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esa对于游戏玩家的调研结果esa_ef_2009.ppt

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1、SALES, DEMOGRAPHIC AND USAGE,2009DATA,ESSENTIALFACTSABOUT THE COMPUTERAND VIDEO GAMEINDUSTRY,2,4,5,6,7,7,8,9,9,9,9,10,11,11,WHATS INSIDEWHO IS PLAYINGWho Plays Computer and Video Games?How Long Have Gamers Been Playing?Parents and GamesParents Play GamesAT PLAY2008 Computer and Video Game Sales by R

2、atingWhat Were the Top-Selling Game Genres in 2008?What Were the Top-Selling Games of 2008?Who Plays Games Online?How Many Gamers Play Games Online?What is the One Type of Online Game Played Most Often?How Many Americans Play Games on Wireless Devices?THE BOTTOM LINERecent Sales Information (2007 an

3、d 2008)Historical Sales Information (1996 2008)How Many Americans Plan to Buy Games in 2008?WHO WE ARE,1212,About the ESAESA Members,OTHER RESOURCES,13,ESA Partners,ALL DATA IN THIS DOCUMENT IS FROM THE ESAS 2009 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment SoftwareAssociation (ESA) rel

4、eased its 2009 Essential Facts About the Computer and Video Game Industry at the 2009 E3 Expo. The annualresearch was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gatheringdata from almost 1,200 nationally representative households that have

5、 been identified as owning either or both a video game, 2009 ENTERTAINMENT SOFTWARE ASSOCIATION,console or a personal computer used to run entertainment software.,26%,WHO IS PLAYINGGAMER DEMOGRAPHICSWHO PLAYS COMPUTER AND VIDEO GAMES?68%of American householdsplay computer or video games.,WHO IS PLAY

6、INGGAMER DEMOGRAPHICSA new study found that more than half of adults play video games,about one-fifth play daily or almost every day.” Daniel Sieberg, CBS Evening News,The average game player age is:35,60%,40%,GENDERof Game Players60% male40% female,49%,25%,AGEof Game Players25% under 18 years,WOMEN

7、 age 18 or older represent a significantlygreater portion of the game-playing population (34%)than boys age 17 or younger (18%).,49% 18-49 years26% 50+ yearsWHO BUYS COMPUTER AND VIDEO GAMES?The average age of the mostfrequent game purchaser is:,In 2009,25%of gamers were over the age of 50.2,39Of ga

8、me purchasers, 52% are male and 48% are female.3,WHO IS PLAYINGGAMER DEMOGRAPHICSHOW LONG HAVE GAMERS BEEN PLAYING?12is the average number of years adult gamershave been playing computer or video games.Among most frequent gamers, adult males average12 years of game playing, females average 10 years.

9、62%of gamers play games with other gamers in person.This is an increase from 59% in 2008 and from 56% in 2007.42%of homes in America have a video game console. more and more, winning a video game can mean solvinga logic puzzle, answering trivia questions, running and jumpingin place, or singing on k

10、ey.” Sharon Male, PARADE Magazine4,WHO IS PLAYINGPARENTS AND GAMESPARENTS* AND GAMES92%of the time parents are present at thetime games are purchased or rented.63%of parents believe games are a positivepart of their childrens lives.Video gaming is pervasive in the lives of American teensyoungteens a

11、nd older teens, girls and boys, and teens from across thesocioeconomic spectrum. Opportunities for gaming areeverywhere, and teens are playing video games frequently.” Teens, Video Games, and Civics, a report of the Pew Internetand American Life Project83%of the time children receive their parentspe

12、rmission before purchasing orrenting a game.Parents report always or sometimes monitoring thegames their children play 94% of the time.*Parents with kids under 18 who also own a game console and/or computer used to play games.5,45%,27%,0.1% Fighting,WHO IS PLAYINGPARENTS AND GAMESDO PARENTS CONTROL

13、WHAT THEIR KIDS PLAY?,AT PLAYTOP SELLERSBest-Selling VIDEO GAME Super Genres by Units Sold, 2008,77%of parents believe that the parental controls available inall new video game consoles are useful. Further, parents impose timeusage limits on video games more than any other form of entertainment:,Str

14、ategy 6.2%Sport Games 15.3%,2.2% Other Games/Compilations20% Action5.3% Adventure0.5% Arcade,79% of parents place time limits on video game playing,Shooter 10.9%,0.9% Childrens Entertainment19.3% Family Entertainment,72% of parents place time limits on Internet usage,Role-Playing 5.4%Racing 8.4%,5.1

15、% Fighting0.5% Flight,71% of parents place time limits on television viewing,Source: The NPD Group / Point-of-Sale Information,63% of parents place time limits on movie viewing2008 Computer and Video Game Sales by RatingBY UNITS SOLDIf you feel that the opportunities to connect with your kidsare few

16、 and far between, the solution might be to break out a,video game. (Seriously!)”,12%,16%, Scott Alexander, Family Circle,EVERYONE(E),EVERYONE 10+(E10+),TEEN(T),MATURE(M),PARENTS PLAY GAMESTHE TOP REASONS PARENTS PLAYVIDEO GAMES WITH THEIR CHILDREN: Its Fun For The Entire Family 82% Because Theyre As

