2019 Essential Facts About The Computer And Video Game .

Transcription

2019ESSENTIAL FACTSAbout the Computer and Video Game Industry

Foreword3At-A-Glance5Average Gamer6Social & Lifestyle9Parents of Gamers10Households with Children13Who Plays15Purchasing20ESA Partners22ESA Members23The Entertainment Software Association (ESA) released2019 Essential Facts About the Computer and Video GameIndustry in May, 2019. Ipsos conducted the annualresearch for the ESA. The study is the most in-depth andtargeted survey of its kind, gathering data from more than4,000 Americans about their video game playing habitsand attitudes. The 2019 Essential Facts also includes dataprovided by the Entertainment Software Rating Board(ESRB) and The NPD Group.2018 was a record-breaking year for our industry, with total video game salesexceeding 43.4 billion. Over 164 million adults in the United States play videogames, and three-quarters of all Americans have at least one gamer in theirhousehold. It’s now more important than ever to understand who America’s videogame players really are and what’s driving them.That’s why I’m thrilled to share the 2019 Essential Facts About the Computerand Video Game Industry. For the first time, we at the Entertainment SoftwareAssociation have taken a comprehensive look at the individual Americans whoenjoy video games and their lifestyles in order to better understand their profilesand interests.The resulting data speaks for itself. Video game players represent a diverse crosssection of the American population spanning every age, gender, and ethnicity.They live healthy lives, are civically engaged, and are socially active. More thanthree-quarters report that video games provide them with mental stimulation(79%) as well as relaxation and stress relief (78%). The role of video games in theAmerican family is also changing: nearly three-quarters (74%) of parents believevideo games can be educational for their children, and more than half (57%) enjoyplaying games with their child at least weekly.The 2019 Essential Facts simply illustrates what we in the industry already knowto be true: we are living in the golden age of video games, and video game playersare thriving.– Stan Pierre-Louis, Acting CEO & President, Entertainment Software AssociationESA ESSENTIAL FACTS 2019Table of ContentsForeword3

65%of American adultsplay video gamesThe average ageof a gamer is33yearsoldAt-A-Glance90%of parents pay attention tothe games their child plays75%Gamers are more likely to59%of gamers are certainthey will vote in the nextpresidential electionof Americans have at leastone gamer in their householdGamers are46%have a creative hobby(drawing, singing, writing, etc.)female56%49%play a musical instrumentESA ESSENTIAL FACTS 201927%454%maleGamersAverage AmericansESA ESSENTIAL FACTS 201932%5

Average Gamer65%of Americanadults playvideo gamesThe most common devices used for video game playamong adult icated gameconsole46% 54%of gamersare femaleof gamersare maleAverage agefor womenAverage agefor men34 32 Overall average age of gamers is 33 They have been playing for 14 yearson averageMost popular game genresCasual52%ESA ESSENTIAL FACTS 2019of gamers are collegeeducated6ActionShooterGamers feel that video game playhas a positive impact on their lives79%of gamers saygames providemental stimulation78%of gamers say gamesprovide relaxation andstress reliefESA ESSENTIAL FACTS 201971%7

When it comes to adult gamers63%play withothersAdult gamers spend4.8hours a weekplayed withothers online3.5hours a weekplayed withothers in personSocial & LifestyleGAMERS AS COMPARED TO AVERAGE AMERICANSGamers play throughout the day52%31%27%16%after workduring break atwork/schoolGamers getthe sameamount ofsleep at nightwhile waiting forappointments6.8during acommutehrs7hrsGamers are just as likely toTake camping/hiking tripsVacation internationally2.7.8tripsper yearGamers arecivically engaged59%are certain they willvote in the nextpresidential electionESA ESSENTIAL FACTS 2019POLITICAL AFFILIATIONS837% Democrat33% Republican18% Independents12% Other.74.1tripsper year3.9tripsper yearhrs/wkhrs/wkGamers are more likely tohave a creative hobby(drawing, singing, writing, etc.)56%play a musicalinstrument32%49%meditate regularly27%be vegetarian17%32%13%27%GamersAverage AmericansESA ESSENTIAL FACTS 20192.5tripsper yearExercise9

