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2011
  SALES, DEMOGRAPHIC AND USAGE DATA




ESSENTIAL
  FACTS
  ABOUT THE COMPUTER
    AND VIDEO GAME
       INDUSTRY




                 [ iii ]
“ t is critical that we support
 I
 economic sectors that create jobs,
 develop innovative technologies and
 keep America competitive in the
 global marketplace. The video game
 industry is one of those important,
 high-tech economic drivers. Our
 industry generates over $25 billion
 in annual revenue, and directly and
 indirectly employs more than 120,000
 people with an average salary
 for direct employees of $90,000.”
       — ichael D. Gallagher, president and CEO,
        M
        Entertainment Software Association




                           [ iv ]
WHAT’S INSIDE
                  WHO IS PLAYING
                  2	             Who Plays Computer and Video Games?
                  3	             Who Buys Computer and Video Games?
                  4	             How Long Have Gamers Been Playing?


                  AT PLAY
                  4	             Who Plays Games Online?
                  4	             What Type of Online Game is Played Most Often?
                  4	             How Many Gamers Play on a Phone or Handheld Device?
                  5	             Parents and Games
                  6	             Do Parents Control What Their Kids Play?
                  7	             Top Reasons Parents Play With Their Kids
                  8	             What Were the Top-Selling Game Genres in 2010?
                  8	             2010 Computer and Video Game Sales by Rating
                  9	             What Were the Top-Selling Games of 2010?


                  THE BOTTOM LINE
                  10	            Sales Information
                  11	            Total Consumer Spend on Games Industry 2010


                  WHO WE ARE
                  12	            About the ESA	
                  12	            ESA Members	


                  OTHER RESOURCES
                  13	            ESA Partners


The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA)
at E3 2011. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted
survey of its kind, gathering data from almost 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.
                                                              [1
WHO IS PLAYING
                       GAMER DEMOGRAPHICS



  WHO PLAYS COMPUTER AND VIDEO GAMES?

                          72%
                       of American households
                    play computer or video games


                The average game player age is:


                              37
                                        18%
                        29%                        AGE
                                                   of Game Players

                                                   18% under 18 years
                                                   53% 18-49 years
                                                   29% 50+ years
                                       53%




                              In 2011,


                           29%
                   of gamers were over the age of 50




❝       Being immersed in a video game, and having your
       brain stimulated, can encourage creative solutions
 and adaptations. These beneficial ideas and thoughts can then
be applied to real life situations. The results can be surprisingly
 positive for individuals, communities, and society as a whole.”
    —Allen S. Weiss, M.D., president and CEO, NCH Healthcare System

                                 [2]
WHO IS PLAYING
                             GAMER DEMOGRAPHICS




                                        42%
                                                 GENDER
                                                 of Game Players
                    58%
                                                 58% male
                                                 42% female




       Women age 18 or older represent a significantly greater portion of the
        game-playing population (37%) than boys age 17 or younger (13%)



       WHO BUYS COMPUTER AND VIDEO GAMES?
             The average age of the most frequent game purchaser is:


                                     41
     Of the most frequent game purchasers, 52% are male and 48% are female




❝
There are games now for pretty much every age, every demographic.”
— Jesse Schell, professor of entertainment technology at Carnegie Mellon University




                                33%
            of gamers say that playing computer or video games is their
                          favorite entertainment activity


     Some of the top reasons why gamers purchase a computer or video game:
            quality of game graphics, an interesting storyline, a sequel
                         to a favorite game, word of mouth

                                        [3]
AT  PLAY
                                                   HOW WE PLAY

           19% of most frequent game players pay to play online games

     TYPES OF ONLINE GAMES PLAYED MOST OFTEN:
                                                Other
                                           8%
                                                           Downloadable Games
                                                 13%


            Puzzle, Board Game,    47%              11%
              Game Show, Trivia,                            Persistent
                     Card Games                             Multi-Player Universe
                                            21%
                                                Action, Sports, Strategy, Role-Playing




  ❝
    Gaming is productive. It produces positive emotion, stronger social
   relationships, a sense of accomplishment, and for players who are a
    part of a game community, a chance to build a sense of purpose.”
                —Jane McGonigal, PhD, author of Reality is Broken:
           Why Games Make Us Better and How They Can Change the World


