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2006年美国电子游戏行业重要统计数据

ESSENTIAL FACTS

ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY

2007

SALES, DEMOGRAPHIC AND USAGE DATA

WHAT’S INSIDE?

Who Plays What?

Who Plays Computer and Video Games?. . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Who Buys Computer and Video Games?. . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 How Long Have Gamers Been Playing?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 2006 Computer and Video Game Sales by Rating. . . . . . . . . . . . . . . . . . . . . 4 What Were the Top-Selling Game Genres in 2006?. . . . . . . . . . . . . . . . . . . . 5 What Were the Top-Selling Games of 2006?. . . . . . . . . . . . . . . . . . . . . . . . . 6 Parents and Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Parents Play Games. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Who Plays What?Online and Wireless Games

How Many Gamers Play Games Online?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Who Plays Games Online?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 What is the One Type of Online Game Played Most Often?. . . . . . . . . . . . . . . 9 How Many Americans Play Games on Wireless Devices?. . . . . . . . . . . . . . . . 9 What’s the Bottom Line?Sales Data

Recent Sales Information (2005 and 2006). . . . . . . . . . . . . . . . . . . . . . . . . 10 Historical Sales Information (1996 – 2006). . . . . . . . . . . . . . . . . . . . . . . . 11 How Many Americans Plan to Buy Games in 2007?. . . . . . . . . . . . . . . . . . . 11 Who Are We?

About the ESA. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 ESA Members. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Other Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2007 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2007 Essential Facts About the Computer and Video Game Industry in June, 2007. The data included in 2007 Essential Facts was gathered in an annual study conducted by Ipsos-Insight for the ESA. The study is the most in-depth and target-ed survey of its kind, gathering data from over 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software.

AGE

OF GAME PLAYERS

Who PLAYS Computer and Video Games?

67%of American heads of households play computer or video games.

The average game player age is:

33

28.2% under 18 years 47.6% 18–49 years 24.2% 50+ years

In 2007,

24%

of gamers were over the age of 50.

PIES:

WOMEN age 18 or older represent a significantly greater portion of the game-playing population (31%)

than boys age 17 or younger (20%).

Who BUYS Computer and Video Games?

The average age of the most frequent game purchaser is:

38How Long Have Gamers Been Playing?

13

is the average number of years adult gamers have been playing computer or video games.Among most frequent gamers, adult males average 14years for game playing, females for 11 years.GENDER

OF GAME PLAYERS

PIES:

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38.0%female

62.0%male

2006 Computer and Video Game Sales by Rating

BY UNITS SOLD

1009080706050403020100

EVERYONE (E)EVERYONE 10+ (E10+)

TEEN (T)

MATURE (M)

Source: The NPD Group / Point-of-Sale Information

45.2%

11.0%

28.5%

15.0%

57%of gamers believe there are more games available today

that appeal to women than in the past.

33%

of homes in America has a video game console.

PIES:

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2.7%

3.4%

4.6%9.3%9.5%10.6%10.8%BEST-SELLING VIDEO GAME SUPER GENRES BY UNITS SOLD, 2006

BEST-SELLING COMPUTER GAME SUPER GENRES BY UNITS SOLD, 2006

3.4%Action

3.5%5.7%5.7%10.9%Source: The NPD Group / Point-of-Sale Information Source: The NPD Group / Point-of-Sale Information

PIES:

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then select all and make it one spot color 35.4%Strategy

13.9%Role Playing

27.5%Action

17.0%Sport Games

TOP 20 SELLING VIDEO GAMES OF 2006BY UNITS SOLD RANK TITLE PLATFORM RATING 1MADDEN NFL 07*PS2E 2NEW SUPER MARIOS BROTHERS NINTENDO DS E 3GEARS OF WAR**XBOX 360M 4KINGDOM HEARTS 2 PS2E10+ 5MADDEN NFL 07*XBOX 360E 6FINAL FANTASY XII PS2T 7BRAIN AGE NINTENDO DS E 8TOM CLANCY’S GHOST RECON: ADVANCED WARFIGHTER XBOX 360T 9NCAA FOOTBALL 07PS2E

10 GUITAR HERO II PS2T

11GRAND THEFT AUTO: LIBERTY CITY STORIES PS2M

12 GRAND THEFT AUTO: SAN ANDREAS PS2M

13LEGEND OF ZELDA: TWILIGHT PRINCESS WII T 14GOD OF WAR PS2M 15MARIO KART NINTENDO DS E 16WWE SMACKDOWN VS. RAW 2007PS2T 17MIDNIGHT CLUB 3 DUB EDITION REMIX PS2E10+