17、ked To 81% Its A Good Opportunity To Socialize With The Child 78% Its A Good Opportunity To Monitor Game Content 63%6,Best-Selling COMPUTER GAME Super Genres by Units Sold, 20081.4% Other Games/Compilations2.7% Action6.8% Adventure0.5% Arcade2.5% Childrens Entertainment17.1% Family EntertainmentStra

18、tegy 34.6%1.8% Flight1.4% RacingSport Games 1.8%19.6% Role-PlayingShooter 9.7%Source: The NPD Group / Point-of-Sale Information7,RANK,1,2,3,4,5,14,15,10,11,12,13,9,18,19,20,16%,5,7,6,11,12,10,13,14,20,19,16,17,18,AT PLAYTOP SELLERSTOP 20 SELLING VIDEO GAMES OF 2008BY UNITS SOLD,AT PLAYONLINE AND WIR

19、ELESSWHO PLAYS GAMES ONLINE?,678,TITLEWII PLAY W/ REMOTEMARIO KARTWII FITSUPER SMASH BROS: BRAWLGRAND THEFT AUTO IV*CALL OF DUTY: WORLD AT WAR*GEARS OF WAR 2*GRAND THEFT AUTO IV*,PLATFORMWIIWIIWIIWII360360360PS3,ESRB RATINGEveryoneEveryoneEveryoneTeenMatureMatureMatureMature,57%of online game player

20、s are male.,43%of online game players are female.,MADDEN NFL 09*MARIO KARTCALL OF DUTY 4: MODERN WARFARE*NEW SUPER MARIO BROSGUITAR HERO III LEGENDS OF ROCK*GUITAR HERO WORLD TOUR*LINKS CROSSBOW TRAINING,360NDS360NDSWIIWIIWII,EveryoneEveryoneMatureEveryoneTeenTeenTeen,23% of most frequent gamers pay

21、 to play online games.This is an increase from 22% in 2008 and amarked increase from 8% in 2004.,1617,MARIO PARTYGUITAR HERO ON TOUR*,NDSNDS,EveryoneEveryone 10+,FABLE II* 360MARIO AND SONIC: OLYMPIC GAMES NDSMADDEN NFL 09* PS3*Includes Collectors, Limited, Gold EditionsSource: The NPD Group / Point

22、-of-Sale Information,MatureEveryoneEveryone,WHAT IS THE ONE TYPE OF ONLINEGAME PLAYED MOST OFTEN?Other9%,TOP 20 SELLING COMPUTER GAMES OF 2008BY UNITS SOLD,PersistentMulti-Player Universe,RANK1234,TITLEWORLD OF WARCRAFT: WRATH OF THE LICH KING*SPOREWORLD OF WARCRAFT: BATTLE CHESTTHE SIMS 2 DOUBLE DE

23、LUXE,ESRB RATINGTeenEveryone 10+TeenTeen,Puzzle/Board/GameShow/Trivia/Card,44%,21%,10% Downloadable Games Such asBejeweled and Diner Dash,WORLD OF WARCRAFT*WARHAMMER ONLINE: AGE OF RECKONING*AGE OF CONAN: HYBORIAN ADVENTURES*,TeenTeenMature,Action/Sports/Strategy/Role-Play,89,THE SIMS 2 FREETIME EXP

24、ANSION PACK*WORLD OF WARCRAFT: BURNING CRUSADE*,TeenTeen,THE SIMS 2 APARTMENT LIFE*CALL OF DUTY 4: MODERN WARFARE*FALLOUT 3*CIVILIZATION IV*SPORE CREATURE CREATOR,TeenMatureMatureEveryone 10+Everyone,HOW MANY AMERICANS PLAYGAMES ON WIRELESS DEVICES?,15,CALL OF DUTY: WORLD AT WAR*,Mature,SINS OF A SO

25、LAR EMPIRE*SIM CITY 4WARCRAFT III BATTLE CHESTTHE SIMS 2 KITCHEN & BATH INTERIOR DESIGN STUFFCRYSIS*Includes Collectors, Limited, Gold EditionsSource: The NPD Group / Point-of-Sale Information8,TeenEveryoneTeenTeenMature,37%of heads of households report they play games onwireless devices such as a c

26、ell phone or PDA, up from 20% in 2002.9,WHATS THE BOTTOM LINE?RECENT SALES INFORMATIONU.S. Computer and Video Game DOLLAR Sales: 2007 and 2008,WHATS THE BOTTOM LINE?HISTORICAL SALES INFORMATIONU.S. Computer and Video Game DOLLAR Sales GrowthDOLLARS IN BILLIONS,DOLLARS IN BILLIONS11.7,11.7,9.5,8.7,11

27、,9.5.828.7,.7011,2.6,3.7,4.8,5.5,5.6,6.1,6.9,7.0,7.3,7.0,7.4,1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008Source: The NPD Group, Inc/Retail Tracking ServiceThe video game sector is no longer an interesting little industry,2007,2008,.822007,.702008,2007,2008,its serious money.”,VID