          55% of gamers play games on their phones or handheld device


                                         65%
            of gamers play games with other gamers in person, an increase
                       from 64% in 2010 and from 62% in 2009




                                         12
                                                        is the average number of years
How long have gamers been playing?                      adult gamers have been playing
                                                        computer or video games


                      Among most frequent gamers, males average
                   13 years of game playing, females average 10 years

                                          [4]
AT  PLAY
                                       PARENTS AND GAMES



      91%
of the time parents are present
                                                                       86%
                                                                   of the time children receive
     at the time games are                                       their parents’ permission before
      purchased or rented                                         purchasing or renting a game


               Nine out of 10 parents pay attention
         to the content of the games their children play


                    Parents See Positive Impact of
                  Playing Computer and Video Games
80
70
                    68%
60
                                              57%                            54%
50
40
30
20
10
 0
          BELIEVE GAME PLAY PROVIDES   BELIEVE GAME PLAY HELPS       BELIEVE GAME PLAY HELPS
            MENTAL STIMULATION OR       THE FAMILY SPEND TIME            TO CONNECT WITH
                   EDUCATION                  TOGETHER                       FRIENDS




                                       59%
        of parents believe that computer and video games provide
              more physical activity now than five years ago




❝“Kids play video games for fun with the goal of progressing
  to the next level and eventually conquering the opponent,
 whether that’s another player or the computer. What’s more,
    the social aspect—sharing tactics, experiences, and
     explanations—helps cement what they’ve learned.”
     -James Paul Gee, author of What Video Games Have to Teach us
                      About Learning and Literacy
                                               [5]
AT  PLAY
                             PARENTS AND GAMES




❝      “Educational video games, handheld devices,
    and media production tools can allow young students
      to see how complex language and other symbol
               systems attach to the world.”
                —Michael Levine, executive director,
          The Joan Ganz Cooney Center at Sesame Workshop




    98%
  of parents are confident
                                              86%
                                             of parents are aware
     in the accuracy of                   of the ESRB rating system
        ESRB ratings



DO PARENTS CONTROL WHAT THEIR KIDS PLAY?

                             75%
      of parents believe that the parental controls available in all
     new video game consoles are useful. Further, parents impose
         time usage limits on video games more than any other
                         form of entertainment:


     80% of parents place time limits on video game playing
       74% of parents place time limits on Internet usage
      70% of parents place time limits on television viewing
        65% of parents place time limits on movie viewing

                                   [6]
AT  PLAY
                        PARENTS AND GAMES



                       45%
           of parents play computer and video games
               with their children at least weekly,
                 an increase from 36% in 2007




           TOP ➍ REASONS PARENTS
            PLAY WITH THEIR KIDS:
➊   Because they’re asked to: 85%
➋   It’s fun for the entire family: 84%
➌   It’s a good opportunity to socialize with the child: 81%
➍   It’s a good opportunity to monitor game content: 57%




❝      The U.S. entertainment software industry is
      at the forefront of innovation and education,
           turning what we have thought about
                video games on its head.”
           —Rep. Debbie Wasserman Schultz, (D-Fla),
    co-chair of the Congressional Caucus for Competitiveness
                   in Entertainment Technology




                              [7]
AT  PLAY
                                    P A R E N T S OAPN D EG A M R S
                                                T      S LLEE

  Best-Selling VIDEO GAME Super Genres by Units Sold, 2010
         Casual 5.2%                                                    2.7% Other Games, Compilations
       Strategy 3.8%                                                    21.7% Action


    Sport Games 16.3%                                                   7.5% Adventure

                                                                        0.2% Arcade

        Shooter 15.9%                                                   0.7% Children's Entertainment

                                                                        9.1% Family Entertainment
    Role-Playing 7.7%
                                                                        3% Fighting
        Racing 5.8%                                                     0.4% Flight
                        Source: The NPD Group/Retail Tracking Service




        2010 Computer and Video Game Sales by Rating
                                           BY UNITS SOLD

                44%

                                                                        24%
                                                      19.5%
                                 12.3%
           EVERYONE          EVERYONE 10+             TEEN         MATURE
                (E)               (E10+)                   (T)           (M)