Among parents of gamers57%Parents of Gamers87%98%of parentsare aware ofESRB ratings90%of them areconfident thatratings are accurate77%of parentspay attentionto the gamestheir childplaysof parentsregularly usethe ESRBratingsof parents play games withtheir child at least weekly74%of parents believe videogames are educationalParents limit the amount of time spent on the followingactivities49%PlayingComputer& VideoGames40%Browsing theinternet38%StreamingTV Shows34%Participatingin social media34%26%WatchingTV (Live)23%20%WatchingWatchingTVTV(Pre-recorded) (On-Demand)Goingto theMoviesESRB RATING DATAOf the 2,768 physical and downloadable console games assigned ratings bythe ESRB in 2018:42%19%30%received9%receivedESA ESSENTIAL FACTS 2019receivedESA ESSENTIAL FACTS 2019received1011

70%Households with Children75%of families have a childwho plays video gamesof Americans have at leastone gamer in their household40%When it comes to households,18-3521%of gamers areunder 1821%18%50 87%of parents requirepermissionfor new gamepurchases36-4991%of the most frequentpurchasers of console, PC,and mobile games in gamerhouseholds are adultsAverage age of most frequent game purchasers forPC33ESA ESSENTIAL FACTS 201937ConsoleESA ESSENTIAL FACTS 201938Smartphone1213

Millennial Gamers (18-34)Male MillennialGamers69%AGES: 18-34FAVORITE GENRES:Action, Shooters & Sports GamesFAVORITE GAMES:God of War, Madden NFL andFortniteof male Millennialgamers most oftenplay games on theirgame console83%of male Millennialgamers most oftenplay Action games66%of male Millennialgamers prefer toplay with friendsFAVORITE GAMES:61%Racing games(e.g., Need for Speed,Mario Kart)59%60%Sport games59%First Person Shooters(e.g., Call of Duty,Battlefield)of male Millennial gamers have a creative hobby(drawing, painting, singing, writing) outside of video game playMillennial Gamers (18-34)AGES: 18-3476%45%of female Millennialgamers most oftenplay games on theirSmartphoneof female Millennialgamers most oftenplay Casual gamesof female Millennialgamers prefer toplay with friendsFAVORITE GAMES:49%ESA ESSENTIAL FACTS 2019FAVORITE GENRES:Casual & Action Games14FAVORITE GAMES:Candy Crush, Assassin’s Creed,Tomb RaiderRacing games(e.g., Need for Speed,Mario Kart)67%44%Puzzle games(e.g., Tetris)42%Party games(e.g., Super Mario Party,Go Vacation)of female Millennial gamers have a creative hobby(drawing, painting, singing, writing) outside of video game playESA ESSENTIAL FACTS 2019Female MillennialGamers69%15

Gen X Gamers (35-54)70%Female Gen XGamersof female Gen Xgamers most oftenplay games on theirSmartphoneAGES: 35-54FAVORITE GENRES:Casual Games, including Puzzleand Classic Arcades81%of female Gen Xgamers most oftenplay Casual games48%of female Gen Xgamers prefer toplay aloneFAVORITE GAMES:55%FAVORITE GAMES:Tetris & Pac-ManPuzzle games(e.g., Tetris)video games62% believecan be educational48%Card/Casinogames34%Classic Arcadegamesthey provide68% believemental stimulationGen X Gamers (35-54)62%AGES: 35-54ESA ESSENTIAL FACTS 2019FAVORITE GENRES:Sports, Racing & Shooters16FAVORITE GAMES:Forza, NBA 2K, Call of Dutyof male Gen Xgamers most oftenplay Casual games40%of male Gen Xgamers prefer toplay with friendsFAVORITE GAMES:55%Racing games(e.g., Need for Speed,Mario Kart)video games62% believecan be educational52%Sportsgames43%First Person Shooters(e.g., Call of Duty,Battlefield)they provide68% believemental stimulationESA ESSENTIAL FACTS 2019Male Gen XGamersof male Gen X gamersmost often play gameson their Smartphone70%17

