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Average gamer aged 37
By Bala Shah

The Entertainment Software Association (ESA) has released its report on the demographics and usage of video games.  The popularity of most American video games extends to India and most parts of the world.  In a flat world, many of the patterns of online behavior are similar around the world.  This report would be of special interest to Indian games software companies which are eyeing the huge American market.

The ESA report says that 72 percent of American households play video games and 82 percent of gamers are adults. The report, 2011 Essential Facts About the Computer and Video Game Industry, also found 42 percent of gamers are women and that women age 18 or older represent more than one third of the game-playing population. In addition, purchases of digital full games, digital add-on content, mobile apps, subscriptions and social network gaming accounted for 24 percent of game sales in 2010, generating $5.9 billion in revenue.

The survey also found that parents remain highly involved in their children’s game play and see several benefits of entertainment software. Forty-five percent of parents report playing computer and video games with their children at least weekly and nine out of ten parents pay attention to the content of the games their children play. In addition, 68 percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend time together, and 54 percent believe that game play helps their children connect with their friends.

Other findings of the survey include:

• The average game player is 37 years old, while the average game purchaser is 41 years old;
• Sixty-five percent of gamers play games with other gamers in person;
• More than half (55 percent) of gamers play games on their phones or handheld devices;
• Eighty-six percent of parents are aware of the Entertainment Software Rating Board rating system, and 98 percent of these parents are confident in the accuracy of the ratings;
• Parents are present when games are purchased or rented 91 percent of the time; and
• Consumers spent $25.1 billion on game content, hardware and accessories in 2010.


(6/9/2011)
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