                        Source: The NPD Group/Retail Tracking Service


Best-Selling COMPUTER GAME Super Genres by Units Sold, 2010
                                                                        0.9%   Sport Games
                                                                        1.5%   Flight
                                                                        0.9%   Children's Entertainment
      Shooter    9.7%                                                   1.4%   Other Games, Compilations
                                                                        0.1%   Arcade
     Strategy   33.6%

                                                                        20.3% Role-Playing

                                                                        0.6%   Racing
                                                                        0.1%   Family Entertainment

       Action    2.7%                                                   19.5% Casual
    Adventure    8.7%

                        Source: The NPD Group/Retail Tracking Service




                                               [8]
AT PLAY
                                                           TOP SELLERS


         TOP 20 VIDEO GAMES OF 2010
                                      BY UNITS SOLD

  Rank   Title                                              Platform               ESRB Rating
   1     CALL OF DUTY: BLACK OPS                       360, PS3, Wii, NDS            Mature
   2     MADDEN NFL 11                               360, PS3, Wii, PS2, PSP        Everyone
   3     HALO: REACH                                           360                   Mature
   4     NEW SUPER MARIO BROS. WII                             Wii                  Everyone
   5     RED DEAD REDEMPTION                                360, PS3                 Mature
   6     WII FIT PLUS                                          Wii                  Everyone
   7     JUST DANCE 2                                          Wii                Everyone 10+
   8     CALL OF DUTY: MODERN WARFARE 2                     360, PS3                 Mature
   9     ASSASSIN'S CREED: BROTHERHOOD                      360, PS3                 Mature
   10    NBA 2K11                                    360, PS3, Wii, PS2, PSP        Everyone
   11    BATTLEFIELD: BAD COMPANY 2                         360, PS3                 Mature
   12    SUPER MARIO GALAXY 2                                  Wii                  Everyone
   13    POKEMON SOULSILVER VERSION                            NDS                  Everyone
   14    MARIO KART W/WHEEL                                    Wii                  Everyone
   15    JUST DANCE                                            Wii                Everyone 10+
   16    NEW SUPER MARIO BROS DS                               NDS                  Everyone
   17    DONKEY KONG COUNTRY RETURNS                           Wii                  Everyone
   18    WII SPORTS RESORT                                     Wii                  Everyone
   19    FALLOUT: NEW VEGAS                                 360, PS3                 Mature
   20    FINAL FANTASY XIII                                 360, PS3                  Teen
                  Source: The NPD Group/Retail Tracking Service




TOP 20 SELLING COMPUTER GAMES OF 2010
    1
    2
          CALL OF DUTY: BLACK OPS
          MADDEN NFL 11
                                                         360, PS3, Wii, NDS
                                                       360, PS3, Wii, PS2, PSP
                                                                                        Mature
                                                                                       Everyone
    3     HALO: REACH                  BY UNITS SOLD             360                    Mature
    4     NEW SUPER MARIO BROS. WII                              Wii                   Everyone
  RANK
    5    TITLE DEAD REDEMPTION
          RED                                                 360, PS3           ESRB RATING
                                                                                        Mature
    1
    6    StarcraftPLUS
          WII FIT II: Wings of Liberty                           Wii                 Teen
                                                                                       Everyone
    2
    7    World DANCE 2
          JUST Of Warcraft: Cataclysm Expansion Pack             Wii                 Teen
                                                                                     Everyone 10+
    3
    8    The Sims 3
          CALL OF DUTY: MODERN WARFARE 2                      360, PS3               Teen
                                                                                        Mature
    4
    9    World Of Warcraft: Wrath of the Lich King Expansion Pack
          ASSASSIN'S CREED: BROTHERHOOD                       360, PS3               Teen
                                                                                        Mature
    5
    10   Civilization V
          NBA 2K11                                     360, PS3, Wii, PS2, PSP   Everyone 10+
                                                                                       Everyone
    6
    11   World Of Warcraft: Cataclysm2
          BATTLEFIELD: BAD COMPANY Expansion Pack Collector's Ed
                                                              360, PS3               Teen
                                                                                        Mature
    7
    12   The Sims 3: Ambitions Expansion Pack
          SUPER MARIO GALAXY 2                                   Wii                 Teen
                                                                                       Everyone
    8
    13   World Of Warcraft: Battle Chest
          POKEMON SOULSILVER VERSION                            NDS                  Teen
                                                                                       Everyone
    9
    14   Call Of Duty: Black Ops
          MARIO KART W/WHEEL                                     Wii                Mature
                                                                                       Everyone
   10
    15   The Sims 3: High-End Loft Stuff
          JUST DANCE                                             Wii                 Teen
                                                                                     Everyone 10+
   11
    16   Battlefield: Bad Company 2
          NEW SUPER MARIO BROS DS                               NDS                 Mature
                                                                                       Everyone
   12
    17   The Sims 3: Late Night Expansion Pack
          DONKEY KONG COUNTRY RETURNS                            Wii                 Teen
                                                                                       Everyone
   13
    18   World Of Warcraft
          WII SPORTS RESORT                                      Wii                 Teen
                                                                                       Everyone
   14
    19   The Sims 2NEW VEGAS
          FALLOUT: Double Deluxe                              360, PS3               Teen
                                                                                        Mature
   15
    20   The Sims 3: World Adventures Expansion Pack
          FINAL FANTASY XIII                                  360, PS3               Teen Teen
   16    Starcraft II: Wings of Liberty Collector's Ed                               Teen
   17    Mass Effect 2                                                              Mature
   18    World Of Warcraft: Burning Crusade Expansion Pack                           Teen
   19    Fallout New Vegas                                                          Mature
   20    Starcraft: Battle Chest                                                    Mature
                  Source: The NPD Group/Retail Tracking Service


