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South American Game Industry & Culture

SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 0.07 25.8 266 280 263 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 2 0.07 25.8 266 280 263 4 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 6 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 2 0.07 25.8 266 280 263 4 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 6 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 2 0.07 25.8 266 280 263 4 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 6 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 2 0.07 25.8 266 280 263 4 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 6 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank SOUTH AMERICAN VIDEO GAME INDUSTRY AND CULTURE Studios / Million Median Age Internet Users/ GDP/ Capita (USD) $10084 $5416 $4477 $9654 $8205 $8236 The United States, Western Europe, and Japan are all widely believed to have "Mature" gaming markets, that is to say, the market has accepted gaming as more than child's play, and the audience for and consumers of games are older as a result. The ESA now reports the average age of gamers in the United States at 34 years old, and the average buyer of video games is 39. Following this assumption, one may believe that the blossoming gaming markets in other areas, such as South America, are growing in much the same way that the established US and Japanese markets did: first attracting a large audience in the young, male demographic, but especially in the more prosperous, more technologically advanced areas. This study however, shows that there is a stronger correlation between the average age in each country and the amount of game industry presence. Even more surprising, as the median age of the country approaches the age of the average US gamer, 35, industry presence increases. This may lead us to believe that the overall game industry has matured, and is attracting older audiences in all corners of the world. Game Population Studios Residents 1000 people Chile Colombia Peru Uruguay 16803952 45012096 28836700 4 0.24 31.1 342 0.02 26.8 273 2 0.07 25.8 266 280 263 4 3334052 1.2 33.2 Brazil 33 191971506 0.17 28.3 Argentina Paraguay Ecuador 6 39882980 0.15 29.7 231 6237855 21.7 42 $2561 $4056 13481424 24.2 115 Bolivia 9694113 22.6 110 Venezuela Guyana Suriname 27935000 763437 515124 $1720 $11246 $1513 $5888 25.2 220 23.6 247 28.3 93 US Russia Ukraine $46400 $11832 $3899 663 307006550 2.16 36 749 36 141950000 0.25 37.6 319 15 46258200 0.32 45.9 120 1.2 21.7 33.2 1513 11246 Game Development Studios/Million Residents Median Age GDP/Capita (USD) A country's game presence bares relation to both its GDP, and its median age, but unlike the relation to median age, there is no fixed value of GDP that guarantees a country will have game industry presence. The correlation between median age and relative game industry presence is not direct in all cases, volatile in many respects, but with very few exceptions, countries where the median age is over 25 have gaming presence and those As one may have expected, there is a correlation between the GDP of a country, and its video game presence. Video Games being are an expensive leisure-time activity and are, on nascent industry like games is average, mor prevalent in wealthy nations. below this mark, do not. sources: cia worldfactbook, gamedevmap.com, theesa.com, World Bank

South American Game Industry & Culture

shared by rmmojado on Dec 26
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Yet another data visualization/infographic (that line is so very fine) that I made this year. This one is relating the maturity of the South American video games industry with the maturity of nationa...

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Dru Erridge

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