28、EO GAME SALES,COMPUTER GAME SALES,COMBINED COMPUTER ANDVIDEO GAME DOLLAR SALES, Jack Kyser, chief economist at the Los Angeles County EconomicDevelopment Corporation,Source: The NPD Group, Inc/Retail Tracking ServiceU.S. Computer and Video Game UNIT Sales Growth,U.S. Computer and Video Game UNIT Sal

29、es: 2007 and 2008UNITS IN MILLIONS,UNITS IN MILLIONS,269.1,267.835,298.229.2269.1,108.0,152.4,184.5 196.3,210.3 225.8,240.9 249.5 229.5 241.6,267.8,298.2,232.8,232.8,73.81996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008Source: The NPD Group, Inc/Retail Tracking ServiceHow Many America

30、ns Expect to Buy Games?,35 29.22007 2008 2007 2008 2007 2008VIDEO GAME UNITS COMPUTER GAME UNITS COMBINED COMPUTER ANDVIDEO GAME UNIT SALESSource: The NPD Group, Inc/Retail Tracking Service 10 ,43%of Americans have purchased or planto purchase one or more games in 2009. 11 ,WHO WE AREABOUT THE ENTER

31、TAINMENT SOFTWARE ASSOCIATIONThe ESA is the U.S. association dedicated to serving the business and public affairs needs of companiespublishing interactive games for video game consoles, handheld devices, personal computers, and theInternet. The ESA offers services to interactive entertainment softwa

32、re publishers including a global anti-piracy program, owning the E3 EXPO, business and consumer research, federal andstate government relations, First Amendment and intellectual property protection efforts.For more information about the ESA and its programs, please visit www.theESA.com.ESA MEMBERSas

33、 of May, 2009,OTHER RESOURCESESA PARTNERSFor more information on the ESA and its programs,please visit www.theESA.comENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORGThe ESRB is a non-profit, self-regulatory body established in 1994 by the Entertainment Software Association(ESA). ESRB indepe

34、ndently assigns computer and video game content ratings, enforces advertisingguidelines, and helps ensure responsible online privacy practices for the interactive entertainmentsoftware industry.ACADEMY OF INTERACTIVE ARTS AND SCIENCES | WWW.INTERACTIVE.ORGThe Academy of Interactive Arts and conduct

35、an annual awards show (Interactive,505 GAMESATARI, INC.CAPCOM USA, INC.CRAVE ENTERTAINMENTDISNEY INTERACTIVE STUDIOS, INC.EIDOS INTERACTIVEELECTRONIC ARTSEPIC GAMES, INC.HER INTERACTIVE, INC.KOEI CORPORATIONKONAMI DIGITAL ENTERTAINMENTMICROSOFT CORPORATIONMTV GAMESNAMCO BANDAI GAMES AMERICA, INC.NAT

36、SUME, INC.NINTENDO OF AMERICA INC.PLAYLOGIC ENTERTAINMENT, INC.SEGA OF AMERICA, INC.SONY COMPUTER ENTERTAINMENT AMERICASONY ONLINE ENTERTAINMENT, INC.SOUTHPEAK INTERACTIVE CORPORATIONSQUARE ENIX, INC.TAKE-TWO INTERACTIVE SOFTWARE, INC.THQ, INC.TRION WORLD NETWORK, INC., Awards) to enhance awareness

37、of the interactive art form. The Academy also strives to provide avoice for individuals in the interactive entertainment community. In 2002 the Academy created the D.I.C.E.(Design, Innovate, Communicate, Entertain) Summit, a once yearly conference dedicated to exploringapproaches to the creative pro

38、cess and artistic expression as they uniquely apply to the development ofinteractive entertainment. The Academy has over 10,000 members, with the board comprised of seniorexecutives from the major videogame companies including Bioware/Pandemic, Electronic Arts, Microsoft,Nintendo, Sony and Ubisoft.I

39、NTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORGThe International Game Developers Association is the largest non-profit membership organization servingindividuals that create video games. The IGDA is committed to advancing the careers and enhancing the livesof game developers by connec

40、ting members with their peers, promoting professional development, andadvocating on issues that affect the developer community.THE NPD GROUP, INC. | WWW.NPD.COMThe NPD Group is the leading provider of reliable and comprehensive consumer and retail information for awide range of industries. Today, mo

41、re than 1,600 manufacturers, retailers, and service companies rely onNPD to help them drive critical business decisions at the global, national, and local market levels. NPD helpsour clients to identify new business opportunities and guide product development, marketing, sales,merchandising, and oth

42、er functions.VIDEO GAME VOTERS NETWORK | WWW.VIDEOGAMEVOTERS.ORGThe Video Game Voters Network, a project of the Entertainment Software Association, is a means by whichAmerican adults who play computer and video games can organize and take action on important policyissues affecting the computer and video game industry.,UBISOFT ENTERTAINMENTWARNER BROS. INTERACTIVE ENTERTAINMENT INC.XSEED GAMES12,, 13 ,www.theESA.com, 2009 ENTERTAINMENT SOFTWARE ASSOCIATION,

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