                                             [9]
AT PLAY
                                                 SALES INFORMATION

         U.S. Computer and Video Game DOLLAR Sales Growth
                                             DOLLARS IN BILLIONS


                                                                           16    15.9
                                                                         5.4     5.8
                                                                                                 Combined Dollar Sales
                                                            11.7                                 (shown for 2009 and 2010)
                                                                                                    Other Delivery
                                                    9.5            .68                              Formats**
                                                                         9.9
                                                                                        .7
                                                                                 9.4                Computer Games
                              7.3           7.5
                6.9     7.0           6.9                                                           Video Games
 5.5     6.0




2000 2001 2002 2003 2004 2005 2006 2007 2008                             2009*   2010*


     Source: The NPD 5.5
                     Group/Retail Tracking Service; Games Industry: Total Consumer Spend
                  4.8                                                                                        16     15.9
 	     * Figures include total consumer spend
        	
          3.7
 	2.6 Other delivery formats include subscriptions, digital full games, digital add-on content, 	
   **	
 	   	 mobile apps, social network gaming, and other physical delivery. 2000-2008 figures are 	
 	   	 sales of new physical content at retail exclusively.

           U.S. Computer and Video Game UNIT Sales Growth
1996 1997 1998 1999

                                                 UNITS IN MILLIONS*
                                            20

                                            15              298.3
                                                                         278.9
                                            10      267.8                        257.2
                                                                    28.9
                        239.5 248.3         243.1                                        24.6
                224.3                 227.1 5                       250
        208.7                                                                            232.5
194.8
                                             0
                                                                                                  Combined Computer and
                                                                                                  Video Game Unit Sales
                                                                                                  (shown for 2009 and 2010)
                                                                                                      Computer Games
     COMBINED DOLLAR SALES (shown for years 2009 and 2010)
        Video Games      Computer Games          Other Delivery Formats                               Video Games


                                                                                                                               2009
                                                                             16        15.9                                   COMBINED COM
 2000 2001 2002 2003 2004 2005for years 20092008 2010)
    COMBINED DOLLAR SALES (shown 2006 2007 and            2009     2010      5.4        5.8
                                                                                                                               VIDEO GAME U
       Video Games
       Computer Games
   Source: The NPD Group/Retail Tracking Service; Games Industry: Total Consumer Spend
                                                                    11.7
	 * Figures Delivery Formats physical content at retail exclusively
    	 Other are sales of new
                                                            9.5          .68
                                                                             9.9            .7
                                                                                        9.4
                                 7.3               7.5
                   6.9    7.0             6.9[ 10 ]
  5.5     6.0
THE BOTTOM LINE
          TOTAL CONSUMER SPEND ON GAMES INDUSTRY

