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1、<p><b> 2018</b></p><p> SALES, DEMOGRAPHIC,</p><p> AND USAGE DATA</p><p> ESSENTIAL FACTS</p><p> ABOUT THE COMPUTER</p><p> AND V
2、IDEO GAME INDUSTRY</p><p> “The spectacular growth of our industry proves video game developers, artists, and storytellers are the brightest lights in the US economy, finding more ways to delight the world’
3、s 2.6 billion gamers each year.”</p><p> - Michael D. Gallagher, President and CEO Entertainment Software Association</p><p> “I have four kids, and I’ve played video games with every one of t
4、hem. It’s given me a way to bond with each of them in a unique way.</p><p> Thanks to video games, I’ve learned more about each of my sons and daughters, and about myself as a father.”</p><p>
5、 - Brian Mazique Writer, Forbes</p><p> TABLE OF CONTENTS</p><p> ABOUT ESABACK COVER</p><p> The Entertainment Software Association (ESA) released 2018 Essential Facts About th
6、e Computer and Video Game Industry in April 2018. Ipsos Connect conducted the annual</p><p> research for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 4
7、,000 American households and surveying the heads of and most</p><p> frequent gamers within each household about their video game playing habits and attitudes. The 2018 Essential Facts also includes data pr
8、ovided by the Entertainment</p><p> Software Rating Board (ESRB), The NPD Group and AudienceNet/New Paradigm Strategy Group.</p><p><b> 3</b></p><p> AT-A-GLANCE</
9、p><p> 64% of US households own a device that They use to play video games.</p><p> The average gamer is 34 years old.</p><p> Gamers age 18 or older represent more than 70 percent
10、of</p><p> the video game-playing population.</p><p> 60 percent of Americans play video games daily.</p><p> Adult women represent a greater portion of the video game-playing po
11、pulation (33%) than boys</p><p> under 18 (17%).</p><p><b> 33%</b></p><p><b> <18</b></p><p><b> 17%</b></p><p>
12、;<b> >18</b></p><p> 70% of parents believe video games have</p><p> a positive influence on their children’s lives.</p><p> 90% of parents are present when their
13、 child acquires a video game.</p><p> 94% of parents pay attention to</p><p> the video games played by their child.</p><p> The average age of the most frequent game purchaser i
14、s 36.</p><p> Of the most frequent game purchasers:</p><p> 61% ARE MALE39% ARE FeMALE</p><p><b> 4</b></p><p> 64% of US households own a device that
15、they use to play video games.</p><p> There are an average of 2 gamers</p><p> in each game-playing US household.</p><p> 60 percent of Americans play video games daily.*</p&g
16、t;<p> HOW MANY US HOUSEHOLDS PLAY GAMES ON THE FOLLOWING DEVICES?</p><p> *Source: AudienceNet/New Paradigm Strategy Group</p><p> The average gamer is 34 years old.</p><p&
17、gt; AVERAGE GAMERS BY AGE GROUP</p><p><b> MALE</b></p><p> UNDER 18 YEARS OLD: 17%</p><p> 18-35: 16%</p><p> 36-49: 12%</p><p> AGE 50+
18、: 11%</p><p><b> FEMALE</b></p><p> UNDER 18 YEARS OLD: 11%</p><p> 18-35: 13%</p><p><b> 36-49: 8%</b></p><p> AGE 50+: 12%&l
19、t;/p><p> The average female</p><p> video game player is 36, and the average male video game player is 32.</p><p> 45% of US gamers</p><p> are women.</p><
20、p> 56% of the most frequent gamers play multiplayer games at least once a week, spending an average of 7 hours playing with others online and 6 hours playing with others in person.</p><p> WHO ARE THE M
21、OST FREQUENT GAMERS PLAYING WITH?</p><p><b> 42%</b></p><p> PLAY WITH FRIENDS</p><p><b> 19%</b></p><p> PLAY WITH FAMILY</p><p&
22、gt;<b> 17%</b></p><p> PLAY WITH PARENTS</p><p><b> 16%</b></p><p> PLAY WITH THEIR SPOUSE</p><p> 55% of the most frequent gamers say that
23、 video games help connect them with their friends.</p><p> 46% say it helps their family spend time together.</p><p> MOST PLAYED MULTIPLAYER GENRES:</p><p> 35% shooter</p>
24、;<p> 28% ACTION</p><p> 27% Casual</p><p> FAMILIES AND VIDEO GAMES</p><p> 90% of parents are present when their child acquires a video game.</p><p> 9 ou
25、t of 10 parents require their child to ask permission before buying a video game.</p><p> 94% of parents pay attention to</p><p> the video games played by their child.</p><p> 7
