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Video Game Industry Sales and Trends in 2013: Top-Selling Games and Consumer Behavior - Pr, Apuntes de Administración de Empresas

Insights into the video game industry in 2013, including sales information, consumer spending, and gaming preferences. It reveals the top-selling video and computer games by genre, as well as the most popular types of online and mobile games. Additionally, it discusses the demographics of gamers, their motivations for purchasing games, and the role of parents in the gaming experience.

Tipo: Apuntes

2014/2015

Subido el 03/05/2015

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2014
SaleS, Demographic, anD USage Data
eSSential
FactS
aboUt the compUter
anD ViDeo game
inDUStry
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[ i ]

SaleS, Demographic, anD USage Data

eSSential

FactS

aboUt the compUter

anD ViDeo game

inDUStry

[ ii ]

“ 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

[ 2 ]

Who iS playing

g a m e r D e m o g r a p h i c S

the average U.S. household

oWnS at leaSt one

dedicated game console, pc, or smartphone

there are an average of

tWo gamerS

in each game-playing U.S. household

51%

of U.S. households own a dedicated game console, and those that do own an average of 2

59%

of americans play video games

among american households that own a device used to play video games:

PLAY GAMES ON A CONSOLE

PLAY GAMES ON A WIRELESS DEVICE

PLAY GAMES ON A SMARTPHONE

“people of all ages play video games. there is no longer a ‘stereotype

game player,’ but instead a game player could be your grandparent,

your boss, or even your professor.”

—Jason allaire, ph.D., associate professor of psychology at north carolina State University and co-director of the gains through gaming lab

Smartphone and wireless device use

increased by 22% and 37% , respectively, over 2012

[ 3 ]

Who iS playing

g a m e r D e m o g r a p h i c S

52% male

48% female

GENDER

of Game Players

29% under 18 years

32% 18-35 years

39% 36+ years

AGE

of Game Players

Women age 18 or older represent a significantly

greater portion of the game-playing population

(36%) than boys age 18 or younger (17%)

the number of female gamers age 50 and older increased

by 32% from 2012 to 2013

the average game player is 31

years old

the average number of years gamers have been playing video games: 14

adult gamers have been playing for an average of 16 years, with adult men averaging 18 years and adult women averaging 13 years

[ 5 ]

at play

h o W W e p l a y

casual/social game play on mobile devices and online has increased significantly over the past year. among most frequent gamers, social games are now the most popular genre, increasing in popularity by

55%

from 2012 to 2013.

Other

Persistent

Casual/ Multi-Player Universe

Social Games

Action, Sports,

Strategy,

Puzzle, Board Game, Role-Playing

Game Show, Trivia,

Card Games

typeS oF online gameS playeD moSt oFten:

Other

Persistent Multi-Player

Universe

Casual/

Social Games Action, Sports, Strategy,

Role-Playing

Puzzle, Board Game,

Game Show, Trivia,

Card Games

typeS oF mobile gameS playeD moSt oFten:

44% of gamers play on their smartphone

33% of gamers play on their wireless device

[ 6 ]

at play

h o W W e p l a y

62%

of gamers play games with others, either in-person or online

77%

of gamers play with others at least one hour per week

47%

of gamers play social games

a majority of gamers play games with their friends and family members:

18% play with parents

32% play with other family members

42% play with friends

14% play with their spouse or significant other

47%

going to the movies

47%

watching movies at home

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:

48%

watching tV

USE THEIR CONSOLE

TO WATCH MOVIES

USE THEIR CONSOLE

TO LISTEN TO MUSIC

USE THEIR CONSOLE TO

WATCH TV SHOWS

USE THEIR CONSOLE

TO WATCH LIVE CONTENT

[ 8 ]

at play

p a r e n t S a n D g a m e S

[ 8 ]

56%

of parents say video games are a positive part of their child’s life

Families with children Under 18 at home See benefits of

playing computer and Video games:

95%

of parents pay attention to the content of the games their children play

91%

of parents whose children play

games are present when games

are purchased or rented

82%

of children receive their parents’ permission before purchasing or renting a game

“you create these communities around the game that do an

incredible amount of intellectual work, and when they’re done

with the work, they will leave the game and go on to another

game that’s more challenging. can you imagine if we had that

kind of environment in classrooms?”

— constance Steinkuehler Squire, associate professor in digital media and co-director of the games+learning+Society center at the University of Wisconsin-madison, and former senior policy analyst in the White house office of Science and technology policy

[ 9 ]

at play

p a r e n t S a n D g a m e S

42%

of parents whose children are

gamers play computer and video games

with their children at least weekly

58%

of parents whose children are gamers play with their children at least monthly

“games provide a wonderful platform for intergenerational

play and learning. Kids often take the lead in showing their moms

what they know how to do in the game—they are the experts!

this gives both moms and their children a chance to interact

and learn together, which we know from a developmental

perspective has great benefits.”

