facts/pdfs/ESA Essental Facti_2010.PDF 4 www.gamesventurebeat.com/2010/03/02/time spent playing video-games-keeps-going up/ 5 www.egwcom/Prs-Cente/Web-Exclusives/2010/The Next-Frontier Female-Ganing-Demographicsanpa 6 www.cyberdam netforumshowthmad php?p-4246 7 www.theesa.com/gaimesindailylife/tamiliesasp a www.esrborg/about/awarenessjsp Billions of Dollars Video Game Industry Statistics The Gamer 34YRS 39YRS 12YRS The average age of most frequent game purchaser Average number of years adult gamers have been playing computer/video games The average age of a gamer 2010 Gamer Ages 25% Under 18 of US households 67% 49% 18-49 play video games 26% Over 50 10% 20% 30% 40% 50% The 2010 average gamer spends 8 hours a week playing video games 68 Hours/Week 2010 Primary Console Female Players 2008 Primary Console Male Players 11% XBOX360 38ъ ХВОХЗ60 80% Wii 41% Wii 9% PS3 21% PS3 10% 20% 30% 40% 50% 60% 70% 80% 10% 20% 30% 40% 50% 40% of all gamers are female The Parents 76% 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.' 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet 66% of parents place time limits on movie viewing usage 93% 64% 48% 86% of parents believe games are a positive part of their children's lives of the time of parents play of the time children receive parents are present at the time games are purchased or rented computer and video games with their their parents' permission before children at least purchasing or renting a game weekly According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them. Parents report always or sometimes monitoring the games their children play 97%of the time The Industry According to data compiled by the NPD Group, a global market research company, and released by the Entertainment Software Association, $9.9 10 the computer and video game industry sold 273 million units in 2009 leading to an astounding $10.5 $0.5 Video Game billion in revenue Computer Game Sales Sales 2009 Computer and Video Game Sales By ESRB Rating 48% Everyone 12% Everyone +10 23% Teen 17% Mature 0% 10% 20% 30% 40% 50% FTC Mystery Shops The FTC also periodically conducts nationwide undercover shops of movie theaters and movie, music, and video game retailers. Their most recent survey found that 80% of individuals under the age of 17 were turned away when trying to purchase or rent M-rated games." FTC Mystery Shopper Audits: 2000 - 2009 80% M-Rated Video Game 70% PA-Labeled CD 60% - R-Rated DVD 50% + R-Rated Film 40% 30% 20% 10% 2000 2001 2003 2006 2008 2009 Source: Federal Trade Comminsion Mystery Shopper Audits 2000-2009 Sourte: Federal Trade Commission Report to Cangress, "Marketing Violent Entertainment to Children December 2009 (press releasel 1 www.theesa.com/facts/gameplayerasp 2 gameinformer.com/tilogs/members/bvwbsant.blog/archive/2010/04/08/statisticly-speaking.aspx 3 www.theesa.com/facts/pdfs/ESA Essental Facti_2010.PDF 4 www.gamesventurebeat.com/2010/03/02/time spent playing video-games-keeps-going up/ 5 www.egwcom/Prs-Cente/Web-Exclusives/2010/The Next-Frontier Female-Ganing-Demographicsanpa 6 www.cyberdam netforumshowthmad php?p-4246 7 www.theesa.com/gaimesindailylife/tamiliesasp a www.esrborg/about/awarenessjsp Billions of Dollars Video Game Industry Statistics The Gamer 34YRS 39YRS 12YRS The average age of most frequent game purchaser Average number of years adult gamers have been playing computer/video games The average age of a gamer 2010 Gamer Ages 25% Under 18 of US households 67% 49% 18-49 play video games 26% Over 50 10% 20% 30% 40% 50% The 2010 average gamer spends 8 hours a week playing video games 68 Hours/Week 2010 Primary Console Female Players 2008 Primary Console Male Players 11% XBOX360 38ъ ХВОХЗ60 80% Wii 41% Wii 9% PS3 21% PS3 10% 20% 30% 40% 50% 60% 70% 80% 10% 20% 30% 40% 50% 40% of all gamers are female The Parents 76% 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.' 83% of parents place time limits on video game playing 78% of parents place time limits on television viewing 75% of parents place time limits on Internet 66% of parents place time limits on movie viewing usage 93% 64% 48% 86% of parents believe games are a positive part of their children's lives of the time of parents play of the time children receive parents are present at the time games are purchased or rented computer and video games with their their parents' permission before children at least purchasing or renting a game weekly According to a study conducted by Peter D. Hart Research Associates, more than a third (35 percent) of parents play computer and video games and 93 percent of these parents have children who also play them. Parents report always or sometimes monitoring the games their children play 97%of the time The Industry According to data compiled by the NPD Group, a global market research company, and released by the Entertainment Software Association, $9.9 10 the computer and video game industry sold 273 million units in 2009 leading to an astounding $10.5 $0.5 Video Game billion in revenue Computer Game Sales Sales 2009 Computer and Video Game Sales By ESRB Rating 48% Everyone 12% Everyone +10 23% Teen 17% Mature 0% 10% 20% 30% 40% 50% FTC Mystery Shops The FTC also periodically conducts nationwide undercover shops of movie theaters and movie, music, and video game retailers. Their most recent survey found that 80% of individuals under the age of 17 were turned away when trying to purchase or rent M-rated games." FTC Mystery Shopper Audits: 2000 - 2009 80% M-Rated Video Game 70% PA-Labeled CD 60% - R-Rated DVD 50% + R-Rated Film 40% 30% 20% 10% 2000 2001 2003 2006 2008 2009 Source: Federal Trade Comminsion Mystery Shopper Audits 2000-2009 Sourte: Federal Trade Commission Report to Cangress, "Marketing Violent Entertainment to Children December 2009 (press releasel 1 www.theesa.com/facts/gameplayerasp 2 gameinformer.com/tilogs/members/bvwbsant.blog/archive/2010/04/08/statisticly-speaking.aspx 3 www.theesa.com/facts/pdfs/ESA Essental Facti_2010.PDF 4 www.gamesventurebeat.com/2010/03/02/time spent playing video-games-keeps-going up/ 5 www.egwcom/Prs-Cente/Web-Exclusives/2010/The Next-Frontier Female-Ganing-Demographicsanpa 6 www.cyberdam netforumshowthmad php?p-4246 7 www.theesa.com/gaimesindailylife/tamiliesasp a www.esrborg/about/awarenessjsp Billions of Dollars

Video Game Industry Statistics

shared by visually on Jun 30
9,893 views
6 shares
1 comment
The industry continues to grow at an incredible rate, bringing in more than $10 billion in revenue in 2009. What's even more surprising is that only $500 million of that came from computer game sales;...

Publisher


Source

Unknown. Add a source

Category

Gaming
Did you work on this visual? Claim credit!

Get a Quote

Embed Code

For hosted site:

Click the code to copy

For wordpress.com:

Click the code to copy
Customize size