                     Total Consumer Spend on Games Industry 2010
                                                  DOLLARS IN BILLIONS

                          Accessories
                                      $2.94

                                                                                    TOTAL:
                Hardware $6.29
                                                        $15.90 Content
                                                                               $25.1
                                                                                BILLION

                           Source: The NPD Group/Games Industry: Total Consumer Spend




 ❝               This growing industry has generated more than
            120,000 jobs in over 34 states and is a major international
                 player as well. It’s time Congress took notice.”
                               —Rep. Kevin Brady (R-TX), co-chair of the
                               Congressional Caucus for Competitiveness
                                     in Entertainment Technology




                     Recent Digital* and Physical Sales Information

                                   20%              24%

                                   80%              76%

                                                                       TOTAL DIGITAL FORMAT
                                                                       TOTAL PHYSICAL FORMAT




                                    2009             2010

                           Source: The NPD Group/Games Industry: Total Consumer Spend

“Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming




                                                            [ 11 ]
THE BOTTOM LINE
                                                         WHO WE ARE
                                                              SALES INFORMATION

ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION
The ESA is the U.S. association dedicated to serving the business and public affairs needs of
companies publishing interactive games for video game consoles, handheld devices, personal
computers, and the Internet. The ESA offers services to interactive entertainment software
publishers including a global anti-piracy program, owning the E3 Expo, business and consumer
research, federal and state government relations, First Amendment and intellectual property
protection efforts.

For more information about the ESA and its programs, please visit www.theESA.com.


                                             ESA Members
                                                 as of May, 2011
 345 GAMES	                                                   www.spike.com/shows/deadliest-warrior-the-game
 505 GAMES 	                                                  www.505games.com
 CAPCOM USA, INC. 	                                           www.capcom.com
 CRAVE ENTERTAINMENT 	                                        www.cravegames.com
 DEEP SILVER INC. 	                                           www.deepsilver.com
 DISNEY INTERACTIVE STUDIOS, INC. 	                           www.disney.go.com/disneyinteractivestudios/
 EIDOS INTERACTIVE 	                                          www.eidos.com
 ELECTRONIC ARTS 	                                            www.ea.com
 EPIC GAMES, INC. 	                                           www.epicgames.com
 HER INTERACTIVE, INC. 	                                      www.herinteractive.com
 IGNITION ENTERTAINMENT, LTD. 	                               www.ignition-ent.com/us
 KONAMI DIGITAL ENTERTAINMENT AMERICA	                        www.konami.com
 MICROSOFT CORPORATION 	                                      www.microsoft.com
 NAMCO BANDAI GAMES AMERICA INC. 	                            www.namcobandaigames.com
 NATSUME INC. 	                                               www.natsume.com
 NEXON AMERICA INC. 	                                         www.nexon.net
 NINTENDO OF AMERICA INC. 	                                   www.nintendo.com
 NVIDIA CORPORATION 	                                         www.nvidia.com
 O-GAMES, INC. 	                                              http://usa.og-international.net
 PERFECT WORLD ENTERTAINMENT	                                 www.perfectworld.com
 SEGA OF AMERICA, INC. 	                                      www.sega.com
 SLANG 	                                                      www.slang.vg
 SONY COMPUTER ENTERTAINMENT AMERICA 	                        www.us.playstation.com
 SONY ONLINE ENTERTAINMENT, INC.	                             www.station.sony.com/en/
 SQUARE ENIX, INC. 	                                          www.square-enix.com/na
 TAKE-TWO INTERACTIVE SOFTWARE, INC. 	                        www.take2games.com
 TECMO KOEI AMERICA CORPORATION	                              www.tecmokoeiamerica.com
 THQ, INC. 	                                                  www.thq.com
 TRION WORLD NETWORK, INC. 	                                  www.trionworlds.com
 UBISOFT ENTERTAINMENT, INC. 	                                www.ubisoftgroup.com
 WARNER BROS. INTERACTIVE ENTERTAINMENT INC. 	                www.wbie.com
 XSEED GAMES 	                                                www.xseedgames.com

                                                     [ 12 ]
OTHER RESOURCES
                                                              ESA PARTNERS

                 For more information on the ESA and its programs,
                           please visit www.theESA.com
ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG
The ESRB is a non-profit, self-regulatory body established in 1994 by the ESA. ESRB independently assigns
computer and video game content ratings, enforces advertising guidelines, and helps ensure responsible
online privacy practices for the interactive entertainment software industry.