18 GUITAR HERO BUNDLE PS2T

19LEGO STAR WARS II: THE ORIGINAL TRILOGY PS2 E10+ 20MADDEN NFL 07XBOX E *Includes Hall of Fame Edition **Includes Collector’s Edition

Source: The NPD Group / Point-of-Sale Information

TOP 20 SELLING COMPUTER GAMES OF 2006 BY UNITS SOLD RANK TITLE RATING 1WORLD OF WARCRAFT*T 2THE SIMS 2T 3THE SIMS 2: OPEN FOR BUSINESS EXPANSION PACK T 4ELDER SCROLLS: OBLIVION*M 5STAR WARS: EMPIRE AT WAR T

6 THE SIMS 2 PETS EXPANSION PACK T

7AGE OF EMPIRES III*T 8THE SIMS 2: FAMILY FUN STUFF EXPANSION PACK T

IV E10+

9 CIVILIZATION

10THE SIMS 2 NIGHTLIFE EXPANSION PACK T

11 GUILD WARS FACTIONS T

12ZOO TYCOON: COMPLETE COLLECTION E 13ZOO TYCOON 2E

14 THE SIMS 2 GLAMOUR LIFE STUFF EXPANSION PACK T

15CARS: RADIATOR SPRINGS ADVENTURES E 16CALL OF DUTY 2T 17THE SIMS COMPLETE COLLECTION T

18 LORD OF THE RINGS: BATTLE FOR MIDDLE EARTH 2 T

19THE SIMS 2: UNIVERSITY EXPANSION PACK T 20WARCRAFT III BATTLE CHEST T *Includes Collector’s Edition

Source: The NPD Group / Point-of-Sale Information

91%

of the time parents are present at the

time games are purchased or rented.

55%

of parents believe games are a positive

part of their children’s lives.

86%

of the time children receive their parents’

permission before purchasing or

renting a game.

Parents report always or sometimes monitoring the

games their children play 90%of the time.

*Parents with kids under 18 who also own a game

console and/or computer used to play games.

The Top Four Reasons Parents Play

Video Games With Their Children:

It’s Fun For The Entire Family 72%

Because They’re Asked To 71%

It’s A Good Opportunity To Socialize With The Child 66% It’s A Good Opportunity To Monitor Game Content 50%

The average age of a gamer parent is 40years old.

Overall, gamer mothers are slightly younger (39)

than gamer fathers (40);

93%

of parents who play computer and video games

have children who also play them;

The average gamer parent plays computer and video games 21hours a month — 18 hours per month for gamer moms and 24 hours per month for gamers dads; and,

46%

of all gamer parents have played for 10 years or more (gamer moms at eight years, gamer dads playing for 12 years).

Source: Peter D. Hart Research Associates

Who Plays Games Online?

53%

of online game players are male.

47%

of online game players are female.

What is the One Type of Online Game Played Most Often?

11.0%

50.0% Puzzle/Board/Game

Show/Trivia/Card

13.0%WHO PLAYS WHAT?

ONLINE AND WIRELESS GAMES

How Many Gamers Play Games Online?

51%of most frequent game players say they play games online, up from 19%in 2000.

How Many Americans Play Games on Wireless Devices?

34%

of heads of households report they play games on wireless devices such as a cell phone or PDA, up from 20% in 2002.

2005 2006

2005 2006

2005 2006

987654321

Extrude and bevel 8 15 0

then expand appearance U.S. COMPUTER AND VIDEO GAME UNIT SALES: 2005 AND 2006

Extrude and bevel

U.S. COMPUTER AND VIDEO GAME DOLLAR SALES: 2005 AND 2006

DOLLARS IN BILLIONS

VIDEO GAME UNITS

COMPUTER GAME UNITS

COMBINED COMPUTER AND

VIDEO GAME UNIT SALES

Source: The NPD Group / Point-of-Sale Information

Source: The NPD Group / Point-of-Sale Information WHAT’S THE BOTTOM LINE?

RECENT SALES INFORMATION

6.46

7.46.46

6.02

.967.0

.96

.97 6.02

.97VIDEO GAME SALES

COMPUTER GAME SALES

COMBINED COMPUTER AND

VIDEO GAME DOLLAR SALES

U.S. COMPUTER AND VIDEO GAME UNIT SALES GROWTH

UNITS IN MILLIONS

U.S. COMPUTER AND VIDEO GAME DOLLAR SALES GROWTH

DOLLARS IN BILLIONS

Source: The NPD Group / Point-of-Sale Information

Source: The NPD Group / Point-of-Sale Information

WHAT’S THE BOTTOM LINE?

