Professional Documents
Culture Documents
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 ]
WHATs INSIDE
Who ISPlayING
2 Who Plays Computer and Video Games?
4 Who Buys Computer and Video Games?
At Play
5 What Type of Online and Mobile Games are Played Most Often?
5 How Many Gamers Play on a Phone or Wireless Device?
6 How Many Gamers Play Games With Others?
7 Parents and Games
7 Parents Control What Their Kids Play
9 Top Reasons Parents Play With Their Kids
Who WeARE
14 About ESA
14 ESA Members
Other Resources
16 ESAPartners
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
59%
of Americans play video games
51%
of U.S. households own a dedicated game console, and those that do own an average of 2
Among American households that own a device used to play video games:
68%
53%
41%
29%
39% 48%
52%
32%
AGE
of Game Players
GENDER
of Game Players
29% under 18 years 52% male
32% 18-35 years 48% female
39% 36+ years
[3]
who is buying
G a m e r Pu r c h a s i n g
35
Of the most frequent game purchasers
44%
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
48%
of gamers said the quality of game graphics,
21%
of gamers said the price was
an interesting storyline, a sequel to a the most important factor in their
favorite game, or word of mouth was decision to purchase a computer
the most important factor in their decision or video game
to purchase a computer or video game
[4]
AT PLAY
how we play
24%
Action, Sports,
Strategy,
Puzzle, Board Game, 28% Role-Playing
Game Show, Trivia,
Card Games
9% Other
[5]
AT PLAY
HO W W E PLAY
Gamers who are playing more video games than they did three years ago are spending
less time:
Gamers who own dedicated game consoles use them for other
entertainment media, in addition to playing games:
50%
26% 24%
8%
USE THEIR CONSOLE USE THEIR CONSOLE TO USE THEIR CONSOLE USE THEIR CONSOLE
TO WATCH MOVIES WATCH TV SHOWS TO LISTEN TO MUSIC TO WATCH LIVE CONTENT
A majority of gamers play games with their friends and family members:
18%
play with
32%
play with other
42%
play with
14%
play with their
parents family members friends spouse or
significant other
[6]
AT PLAY
PARENT S AN D GAME S
88%
of parents whose children play games
85%
of parents are aware
believe the ESRB rating system is of the ESRB rating system
either very or somewhat helpful in
choosing games for their children
87%
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
80%
of parents place
76%
of parents place time
70%
of parents place
time limits on video time limits on limits on television time limits on
game playing Internet usage viewing movie viewing
46%
received an E
19%
received an E10+
23%
received a T
12%
received an M
(Everyone) rating (Everyone 10+) rating (Teen) rating (Mature) rating
[7]
AT PLAY
PARENT S AN D GAME S
91%
of parents whose children play
82%
of children receive their parents
games are present when games permission before purchasing
are purchased or rented or renting a game
95%
of parents pay attention to the content of the games their children play
56%
of parents say video games are a positive part of their childs life
[8]
AT PLAY
PARENT S AN D GAME S
42%
of parents whose children are
58%
of parents whose children are
gamers play computer and video games gamers play with their children at
with their children at least weekly least monthly
[9]
THE BOTTOM LINE
TOP S ELLER S
6.9% Adventure
28.3% Casual
0.7% Flight
Sport Games 0.3% 0.4% Racing
Shooter 7.1% 12.3% Role-Playing
[ 10 ]
THE BOTTOM LINE
TOP S ELLER S
[ 11 ]
THE BOTTOM LINE
Sales Information
17.1 16.7
7 7.5 15.2 15.4
6.7 9 Combined Dollar
Sales (shown for
11.7 2010 2013)
10.1 Other Delivery
9.5 .65 Formats**
9.4 .43
7 7.3 7.3 8.7 .38 Computer Games
6.9 8.1
Video Games
.22
6.1
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.
298.6
290.1
268.1
29.9 267.4
239.5 248.4 240.1 25.2
245.9
227.4 260.2 16.5
242.2 229.5
188
13.2
174.8 159.8 Combined Computer
9.3
and Video Game Unit
150.5 Sales (shown for
2009 2013)
Computer Games
Video Games
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
T o t a l C o n su m e r S p e n d o n G a m e s I n dus t r y
Accessories
$1.88
Total:
Hardware $4.26
$15.39 Content
$21.53
Billion
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 Institutions traveling The Art of Video Games
exhibition, on the advancement of video games
[ 13 ]
THE BOTTOM
WHO WELINE
ARE
Sales In formation
[ 14 ]
WHO WE ARE
[ 15 ]
OTHERRESOURCES
ESA Partners
[ 16 ]
www.theESA.com
ESA Facebook: facebook.com/The.EntertainmentSoftwareAssociation
ESA Twitter: twitter.com/RichatESA
[ 18software
2014 Entertainment ] association