AND USAGE DATA
About the computer
and video game industry
“The video game industry excels because it
anticipates demand — giving people what
they want before they realize that they
want it — and drives trends in entertainment
and across countless other sectors.”
- Michael D. Gallagher, President and CEO
Entertainment Software Association
“A game is an opportunity to focus our
energy, with relentless optimism, at
something we’re good at (or getting better
at) and enjoy. In other words, gameplay is the
direct emotional opposite of depression.”
- Jane McGonigal
“Reality is Broken: Why Games Make Us Better and How
They Can Change the World”
2017 ESSENTIAL FACTS - PAGE 3
THE GAMER HOUSEHOLD 6
THE AVERAGE GAMER 7
AT PLAY 8
VIRTUAL REALITY 9
PARENTS AND VIDEO GAMES 10-11
GENRES AND TITLES 12
ECONOMIC IMPACT 16
ABOUT ESA 17
ESA PARTNERS 18
MEMBER COMPANIES 19
TABLE OF CONTENTS
The Entertainment Software Association (ESA) released
2017 Essential Facts About the
Computer and Video Game Industry
in April 2017. Ipsos Connect conducted the annual
research for ESA. 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
2017 Essential Facts
also includes data provided by the Entertainment
Software Rating Board (ESRB), The NPD Group, and EEDAR.
2017 ESSENTIAL FACTS - PAGE 4
67% OF US HOUSEHOLDS
own a device that
is used to play video games.
Women age 18 and older represent
a significantly greater portion of the game-playing
population than boys under age 18.
The average gamer is 35 years old.
65% OF US HOUSEHOLDS
are home to at least one
person who plays 3 or more hours
of video games a week.
53% of the most frequent gamers play multiplayer games
at least once a week, spending an average of 6 hours playing
with others online and 5 hours playing with others in person.
1 in 3 of the most frequent gamers said they were
“likely to buy VIRTUAL Reality (VR) in the next year.”
90% of parents are present
when their child acquires a video game.
Of the 1,491 ratings assigned by ESRB
in 2016, 67% were e or e10+.
The total consumer spend on the video game
industry was $30.4 billion in 2016.
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