SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS
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1 2016 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ i ]
2 WHAT S INSIDE Video games are the future. From education and business, to art and entertainment, our industry brings together the most innovative and creative minds to create the most engaging, immersive and breathtaking experiences we ve ever seen. The brilliant developers, designers and creators behind our games have and will continue to push the envelope, driving unprecedented leaps in technology impacting everyday life for years to come. Michael D. Gallagher, president and CEO, Entertainment Software Association WHO IS PLAYING 2 Who Plays Computer and Video Games? 4 Who Buys Computer and Video Games? AT PLAY 5 What Type of Video and Mobile Games are Played Most Often? 5 What are the Most Common Platforms Used to Play Games? 6 How Many Gamers Play Games With Others? 7 esports and Virtual Reality 8 Parents and Games 8 Parents Control What Their Kids Play 9 Top Reasons Parents Play With Their Kids THE BOTTOM LINE 10 What Were the Top-Selling Game Genres in 2015? 11 What Were the Top-Selling Games of 2015? 12 Sales Information: Total Consumer Spend on Video Game Industry in 2015 WHO WE ARE 14 About ESA 14 ESA Members 16 ESA Partners [ ii ] The 2016 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April The annual research was conducted by Ipsos MediaCT for ESA. The study is the most in-depth and targeted survey of its kind, gathering data from more than 4,000 American households. Heads of households and the most frequent gamers within each household were surveyed about their game play habits and attitudes.
3 Who is Playing OVERVIEW Who is Playing GAMER DEMOGRAPHICS 63% of U.S. households are home to at least one person who plays video games regularly (3 hours or more per week) 35 The average game player age is years old There are an average of 1.7 gamers 26% 18% 27% 29% 41% 59% in each game-playing U.S. household 65% of U.S. households own a device used to play video games Games as a form of media will undoubtedly have taken on a range of new meanings in ten years, but play will always be the engine that drives their engagement. I think we ll see playful systems underlying new designs in human centered activities like healthcare, communications, and of course, learning. Katie Salen, Chief Design and Research Officer, Institute of Play 48% of U.S. households own a dedicated game console AGE of Game Players 27% under 18 years 29% years 18% years 26% 50+ years GENDER of Game Players 59% male 41% female The most frequent FEMALE GAME PLAYER is on average 44 years old and the average MALE GAME PLAYER is 35 years old Women age 18 or older represent a significantly greater portion of the game-playing population (31%) than boys age 18 or younger (17%) THERE IS AN EQUAL DISTRIBUTION OF FEMALE VIDEO GAMERS IN AGE: 50% 50% 35 and Under Older Than 35 The average number of years gamers have been playing video games: 13 [ 2 ] [ 3 ]
4 Who is Buying GAMER PURCHASING At Play HOW WE PLAY The average age of the most frequent game purchaser is 38 48% of the most frequent gamers play social games Of the most frequent game purchasers: FEMALE PURCHASERS 40% 60% MALE PURCHASERS Top devices most frequent gamers use: PC (56%), dedicated game console (53%), smartphone (36%), wireless device (31%), dedicated handheld system (17%) 52% of the most frequent gamers feel that video games provide more value for their money than 41% DVDs 23% Music 14% Going to the movies 10% Of the most frequent game purchasers, most: 31% 30% Top three types of video games that the most frequent gamers play most often on their wireless or mobile devices: 38% Puzzle/board game/card game/game shows 6% Action Gamers who are playing more video games than they did three years ago are spending less time: 49% Playing board games 37% Watching TV 6% Strategy 37% Going to the movies PURCHASE NEW VIDEO GAMES WITHOUT HAVING TRIED THEM DOWNLOAD THE FULL GAME OFF THE COMPANY S WEBSITE PURCHASE AFTER DOWNLOADING THE TRIAL VERSION OR DEMO Gamers who own dedicated game consoles use them for other entertainment media, in addition to playing games: 50% 34% 28% 21% 95% of the most frequent game purchasers who own dedicated game consoles purchase video games for them Watch movies Watch TV shows Listen to music Live and other content [ 4 ] [ 5 ]