26、0% of parents say video games have a positive influence on their child’s life.</p><p> 67% of parents play video games with their child at least once weekly.</p><p> “A book or movie can show
27、us what it is like to be in a character’s shoes, but it is the video game that can put us into those shoes.”</p><p> - Robert B. Marks, Ph.D., Whittier College</p><p> TOP REPORTED REASONS WHY
28、 PARENTS PLAY VIDEO GAMES</p><p> WITH THEIR CHILDREN</p><p> It’s fun for all of us.</p><p> My child asks me to.</p><p> It’s a good opportunity to socialize with
29、 my child.</p><p> I enjoy playing video games as much as my child.</p><p> It helps me monitor what they are playing.</p><p><b> 8</b></p><p> FAMILIES
30、 AND VIDEO GAMES</p><p> 82% of parents of children who regularly play video games are familiar with the ESRB ratings.</p><p> OF THESE PARENTS...</p><p> 95% are confident that
31、the ESRB ratings are accurate.</p><p> 94% find the parental control settings on video game consoles useful.</p><p> 72% LIMIT THEIR CHILD’S TIME PLAYING VIDEO GAMES.</p><p> OF
32、THE 1,948 RATINGS ASSIGNED BY THE ESRB TO PHYSICAL AND DOWNLOADABLE CONSOLE GAMES IN 2017:</p><p><b> 34%</b></p><p> 22%31%13%</p><p> received an E (Everyone) rat
33、ing</p><p> received an E10+ (Everyone 10+) rating</p><p> received a T (Teen) rating</p><p> received an M (Mature) rating</p><p> ANNUAL US VIDEO GAME CONTENT SPE
34、ND,</p><p> 2010 - 2017 (IN BILLIONS)</p><p><b> $29.1</b></p><p> 20102011201220132014201520162017</p><p> Source: The NPD Group</p><
35、;p> The total consumer spend on the video game industry was</p><p> $36 billion in 2017.</p><p> Source: The NPD Group</p><p> RECENT DIGITAL* AND PHYSICAL SALES INFORMATION&
36、lt;/p><p> *Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps, and social network games.</p><p> 20102011201220132014201520162017</p>
37、;<p> TOTAL Physical FormatTOTAL Digital Format</p><p> Source: The NPD Group</p><p> FACTORS INFLUENCING DECISIONS TO PURCHASE VIDEO GAMES</p><p> TOP 20 BEST SELLING V
38、IDEO GAMES OF 2017</p><p> BY UNITS SOLD</p><p> 2NBA 2K18 (e)</p><p> 11Tom Clancy’s Rainbow Six: Siege (M)</p><p> 4Madden NFL 18 (e)</p><p> 6T
39、he Legend of Zelda: Breath of the Wild (E10+)</p><p> 15Rocket LeaGUe (e)</p><p> 17For Honor (M)</p><p> 10Minecraft (E10+)</p><p> 19NBA 2k17 (e)</p>&
40、lt;p> Source: The NPD Group/Retail Tracking Service/Digital Games Tracking Service</p><p> BEST SELLING VIDEO GAME SUPER GENRES OF 2017</p><p> BY UNITS SOLD</p><p> 3.6% All
41、 OTHEr</p><p> 4.2% Strategy</p><p> 6.0% Fighting</p><p> 6.4% Racing</p><p> 25.9% Shooter</p><p> 9.1% Adventure</p><p> 11.3% Role P
42、laying</p><p> 11.6% Sports</p><p> 21.9% Action</p><p> Source: The NPD Group/Retail Tracking Service/Digital Games Tracking Service</p><p> The average age of the
43、 most frequent game purchaser is 36.</p><p> Of the most frequent game purchasers:</p><p> MOST GAMERS FEEL COMPUTER AND VIDEO GAMES PROVIDE MORE VALUE FOR THEIR MONEY</p><p><
44、b> 38%</b></p><p> Video GAmes</p><p><b> 12% DVDS</b></p><p><b> 7% MOVIES</b></p><p><b> 7% MUSIC</b></p><
45、;p> 36% Video/Music Streaming services</p><p> OF THE MOST FREQUENT GAMERS:</p><p><b> 42%</b></p><p><b> 30%29%</b></p><p> Purchase n
46、ew video games without having tried them</p><p> Purchase new video games after downloading</p><p> a trial or demo</p><p> Download games from online video game storefronts</
47、p><p> There are 2,711 video game company locations across</p><p> 84 percent of the congressional districts in America.</p><p> For a complete map of video game company locations v
48、isit www.areweinyourstate.org.</p><p> There are now 65,678 workers directly employed at game software publisher and developer locations</p><p> in the US.</p><p> Employees
49、 in the industry earned an average compensation of</p><p> $97,000 per year.</p><p> The US video game industry’s value added to US GDP is</p><p> more than $11.7 billion.</p&
50、gt;<p> “Prose is an art form, movies and acting in general are art forms, so is music, painting, graphics, sculpture, and so on. Some might even consider classic games like chess to be an art form. Video games u
51、se elements of all of these to create something new. Why wouldn’t video games be an art form?”</p><p> - Sam Lake, Author</p><p> ACADEMY OF INTERACTIVE ARTS & SCIENCES | WWW.INTERACTIVE.O
