Social Media, Gamification And Gaming Statistics

Gamers include millions of Americans of all ages and backgrounds. In fact, nearly three-quarters of all American households play games. This vast audience fuels the growth of this multi-billion dollar industry and helps bring jobs to communities across the nation. Below is a list of the top 10 entertainment software industry facts:

  1. Consumers spent $25.1 billion on video games, hardware and accessories in 2010.
  2. Purchases of digital content accounted for 24 percent of game sales in 2010, generating $5.9 billion in revenue.
  3. Seventy-two percent of American households play computer or video games.
  4. The average game player is 37 years old and has been playing games for 12 years.
  5. The average age of the most frequent game purchaser is 41 years old.
  6. Forty-two percent of all game players are women. In fact, women over the age of 18 represent a significantly greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).
  7. In 2011, 29 percent of Americans over the age of 50 play video games, an increase from nine percent in 1999.
  8. Fifty-five percent of gamers play games on their phones or handheld device.
  9. Seventy-six percent of all games sold in 2010 were rated “E” for Everyone, “T” for Teen, or “E10+” for Everyone 10+. For more information on game ratings, please see
  10. Parents are present when games are purchased or rented 91 percent of the time.

Video games are now a mass medium, widely enjoyed on a variety of platforms by a diverse audience. The ESA’s 2011 Essential Facts About the Computer and Video Game Industry show that 72 percent of American households play computer and video games. The research also reveals other interesting demographic facts about today’s gamers and the games they play, including:

  • The average gamer is 37 years old and has been playing for 12 years. Eighty-two percent of gamers are 18 years of age or older.
  • Forty-two percent of all players are women and women over 18 years of age are one of the industry’s fastest growing demographics.
  • Today, adult women represent a greater portion of the game-playing population (37 percent) than boys age 17 or younger (13 percent).
  • Twenty-nine percent of game players are over the age of 50, an increase from nine percent in 1999. This figure is sure to rise in coming years with nursing homes and senior centers across the nation now incorporating video games into their activities.
  • Sixty-five percent of gamers play games with other gamers in person.
  • Fifty-five percent of gamers play games on their phones or handheld device.
  • Ninety-one percent of the time parents are present at the time games are purchased or rented. Ninety-eight percent of parents are confident in the accuracy of the Entertainment Software Rating Board ratings. Seventy-five percent of parents believe that the parental controls available in all new video game consoles are useful.
  • Parents also see several benefits of entertainment software. Sixty-eight percent of parents believe that game play provides mental stimulation or education, 57 percent believe games encourage their family to spend to time together, and 54 percent believe that game play helps their children connect with their friends.

According to data released by The NPD Group, a global market research company, the video game industry posted strong sales in 2010, generating more than $25 billion in revenue. Sales of game software and content, including games made for consoles, portable gaming devices and PCs, as well as digital full game downloads, downloadable content and social games, accounted for approximately $15.9 billion of that total.

The most popular game genre in 2010 was “Action,” which accounted for nearly 22 percent of all games sold. In addition, of the games sold in 2010, approximately 56 percent were rated “Everyone (E)” or “Everyone 10+ (E10+).”

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Want to see how to get an ROI from Social Media? Check out these fun videos:
Video 1: Building the Business Case for Social Media
Video 2: How to Measure the ROI of Social Media
Video 3: How Social Media Benefits the Whole Company

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