Boomer Gamers (55-64)Male BoomerGamers66%AGES: 55-64of male Boomer gamersmost often play gameson their PCFAVORITE GENRES:Card, Puzzle and Virtual Board Games78%of male Boomergamers most oftenplay Casual games65%of male Boomergamers prefer toplay aloneFAVORITE GAMES:FAVORITE GAMES:Solitaire & Scrabble58%Card/Casinogames35%Puzzle games28%Virtual Board games(e.g., Tetris)(e.g., Scrabble)25% of Male Boomers have been video game players for 25 yearsBoomer Gamers (55-64)58%of female Boomergamers most oftenplay games on theirSmartphone77%of female Boomergamers most oftenplay Casual games58%of female Boomergamers prefer toplay aloneFAVORITE GAMES:1859%Card/Casinogames45%Puzzle games(e.g., Tetris)27%Virtual Board games(e.g., Scrabble)AGES: 55-64FAVORITE GENRES:Card, Puzzle & Virtual Board GamesFAVORITE GAMES:Mahjong & Monopoly22% of Female Boomers have been video game players for 25 yearsESA ESSENTIAL FACTS 2019ESA ESSENTIAL FACTS 2019Female BoomerGamers19

PurchasingContent2016 30B2017Physicalformat sales 35B2018HardwareESA ESSENTIAL FACTS 201920123456789101112131415161718192011.3%Role Play7.9%5.8% 4.6%Adventure Racing All Other83%Digitalformat sales20.9%ShooterAcc & VRTOTALTop 20 Best-Selling Video Games of 2018 by Units SoldRank26.9%Action 35.8B 5.1B 2.4B 43.4ContentBest Selling Video Game Super GenresTitleESRBCall of Duty: Black Ops IIIIRed Dead Redemption IINBA 2K19Madden NFL 19Grand Theft Auto VSuper Smash Bros. UltimateMarvel’s Spider-ManFar Cry 5God of War 2018Monster Hunter: WorldMinecraftTom Clancy’s Rainbow Six: SiegeAssassin’s Creed: OdysseyFIFA 19Mario Kart 8Rocket LeaguePlayerUnknown’s BattlegroundsBattlefield VCall of Duty: WWIISuper Mario OdysseyMature (M)Mature (M)Everyone (E)Everyone (E)Mature (M)Everyone 10 (E10 )Teen (T)Mature (M)Mature (M)Teen (T)Everyone 10 (E10 )Mature (M)Mature (M)Everyone (E)Everyone (E)Everyone (E)Teen (T)Mature (M)Mature (M)Everyone 10 (E10 )Source: The NPD Group/Retail Tracking Service/Digital Games Tracking ServiceTop 5 influences for ing3.7%StrategyGamers say the followingare useful when decidingon a purchase39%quality ofgraphicsinterestingstory/premisefamiliarfrom pastexperiencescontinuationof favoritegame seriesof gamershave made amicrotransactionin the last yearYouTube videos30%User reviews fromcommunities ordigital storefronts29%Professional reviewsfrom online video gamemagazines/websites20%Streaming29%of gamers pay amonthly subscriptionfor a video game orgame serviceESA ESSENTIAL FACTS 2019 25B17%21