5 At Play HOW WE PLAY 40% Friends 54% of the most frequent gamers play with others, including: 21% Family members 17% Parent(s) 15% Spouse/partner At Play esports AND VIRTUAL REALITY 50% of the most frequent gamers are familiar with esports Most popular ways to follow esports: The most frequent gamers who play multiplayer and online games spend an average of 6.5 Hours per week playing with others online 4.6 Hours per week playing with others in-person 45% Social media posts 43% Video clips 40% Cable TV 38% Stream coverage 51% of the most frequent gamers play a multiplayer mode at least weekly 53% of the most frequent game players feel video games help them connect with friends and 42% feel video games help them spend time with family 55% of the most frequent gamers are familiar with virtual reality; among those, 40% say they will likely purchase VR within the next year OF THE MOST FREQUENT GAMERS 75% BELIEVE PLAYING VIDEO GAMES PROVIDES MENTAL STIMULATION OR EDUCATION 58% of the most frequent gamers who are familiar with VR intend to play video games on VR 36% of the most frequent gamers play on their smartphones [ 6 ] [ 7 ]
6 At Play PARENTS AND GAMES At Play PARENTS AND GAMES 86% of parents are aware of the ESRB rating system 97% of parents believe the ESRB rating system is accurate PARENTS CONTROL WHAT THEIR KIDS PLAY 93% of parents believe that the parental controls available in all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment: 79% of parents place limits on video game playing Source: Hart Research Associates, ESRB ratings awareness and use survey, 2012 (commissioned by ESRB) 74% of parents place time limits on Internet usage 73% of parents place time limits on TV viewing OF THE GAMES RATED BY ESRB IN 2015: 65% of parents place time limits on movie viewing These tools have become so powerful that a few pediatricians are now rethinking the American Academy of Pediatrics screen time guidelines. Why? Because so many parents are having positive, nurturing, bonding experiences with their kids and their ipads. Greg Toppo, reporter, USA Today 91% of the time parents are present at the time games are purchased or rented 9 out of 10 require their children to ask permission or are present when their child buys or rents a video game 95% always or sometimes pays attention to video games played by their child 68% of parents say video games are a positive part of their child s life 62% of parents whose children are gamers play computer and video games with their children at least weekly Top 5 reasons parents play games with their kids: 1 It s fun for the entire family: 88% 37% received an E (Everyone) rating 23% received an E10+ (Everyone 10+) rating 29% received a T (Teen) rating 11% received an M (Mature) rating 2 Because they re asked to: 76% 3 It s a good opportunity to socialize with their child: 76% 4 It s a good opportunity to monitor game content: 59% 5 They enjoy playing video games as much as their child does: 57% [ 8 ] [ 9 ]
7 The Bottom Line TOP SELLERS The Bottom Line TOP SELLERS Best-Selling VIDEO GAME Super Genres by Units Sold, 2015 Strategy 3.8% Sport games 13.2% Shooter 24.5% Role-playing 11.6% Racing 4.1% Other games/ compila ons 1.3% Strategy 36.4% Sport games 0.2% Shooter 6.3% Role-playing 18.7% Source: The NPD Group/Retail Tracking Service 0.8% Other games/ compila ons 22.9% Ac on 7.7% Adventure 0.9% Casual 3.6% Family entertainment 6.7% Figh ng We will see games everywhere around us. I m not explicitly talking about gamification or thin applications that strip games of their depth. We will see deep and immersive experiences that will transform learning in and outside of school, workforce training, medical treatment, social interactions, how people practice and rehearse real-world skills, and of