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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.
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SaleS, Demographic, anD USage Data
aboUt the compUter
anD ViDeo game
inDUStry
“ 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
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
Who iS playing
g a m e r D e m o g r a p h i c S
GENDER
AGE
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
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.
typeS oF online gameS playeD moSt oFten:
typeS oF mobile gameS playeD moSt oFten:
44% of gamers play on their smartphone
33% of gamers play on their wireless device
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
at play
p a r e n t S a n D g a m e S
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
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%
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
top 20 Selling ViDeo gameS oF 2013
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
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
U.S. computer and Video game Unit Sales growth
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
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.
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
Who We are
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
WWW.theeSa.com
eSa FacebooK: facebook.com/the.entertainmentSoftwareassociation
eSa tWitter: twitter.com/richateSa