20160503-ESA-2016年美国游戏行业研究报告20161021150402_12页_1mb
报告摘要
2016 Essential Facts About the Computer and Video Game Industry Summary
Core Content
The 2016 Essential Facts About the Computer and Video Game Industry report, published by the Entertainment Software Association (ESA) in April 2016, provides comprehensive insights into the demographics, usage patterns, and economic impact of the video game industry in the United States. The data is collected through a survey conducted by Ipsos MediaCT involving over 4,000 American households.
Main Points and Key Information
Who Plays Video Games?
- 63% of U.S. households have at least one person who plays video games regularly (3 hours or more per week).
- The average number of gamers per household is 3.
- 65% of U.S. households own a device used to play video games.
- 48% of U.S. households own a dedicated game console.
- Average age of game players is 35 years.
- Age distribution:
- 27% under 18 years
- 29% aged 18–35
- 18% aged 36–49
- 26% aged 50+
- Gender distribution:
- 59% male
- 41% female
Who Buys Video Games?
- The average age of the most frequent game purchaser is 38 years.
- 95% of the most frequent game purchasers who own dedicated game consoles purchase games for them.
- 54% of the most frequent gamers believe playing video games provides mental stimulation or education.
- 75% of the most frequent gamers play on their smartphones.
- 50% of the most frequent gamers are familiar with eSports.
- 55% of the most frequent gamers are familiar with virtual reality (VR), and 40% say they will likely purchase VR equipment in the next year.
- 58% of those familiar with VR intend to play games on VR.
Game Usage and Preferences
- Top platforms used to play games:
- PC (56%)
- Dedicated game console (53%)
- Smartphone (36%)
- Wireless device (31%)
- Dedicated handheld system (17%)
- Top types of video games played on mobile devices:
- Puzzle/board game/card game/game shows (38%)
- Action (6%)
- Strategy (6%)
- Gamers who play more than before:
- Spend less time playing board games (49%)
- Watching TV (37%)
- Going to the movies (37%)
- Gamers using dedicated consoles:
- Use them for other entertainment media (50% watch movies, 34% watch TV shows, 28% listen to music, 21% for live and other content)
Social and Multiplayer Gaming
- 51% of the most frequent gamers play a multiplayer mode at least weekly.
- 54% of the most frequent gamers play with others, including:
- Friends (40%)
- Family members (21%)
- Parents (17%)
- Spouse/partner (15%)
- Average weekly time spent playing with others:
- Online: 6.5 hours
- In-person: 4.6 hours
- Parents and Gaming:
- 86% of parents are aware of the ESRB rating system.
- 97% believe the ESRB ratings are accurate.
- 93% of parents find parental controls on consoles useful.
- 79% of parents impose time limits on video game playing.
- 91% of the time, parents are present when their children purchase or rent games.
- 9 out of 10 parents require their children to ask for permission or be present when buying games.
- 68% of parents say video games are a positive part of their child's life.
- 62% of parents whose children are gamers play with them at least weekly.
- Top 5 reasons parents play games with their kids:
- It's fun for the entire family: 88%
- Because they're asked to: 76%
- It's a good opportunity to socialize with their child: 76%
- It's a good opportunity to monitor game content: 59%
- They enjoy playing video games as much as their child does: 57%
Top-Selling Games of 2015
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Top 20 Selling Video Games by Units Sold:
- Call of Duty: Black Ops III (M)
- Madden NFL 16 (E)
- Fallout 4 (M)
- Star Wars Battlefront 2015 (T)
- NBA 2K16 (E)
- Grand Theft Auto V (M)
- Minecraft (E 10+)
- Mortal Kombat X (M)
- FIFA 16 (E)
- Call of Duty: Advanced Warfare (M)
- Batman: Arkham Knight (M)
- LEGO: Jurassic World (E)
- Battlefield Hardline (M)
- Halo 5: Guardians (T)
- Super Smash Bros. (E)
- The Witcher 3: Wild Hunt (M)
- Dying Light (M)
- Destiny: The Taken King (T)
- NBA 2K15 (E)
- Metal Gear Solid V: The Phantom Pain (M)
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Top 20 Selling Computer Games by Units Sold:
- The Sims 4 (T)
- Fallout 4 (M)
- The Sims 3: Starter Pack (T)
- The Sims 4 Get to Work Expansion Pack (T)
- StarCraft II: Legacy of the Void (T)
- The Elder Scrolls V: Skyrim (M)
- Fallout Anthology (M)
- Grand Theft Auto V (M)
- World of Warcraft: Warlords of Draenor Expansion Pack (T)
- Star Wars Battlefront 2015 (T)
- The Sims 3: Pets (T)
- The Sims 3 Seasons Expansion Pack (T)
- Diablo III: Reaper of Souls (M)
- Diablo III (M)
- The Sims 3: Island Paradise Expansion Pack (T)
- The Sims 3: University Life Expansion Pack (T)
- The Sims 3: Supernatural Expansion Pack (T)
- StarCraft II: Wings of Liberty (T)
- Sim City 2013 (E 10+)
- World of Warcraft: Battle Chest 2013 (T)
Market and Consumer Spend
- Total consumer spend on the video game industry in 2015: $23.5 billion
- Combined dollar sales (2010–2015) show a growing market.
- Factors influencing video game purchases include:
- Personal interest
- Social interaction
- Educational value
- Entertainment value
Key Organizations Mentioned
- Entertainment Software Association (ESA): Conducts research, advocacy, and industry representation.
- ESRB (Entertainment Software Rating Board): A non-profit, self-regulatory body that assigns ratings to games.
- The Academy of Interactive Arts & Sciences (AIAS): Recognizes achievements in the interactive entertainment industry and hosts the D.I.C.E. Awards.
- International Game Developers Association (IGDA): Supports game developers through networking and professional development.
- The NPD Group: Provides market research and sales data for the gaming industry.
- Video Game Voters Network (VGVN): A grassroots organization advocating for the gaming industry.
- ESA Foundation: Supports educational initiatives and scholarships for young game developers.
Conclusion
The 2016 Essential Facts report highlights the ubiquity and diversity of the video game industry in the U.S., emphasizing its social, educational, and entertainment value. It underscores the demographic reach, usage trends, and parental involvement, showing that video games are not only a form of entertainment but also a medium for learning, connection, and creativity. The data also reveals a strong market presence, with a growing consumer base and increasing interest in multiplayer, eSports, and VR.
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