—Katie Salen, executive director of institute of play

top (^) ➎ reaSonS parentS play gameS With their KiDS:

➊ it’s fun for the entire family: 88%

➋ because they’re asked to: 84%

➌ it’s a good opportunity to socialize with their child: 75%

➍ it’s a good opportunity to monitor game content: 61%

➎ they enjoy playing video games as much as their child does: 47%

[ 11 ][ 11 ]

t o p S e l l e r S

the bottom line

Source: The NPD Group/Retail Tracking Service

top 20 Selling compUter gameS oF 2013

by UnitS SolD

top 20 Selling ViDeo gameS oF 2013

by UnitS SolD

ranK title eSrb rating 1 granD theFt aUto V matUre 2 call oF DUty: ghoStS matUre 3 maDDen nFl 25 eVeryone 4 battleFielD 4 matUre 5 aSSaSSin’S creeD iV: blacK Flag matUre 6 nba 2K14 eVeryone 7 call oF DUty: blacK opS ii matUre 8 JUSt Dance 2014 eVeryone 10+ 9 minecraFt eVeryone 10+ 10 DiSney inFinity eVeryone 10+ 11 FiFa 14 eVeryone 12 inJUStice: goDS among US teen 13 SKylanDerS SWap Force eVeryone 10+ 14 poKemon X eVeryone 15 the laSt oF US matUre 16 poKemon y eVeryone 17 nba 2K13 eVeryone 18 bioShocK inFinite matUre 19 lego marVel SUper heroeS eVeryone 10+ 20 batman: arKham originS teen

ranK title eSrb rating 1 StarcraFt ii: heart oF the SWarm eXpanSion pacK teen 2 Sim city 2013 eVeryone 10+ 3 the SimS 3: UniVerSity liFe eXpanSion pacK teen 4 the SimS 3: Starter pacK teen 5 the SimS 3 teen 6 the SimS 3: iSlanD paraDiSe eXpanSion pacK teen 7 StarcraFt ii: WingS oF liberty teen 8 WorlD oF WarcraFt: miStS oF panDaria eXpanSion pacK teen 9 Diablo iii matUre 10 the SimS 3: SUpernatUral eXpanSion pacK teen 11 the SimS 3 SeaSonS eXpanSion pacK teen 12 the SimS 3: petS teen 13 elDer ScrollS V: SKyrim matUre 14 ciVilization V eVeryone 10+ 15 battleFielD 4 matUre 16 Final FantaSy XiV online: a realm reborn teen 17 gUilD WarS 2 teen 18 age oF empireS 2 teen 19 WorlD oF WarcraFt: battle cheSt teen 20 amazing hiDDen obJect gameS 3 pacK eVeryone 10+

Source: The NPD Group/Retail Tracking Service

[ 12 ][ 12 ]

S a l e S i n F o r m a t i o n

Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S.

Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S.

U.S. computer and Video game Dollar Sales growth

DollarS in billionS*

U.S. computer and Video game Unit Sales growth

UnitS in millionS*

Combined Dollar Sales (shown for 2010 – 2013)

Computer Games Video Games

Other Delivery Formats**

Combined Computer and Video Game Unit Sales (shown for 2009 – 2013) Computer Games Video Games

  • 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.

  • Figures are sales of new physical content at retail exclusively

the bottom line

[ 14 ]

the bottom line

SaleS inFormation

Who We are

aboUt the entertainment

SoFtWare aSSociation

ESA offers services to interactive entertainment software publishers,

including conducting business and consumer research, providing legal and

policy analysis and advocacy on First Amendment, intellectual property

and technology/e-commerce issues, managing a global content protection

program, owning and operating E3, and representing video game industry

interests in federal and state government relations. For more information,

please visit www.theESA.com or follow us on Twitter: twitter.com/RichatESA.

[ 14 ]

eSa memberS aS oF march 2014

345 gameS www.spike.com/press/shows/345-games

505 gameS www.505games.com

actiViSion blizzarD www.activisionblizzard.com

banDai namco gameS america inc. www.namcobandaigames.com/home.html

capcom USa, inc. www.capcom.com/us/

Deep SilVer inc. www.deepsilver.com/us/home/

Dena www.dena.jp/intl/

DiSney interactiVe StUDioS, inc. http://games.disney.com/video-games

[ 15 ]

Who We are

[ 15 ]

electronic artS www.ea.com

epic gameS, inc. www.epicgames.com

FocUS home interactiVe www.focus-home.com

gloopS international, inc. www.gloops.com/en

Konami Digital entertainment america www.konami.com

leVel-5 inc. www.level5ia.com

little orbit www.littleorbit.com

maD catz interactiVe, inc. www.madcatz.com

microSoFt corporation www.xbox.com

natSUme inc. www.natsume.com

neXon america inc. www.nexon.net

nintenDo oF america inc. www.nintendo.com

niVal http://en.nival.com

nViDia www.nvidia.com

Sega oF america, inc. www.sega.com

Slang www.slang.vg

Sony compUter entertainment america www.us.playstation.com

Sony online entertainment, inc. www.soe.com/home

SQUare eniX, inc. http://na.square-enix.com/us/home

taKe-tWo interactiVe SoFtWare, inc. www.take2games.com

tecmo Koei america corporation www.tecmokoeiamerica.com

tencent www.tencent.com/en-us/

trion WorlDS, inc. www.trionworlds.com/en/

UbiSoFt entertainment, inc. www.ubisoftgroup.com

Wargaming www.wargaming.com

Warner broS. interactiVe entertainment inc. www.warnerbros.com/videogames

XSeeD gameS www.xseedgames.com

© 2014 entertainment[ 18 ] SoFtWare aSSociation

WWW.theeSa.com

eSa FacebooK: facebook.com/the.entertainmentSoftwareassociation

eSa tWitter: twitter.com/richateSa