course, entertainment. Asi Burak, president, Games for Change Best-Selling COMPUTER GAME Super Genres by Units Sold, 2015 Source: The NPD Group/Retail Tracking Service 4.1% Ac on 5.9% Adventure 0.1% Arcade 25.8% Casual 0.1% Children's entertainment 0.3% Family entertainment 0.6% Flight 0.3% Racing OLD DATA! Action 22.9% Shooter Adventure 7.7% Arcade 0.0% Role-Playing Casual 0.9% Racing Children's Entertainment 0.0% Other Games/Compilations 16 THE WITCHER 3: WILD HUNT (M) 17 DYING Strategy LIGHT (M) 18 DESTINY: Sport Games THE TAKEN KING (T) Fighting Top 20 Selling VIDEO GAMES of 2015 BY UNITS SOLD RATING 1 CALL OF DUTY: BLACK OPS III (M) 2 MADDEN NFL 16 (E) 3 FALLOUT 4 (M) 4 STAR WARS BATTLEFRONT 2015 (T) 5 NBA 2K16 (E) 6 GRAND THEFT AUTO V (M) 7 MINECRAFT (E 10+) 8 MORTAL KOMBAT X (M) 9 FIFA 16 (E) 10 CALL OF DUTY: ADVANCED WARFARE (M) 11 BATMAN: ARKHAM KNIGHT (M) 12 LEGO: JURASSIC WORLD (E) 13 BATTLEFIELD HARDLINE (M) 14 HALO 5: GUARDIANS (T) 15 SUPER SMASH BROS. (E) 19 NBA 2K15 (E) 20 METAL GEAR SOLID V: THE PHANTOM PAIN (M) Source: The NPD Group/Retail Tracking Service Family Entertainment 3.6% Fighting 6.7% Family Entertainment Top 20 Selling COMPUTER Games of 2015 Flight 0.0% Racing 4.1% Casual Adventure BY UNITS SOLD Action Role-Playing 11.6% RATING Shooter 24.5% 1 THE SIMS 4 (T) Sport Games 13.2% 2 FALLOUT 4 (M) Other Games/Compilations Strategy 3.8% 3 THE SIMS 3: STARTER PACK (T) Other Games/Compilations 4 THE 0.8% SIMS 4 GET TO WORK EXPANSION PACK (T) 5 STARCRAFT II: LEGACY Strategy OF THE VOID (T) 6 ELDER SCROLLS V: SKYRIM (M) 7 FALLOUT ANTHOLOGY (M) 8 9 GRAND THEFT AUTO V Sport (M) Games WORLD OF WARCRAFT: WARLORDS OF DRAENOR EXPANSION PACK (T) 10 STAR WARS BATTLEFRONT 2015 (T) 11 THE SIMS 3: PETS (T) Shooter 12 THE SIMS 3 SEASONS EXPANSION PACK (T) 13 DIABLO III: REAPER OF SOULS (M) 14 DIABLO III (M) Role-Playing 15 THE SIMS 3: ISLAND PARADISE EXPANSION PACK (T) 16 THE SIMS 3: UNIVERSITY Racing LIFE EXPANSION PACK (T) 17 THE SIMS 3: SUPERNATURAL EXPANSION PACK (T) 18 STARCRAFT II: WINGS OF LIBERTY (T) 19 SIM CITY 2013 (E 10+) Fighting 20 WORLD OF WARCRAFT: BATTLE CHEST 2013 (T) Source: Family The NPD Entertainment Group/Retail Tracking Service [ 10 ] Casual Adventure [ 11 ]
8 The Bottom Line SALES INFORMATION The Bottom Line TOTAL CONSUMER SPEND ON GAMES INDUSTRY U.S. Computer and Video Game DOLLAR Sales DOLLARS IN BILLIONS Total Consumer Spend on Games Industry 2015 DOLLARS IN BILLIONS Combined Dollar Sales (shown for ) Other Delivery Formats** Computer Games Video Games $2.1 Accessories $4.9 Hardware Content $16.5 Source: The NPD Group/Games Market Dynamics: U.S. TOTAL: $23.5 BILLION * 2010* 2011* 2012* 2013* 2014* Source: The NPD Group/Retail Tracking Service; Games Market Dynamics: U.S. * Figures include total consumer spend. ** Other delivery formats include subscriptions, digital full games, digital add-on content, mobile apps, social network gaming and other physical delivery figures are sales of new physical content at retail exclusively. 2015* Games are super flexible in the creation of personal learning pathways and we will soon see their adaptability in play much more widely in schools and among employers. I can imagine, too, that educators and health professionals will turn to games to tune-up and practice their skills much more frequently, from surgeons to pilots to teachers. Michael Levine, founding director of the Joan Ganz Cooney Center at Sesame Workshop Factors Influencing Decisions to Purchase Video Games: Other 22% Product is familar to me from past experiences 9% Product is a con nua on of a favorite game series 9% Word of mouth 11% 21% Price 16% Interes ng story/premise 12% Quality of graphics Recent Digital* and Physical Sales Information 29% 32% 41% 47% 52% 56% 71% 68% 59% 53% 48% 44% Total Digital Format Total Physical Format Source: The NPD Group/Games Market Dynamics: U.S. *Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming. [ 12 ] [ 13 ]
