Essential Facts about the Computer and Video Game Industry

  • 155 million Americans play video games
  • game-playing U.S. households have an average 2 gamers
  • 4 out of 5 households own a device user to play video game s
  • 51% of households own a dedicated game console
     
  •  Average gamer is 35 years old
  •  26% under 18
  • 30% aged 18-35
  • 17% aged 36-49
  • 27% aged 50+
  • 56% male / 44% female
  • Average gamer has been playing for 13 years
     
  • Most frequent game purchasers average 37 years old
     
  • 29% of the most frequent game players play ONLINE
     
  • Gamers feel that computer and video games provide more value for their money
  • 47% video games
  • 28% DVDs
  • 14% going to movies
  • 12% music
     
  • Game types most frequently played
  • 31% social
  • 30% action
  • 30% puzzle

  

  • Top Devices gamers use most frequently
  • 62% PC
  • 56% Dedicated Console
  • 35% Smartphone
  • 31% Wireless Device
  • 21% Handheld
     
  • Gamers Spend LESS time
  • 39% watching TV
  • 40% going to the movies
  • 47% watching movies at home
     
  • Gamers spend their time
  • 6.5 hours per week playing with others online
  • 5 hours per week playing with others in-person
     
  • 56% of gamers play with others
  • 54% feel video games help them connect with friends
  • 45% feel video games help them spend time with family

     

   

Read the full article here: 2015 Sales, Demographic, and Usage Data from the Entertainment Software Association(ESA)

Posted on March 27, 2016 .

Insights from PwC, trusted analyst

  • Video game revenue will grow healthily through 2019
    Estimated CAGR of 5.7% to $93.18 billion by 2019

  • Traditional gaming hardware decline will not impact revenue
    Thanks to stable subscription services and digital distribution to more devices

  • Shift to digital underway, but physical still around
    Trade-ins for consoles and frequently higher digital pricing keeps physical relevant
  • Social/casual gaming revenue to exceed traditional gaming by 2019
    Especially in markets like India and South Africa

  • In-game advertising reaching critical mass in US, UK, Japan, and China
    Using sophisticated local advertising or massive audiences
  • Cloud gaming becoming increasingly viable
    Additional 1 billion extra tablet devices by 2019

Posted on March 27, 2016 .