ESA PARTNERSACADEMY OF INTERACTIVE ARTS & SCIENCES WWW.INTERACTIVE.ORGThe Academy of Interactive Arts & Sciences (AIAS) was founded in 1996 as a not-for-profit organizationdedicated to the advancement and recognition of the interactive arts. The organization has more than30,000 members consisting of game developers in the United States and around the world. The missionof the AIAS is to promote and advance the worldwide interactive entertainment community; recognizeoutstanding achievements in the interactive arts and sciences; and host an annual awards show, theD.I.C.E. (Design, Innovate, Communicate, Entertain) Awards, to enhance awareness of the interactive artform. Other special programs and initiatives led by the AIAS also include the prestigious D.I.C.E. Summitand D.I.C.E. Europe, bringing together the top video game designers and developers from around theworld and business leaders from all major publishers to discuss the state of the industry, its trends andthe future; and Into the Pixel, an exploration and celebration of the art of video games. Please visit ourwebsite at: www.interactive.orgINTERNATIONAL GAME DEVELOPERS ASSOCIATION WWW.IGDA.ORGThe IGDA supports and empowers game developers around the world in achieving fulfilling andsustainable careers through connecting worldwide game developers at all stages of their careers to peerswith shared interests and goals, advocating on issues that are important to the professional and personalsuccess of game developers, and providing educational resources for students, game developers, andgame development studios that help solve game development’s most difficult challenges.The ESRB is a non-profit, self-regulatory body that assigns age and content ratings for video games andmobile apps so parents can make informed choices. It also enforces advertising guidelines adopted bythe video game industry and helps companies implement responsible online and mobile privacy practicesunder its Privacy Certified program.ESA FOUNDATION WWW.ESAFOUNDATION.ORGCreated by the American entertainment software industry, the ESA Foundation works to make apositive difference in the lives of America’s youth by providing scholarships to the next generation ofindustry innovators and supporting charitable organizations and schools that leverage entertainmentsoftware and technology. The ESA Foundation receives its primary funding proceeds from thesignature annual fundraiser Nite to Unite and other charitable initiatives.ESA members505 GamesIntellivision Entertainment, LLCSega of AmericaActivision Blizzard, Inc.Kalypso Media GroupSix Foot LLCBANDAI NAMCOEntertainment America, Inc.Konami Digital Entertainment, Inc.Sony InteractiveEntertainment, Inc.Bethesda Softworks, LLCMagic Leap, Inc.Bungie, Inc.Capcom U.S.A., Inc.Deep SilverESA ESSENTIAL FACTS 2019Disney22THE NPD GROUP, INC. WWW.NPD.comElectronic Arts, Inc.NPD is the leading global provider of market information and business solutions covering brick-andmortar, e-commerce, and emerging channels in more than 20 industries. We combine our unique dataassets with analytic solutions to help our clients measure performance, predict trends, and improveresults, advising them to help drive successful growth. Practice areas include apparel, appliances,automotive, beauty, books, consumer electronics, e-commerce, entertainment, fashion accessories,food consumption, foodservice, footwear, home, juvenile products, mobile, office supplies, retail,sports, technology, toys, travel retail, games, and watches/jewelry.Focus Home InteractiveEpic Games, Inc.Gearbox Publishing, LLCGungHo OnlineEntertainment America, Inc.Legends of LearningMicrosoft CorporationNatsume, Inc.NCSOFTNEXON America, Inc.Nintendo of America Inc.NVIDIA CorporationParacosma, Inc.Phosphor StudiosRebellion Developments, LtdRiot GamesSquare Enix, Ltd.Take-Two InteractiveSoftware, Inc.Tencent AmericaTHQ NordicUbisoft, Inc.Warner Bros. InteractiveEntertainment, Inc.Wizards of the CoastXSEED GamesESA ESSENTIAL FACTS 2019ENTERTAINMENT SOFTWARE RATING BOARD WWW.ESRB.ORG23

ESA offers a wide range of services to interactiveentertainment software companies, including: conductingbusiness and consumer research; providing legal and policyanalysis and advocacy on First Amendment, intellectualproperty, and technology/e-commerce issues; managing aglobal content protection program; owning and operating E3;and representing video game industry interests before federaland state governments.To learn more, visit theESA.com, email at info@theESA.com,and follow us on Twitter @theESA.www.theESA.com@E3@theESA@ESA Foundation@ESRBRatings 2019 Entertainment Software Association

video games can be educational for their children, and more than half (57%) enjoy playing games with their child at least weekly. The 2019 Essential Facts simply illustrates what we in the industry already know to be true: we are living in the golden age of video games