9 Who We Are Who We Are SALES INFORMATION ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION The Entertainment Software Association (ESA) conducts business and consumer research, and provides analysis and advocacy on issues like global content protection, intellectual property, technology, e-commerce and the First Amendment in support of interactive software publishers. ESA owns and operates E3 and represents video game industry interests on federal and state levels. To learn more, visit TheESA.com and follow us on ESA MEMBERS AS OF APRIL GAMES GAMES EPIC GAMES, INC. FOCUS HOME INTERACTIVE GREY BOX GUNGHO ONLINE ENTERTAINMENT AMERICA, INC. KONAMI DIGITAL ENTERTAINMENT LEVEL-5 INC. MAGIC LEAP STUDIOS MICROSOFT CORPORATION NATSUME INC. NEXON AMERICA, INC. NINTENDO OF AMERICA INC. NORDIC GAMES GMBH NVIDIA POP UP GAMING SNAIL GAMES SONY INTERACTIVE ENTERTAINMENT SQUARE ENIX LTD. TAKE-TWO INTERACTIVE SOFTWARE, INC. TENCENT ACTIVISION BLIZZARD, INC. TRIPWIRE INTERACTIVE BANDAI NAMCO ENTERTAINMENT INC. UBISOFT, INC. BETHESDA SOFTWORKS, LLC VANTIV ENTERTAINMENT SOLUTIONS vantiventertainment.com CAPCOM Co., LTD. VIRTUIX DEEP SILVER INC. WARGAMING DISNEY INTERACTIVE STUDIOS, INC. WARNER BROS. INTERACTIVE ENTERTAINMENT INC. ELECTRONIC ARTS, INC. XSEED GAMES [ 14 ] [ 15 ] [ 14 ] [ 15 ]
10 Other Resources ESA PARTNERS Learn more about the ESA and its programs at ENTERTAINMENT SOFTWARE RATING BOARD The Entertainment Software Rating Board (ESRB) is a non-profit, self-regulatory body established in 1994 by ESA. ESRB independently assigns computer and video game content ratings, enforces advertising guidelines and helps ensure responsible online privacy practices for the interactive entertainment software industry. ACADEMY OF INTERACTIVE ARTS & SCIENCES The Academy of Interactive Arts & Sciences (AIAS) was founded in 1996 as a not-forprofit organization to recognize outstanding achievements in interactive entertainment. The AIAS conducts the annual D.I.C.E. Awards to promote and acknowledge exceptional accomplishments in the field. In 2002 the Academy created the D.I.C.E. Summit dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. INTERNATIONAL GAME DEVELOPERS ASSOCIATION The International Game Developers Association (IGDA) is the largest non-profit membership organization serving individuals who create video games. The IGDA advances the careers and enhances the lives of game developers by connecting members with their peers, promoting professional development and advocating on issues that affect the developer community. These core activities advance games as a medium and game development as a profession. THE NPD GROUP, INC. The NPD Group provides market information and business solutions that drive better decision-making and better results. The world s leading brands rely on us to help them get the right products in the right places for the right people. Practice areas include automotive, beauty, consumer electronics, entertainment, fashion, food / foodservice, home, luxury, mobile, office supplies, sports, technology, toys and video games. VIDEO GAME VOTERS NETWORK The Video Game Voters Network (VGVN) is a grassroots organization of voting-age gamers who organize and take action in support of computer and video games. Since its creation in 2006, more than 500,000 grassroots activists have joined the VGVN. ESA Foundation Created by the American entertainment software industry, the ESA Foundation works to make a positive difference in the lives of America s youth by providing scholarships to the next generation of industry innovators and supporting charitable organizations and schools that leverage entertainment software and technology to create educational opportunities. ESA Foundation is primarily supported by proceeds from its signature annual fundraiser, Nite to Unite for Kids and other charitable initiatives. [ 16 ]
11 ESA FACEBOOK: facebook.com/the.entertainmentsoftwareassociation ESA TWITTER: twitter.com/richatesa 2016 ENTERTAINMENT SOFTWARE ASSOCIATION
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MR CHU: Thank you. I would like to start off by thanking the Central Policy Unit for the invitation. I was originally from Hong Kong, I left Hong Kong when I was 14 years old, it is good to come back with