HISTORICAL SALES INFORMATION

WHO ARE WE?

About The Entertainment Software Association

Formed in 1994, the Entertainment Software Association (ESA) is the U.S. association dedicated to serving the business and public affairs needs of companies that publish video and computer games for video game consoles, personal computers, and the Internet.

Association members include the nation’s leading interactive entertainment software publishers, which collectively accounted for more than 90 percent of the $7.4 billion in entertainment software revenues generated in the United States in 2006, and billions more in export sales of U.S.-made entertainment software.

The ESA offers a range of services to its members including operating a global anti-piracy program, staging the E3 Media & Business Summit, fielding business and consumer research, and representing the industry at the federal, state and local levels on a wide range of policy issues.

For more information about the ESA and its programs, please visit https://www.wendangku.net/doc/c510318642.html,.

ESA Members

as of June, 2007

Activision, https://www.wendangku.net/doc/c510318642.html,

Atari, Inc. https://www.wendangku.net/doc/c510318642.html,

Capcom USA, https://www.wendangku.net/doc/c510318642.html,

Crave Entertainment https://www.wendangku.net/doc/c510318642.html,

Disney Interactive Studios, Inc. https://www.wendangku.net/doc/c510318642.html,/disneyinteractivestudios/ Eidos Interactive https://www.wendangku.net/doc/c510318642.html,

Electronic Arts https://www.wendangku.net/doc/c510318642.html,

Her Interactive, https://www.wendangku.net/doc/c510318642.html,

id Software https://www.wendangku.net/doc/c510318642.html,

Konami Digital Entertainment America https://www.wendangku.net/doc/c510318642.html,

LucasArts https://www.wendangku.net/doc/c510318642.html,

Microsoft Corporation https://www.wendangku.net/doc/c510318642.html,

Midway Games, https://www.wendangku.net/doc/c510318642.html,

Namco Hometek, https://www.wendangku.net/doc/c510318642.html,

NC Interactive Inc. https://www.wendangku.net/doc/c510318642.html,

Nintendo of America https://www.wendangku.net/doc/c510318642.html,

SEGA of America, https://www.wendangku.net/doc/c510318642.html,

Sony Computer Entertainment America https://www.wendangku.net/doc/c510318642.html,

Sony Online Entertainment, Inc. https://www.wendangku.net/doc/c510318642.html,/en/

Square Enix, https://www.wendangku.net/doc/c510318642.html,

Take-Two Interactive Software, https://www.wendangku.net/doc/c510318642.html,

THQ, Inc. https://www.wendangku.net/doc/c510318642.html,

Ubisoft Entertainment https://www.wendangku.net/doc/c510318642.html,

Vivendi Games https://www.wendangku.net/doc/c510318642.html,

Warner Bros. Interactive Entertainment https://www.wendangku.net/doc/c510318642.html,

OTHER RESOURCES

For more information on the ESA and its programs, please visit:

https://www.wendangku.net/doc/c510318642.html,

Entertainment Software Rating Board (ESRB)https://www.wendangku.net/doc/c510318642.html,

The Entertainment Software Rating Board (ESRB) is a self-regulatory body established in 1994 by the Entertainment Software Association (ESA). ESRB independently applies and enforces ratings, advertising guidelines, and online privacy principles adopted by the industry. Academy of Interactive Arts and Sciences https://www.wendangku.net/doc/c510318642.html,

Located in Los Angeles, CA, the Academy of Interactive Arts & Sciences (AIAS) is an official professional academy of the $7+ billion interactive entertainment software industry. AIAS is supported by the industry’s leading companies.

International Game Developers Association (IGDA)https://www.wendangku.net/doc/c510318642.html,

The International Game Developers Association (IGDA) is a non-profit membership organization that advocates globally on issues related to digital game creation. The IGDA’s mission is to strengthen the international game development community and effect change to benefit that community.

The NPD Group, https://www.wendangku.net/doc/c510318642.html,

Since 1967, The NPD Group has provided reliable and comprehensive consumer and retail information for a wide range of industries. Today, more than 1,400 manufacturers and retailers rely on NPD to help them better understand their customers, product categories, distribution channels, and competition in order to help guide their businesses.

Video Game Voters Network https://www.wendangku.net/doc/c510318642.html,

The Video Game Voters Network, a project of the Entertainment Software Association, is a means by which American adults who play computer and video games can organize and take action on important policy issues affecting the computer and video game industry.

https://www.wendangku.net/doc/c510318642.html,

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