SALES, DEMOGRAPHIC AND USAGE DATA
ESSENTIAL
FACTS
ABOUT THE COMPUTER
AND VIDEO GAME
INDUSTRY
[ iii ]
“ o other sector has experienced the
N
same explosive growth as the computer and video game industry.
Our creative publishers and talented workforce continue to accelerate advancement and pioneer new products that push boundaries and unlock entertainment experiences.
These innovations in turn drive enhanced player connectivity, fuel demand for products, and encourage the progression of an expanding and diversified consumer base.”
— ichael D. Gallagher, president and CEO, Entertainment
M
Software Association
[ iv ]
WHAT’S INSIDE
WHO IS PLAYING
2
3
Who Plays Computer and Video Games?
Who Buys Computer and Video Games?
AT PLAY
4
4
5
5
6
6
7
What Type of Online and Mobile Games are Played Most Often?
How Many Gamers Play on a Phone or Wireless Device?
How Many Gamers Play Games With Others?
How Long Have Gamers Been Playing?
Parents and Games
Do Parents Control What Their Kids Play?
Top Reasons Parents Play With Their Kids
THE BOTTOM LINE
8
9
10
11
What Were the Top-Selling Game Genres in 2012?
What Were the Top-Selling Games of 2012?
Sales Information: 2002–2012
Total Consumer Spend on Games Industry 2012
WHO WE ARE
12
12
About ESA
ESA Members
OTHER RESOURCES
13
ESA Partners
The 2013 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software
Association (ESA) at E3 2013. 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 2,000 nationally representative households.
[1]
WHO IS PLAYING
GAMER DEMOGRAPHICS
58%
of Americans play video games
There are an average of
TWO GAMERS
in each game-playing U.S. household
The average U.S. Household
OWNS AT LEAST ONE
dedicated game console,