2017 Essential Facts About the Computer and Video Game Industry
The Entertainment Software Association (ESA) released 2017 Essential Facts About the Computer and Video Game Industry in April 2017. The study is the most in-depth and targeted survey of its kind, gathering data from more than 4,000 American households and surveying the heads of and most frequent gamers within each household about their video game playing habits and attitudes. The 2017 Essential Facts also includes data provided by the Entertainment Software Rating Board (ESRB), The NPD Group, and EEDAR.
Notable findings from the 2017 report include:
- Sixty-five percent of American households are home to someone who plays video games regularly, and 67 percent of American households own a device used to play video games.
- Gamers age 18 or older represent 72 percent of the video game-playing population, and the average gamer is 35 years old.
- Adult women represent a greater portion of the video game-playing population (31 percent) than boys under age 18 (18 percent).
- Sixty-seven percent of parents play video games with their children at least once a week.
- Seventy-one percent of parents feel video games positively impact their child’s life.
- The majority of parents (85 percent) are very familiar with the Entertainment Software Rating Board video game rating system, and among them, 96 percent are very confident the rating system is accurate.
- Fifty-three percent of the most frequent video game players report playing video games with others.
- Eleven percent of US households own a virtual reality (VR) headset, and one-third of the most frequent video game players say they will buy a VR headset in the next year.
- Seventy-four percent of PC/console VR headset owners use their device to play single player video games.
The report also underscores the video game industry’s impact on the US economy. In 2016, the industry contributed $11.7 billion in value to US GDP. This fueled the direct employment of 65,678 Americans and $30.4 billion in consumer spending, compared to $23.5 billion in 2015.
Read the full report here.
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