52、RG</p><p> The Academy of Interactive Arts & Sciences (AIAS) was founded in 1996 as a nonprofit organization to recognize outstanding achievements in interactive entertainment.</p><p> The
53、 AIAS conducts the annual D.I.C.E. Awards to promote and acknowledge exceptional accomplishments in the field. In 2002, the Academy created the D.I.C.E. Summit dedicated to exploring approaches to the creative process an
54、d artistic expression as they uniquely apply to the development of interactive entertainment.</p><p> ESA FOUNDATION | WWW.ESAFOUNDATION.ORG</p><p> Created by the American entertainment softw
55、are industry, the ESA Foundation works to make a positive difference in the lives of America’s youth by providing scholarships to the next generation of industry innovators and supporting charitable organizations and sch
56、ools that leverage entertainment software and technology. The ESA Foundation receives its primary funding proceeds from the signature annual fundraiser Nite to Unite and other charitable initiatives.</p><p>
57、 ENTERTAINMENT SOFTWARE RATING BOARD | WWW.ESRB.ORG</p><p> The ESRB is a non-profit, self-regulatory body that assigns age and content ratings for video games and mobile apps so parents can make informed
58、choices. It also enforces advertising guidelines adopted by the video game industry and helps companies implement responsible online and mobile privacy practices under its Privacy Certified program.</p><p>
59、 INTERNATIONAL GAME DEVELOPERS ASSOCIATION | WWW.IGDA.ORG</p><p> The IGDA supports and empowers game developers around the world in achieving fulfilling and sustainable careers through connecting worldwide
60、 game developers at all stages of their careers to peers with shared interests and goals, advocating on issues that are important to the professional and personal success of game developers, and providing educational res
61、ources for students, game developers, and game development studios that help solve game development’s most difficult challenges.</p><p> THE NPD GROUP, INC. | WWW.NPD.com</p><p> NPD is the le
62、ading global provider of market information and business solutions covering brick-and-mortar, e-commerce, and emerging channels in more than 20 industries. We combine our unique data assets with analytic solutions to hel
63、p our clients measure performance, predict trends, and improve results, advising them to help drive successful growth. Practice areas include apparel, appliances, automotive, beauty, books, consumer electronics, e-commer
64、ce, entertainment, fashion accessories, food co</p><p> ESA MEMBERS</p><p> as of April 2018</p><p><b> 505 Games</b></p><p> Activision Blizzard, Inc.&
65、lt;/p><p> Bandai Namco Entertainment, Inc. Bethesda Softworks, LLC</p><p> Capcom Co., Ltd. Deep Silver</p><p> Disney Interactive Studios, Inc. Electronic Arts, Inc.</p>&l
66、t;p> Epic Games, Inc.</p><p> Focus Home Interactive Gearbox Publishing, LLC</p><p> GungHo Online Entertainment America, Inc.</p><p> Kalypso Media Group</p><p>
67、; Konami Digital Entertainment, Inc. Legends of Learning</p><p> Magic Leap, Inc.</p><p> Microsoft Corporation NEXON America, Inc.</p><p><b> NCSOFT</b></p>
68、<p> Nintendo of America NVIDIA Corporation Outright games</p><p> phosphor studios Six Foot</p><p> Sony Interactive Entertainment, Inc. Square Enix, Ltd.</p><p> Take-Two
69、 Interactive Software, Inc. Tencent</p><p><b> Triseum</b></p><p> Ubisoft, Inc.</p><p> Vantiv Entertainment Solutions</p><p> Warner Bros. Interactive
70、 Entertainment, Inc.</p><p> XSEED Games</p><p> The Entertainment Software Association (ESA) conducts business and consumer research and provides analysis and advocacy on issues like global c
71、ontent protection, intellectual property, technology, e-commerce, and the First Amendment in support of interactive software publishers. ESA owns and operates E3 and represents video game industry interests on federal an
72、d state levels.</p><p> To learn more, visit theESA.com and follow us on Twitter:</p><p> @theESA or @ESAGovAffairs.</p><p> www.theESA.com</p><p> Follow us on Twi
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