ACADEMY OF INTERACTIVE ARTS  SCIENCES (AIAS) | WWW.INTERACTIVE.ORG
The AIAS was founded in 1996 as a not-for-profit organization whose mission is to promote, advance and rec-
ognize common interests and outstanding achievements in the interactive arts and sciences. The Academy
conducts its annual awards show, the Interactive Achievement Awards, to promote and acknowledge excep-
tional accomplishments in the field. To further enhance awareness of the Academy’s vision, the organization
created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit in 2002, a once yearly conference
dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to
the development of interactive entertainment. With more than 24,000 members, including Electronic Arts,
Microsoft, Sony, Nintendo, Ubisoft, THQ, Day One Studios, Epic Games and Insomniac Games, The Academy
promotes the creativity and craftsmanship of video games worldwide.


INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG
The IGDA is the largest non-profit membership organization serving individuals who create video games.
IGDA advances the careers and enhances the lives of game developers by connecting members with their
peers, promoting professional development, and advocating on issues that affect the developer community.
These core activities advance games as a medium and game development as a profession.


THE NPD GROUP, INC. | WWW.NPD.COM
The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for
a wide range of industries. Today, more than 1,800 manufacturers, retailers, and service companies rely
on NPD to help them drive critical business decisions at the global, national, and local market levels. NPD
helps our clients to identify new business opportunities and guide product development, marketing, sales,
merchandising, and other functions. Information is available for the following industry sectors: automotive,
beauty, commercial technology, consumer technology, entertainment, fashion, food and beverage,
foodservice, home, office supplies, software, sports, toys, and wireless.


VIDEO GAME VOTERS NETWORK (VGVN) | WWW.VIDEOGAMEVOTERS.ORG
The VGVN is a grassroots organization of voting-age gamers who organize and take action in support of
computer and video games. Since its creation in 2006, more than 300,000 grassroots activists have joined
the VGVN.




                                                     [ 13 ]
www.theESA.com
© 2011 ENTERTAINMENT SOFTWARE ASSOCIATION
                 [ ii ]

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2011 essential facts of gaming industry

  • 1. 2011 SALES, DEMOGRAPHIC AND USAGE DATA ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY [ iii ]
  • 2. “ t is critical that we support I economic sectors that create jobs, develop innovative technologies and keep America competitive in the global marketplace. The video game industry is one of those important, high-tech economic drivers. Our industry generates over $25 billion in annual revenue, and directly and indirectly employs more than 120,000 people with an average salary for direct employees of $90,000.” — ichael D. Gallagher, president and CEO, M Entertainment Software Association [ iv ]
  • 3. WHAT’S INSIDE WHO IS PLAYING 2 Who Plays Computer and Video Games? 3 Who Buys Computer and Video Games? 4 How Long Have Gamers Been Playing? AT PLAY 4 Who Plays Games Online? 4 What Type of Online Game is Played Most Often? 4 How Many Gamers Play on a Phone or Handheld Device? 5 Parents and Games 6 Do Parents Control What Their Kids Play? 7 Top Reasons Parents Play With Their Kids 8 What Were the Top-Selling Game Genres in 2010? 8 2010 Computer and Video Game Sales by Rating 9 What Were the Top-Selling Games of 2010? THE BOTTOM LINE 10 Sales Information 11 Total Consumer Spend on Games Industry 2010 WHO WE ARE 12 About the ESA 12 ESA Members OTHER RESOURCES 13 ESA Partners The 2011 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) at E3 2011. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 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. [1
  • 4. WHO IS PLAYING GAMER DEMOGRAPHICS WHO PLAYS COMPUTER AND VIDEO GAMES? 72% of American households play computer or video games The average game player age is: 37 18% 29% AGE of Game Players 18% under 18 years 53% 18-49 years 29% 50+ years 53% In 2011, 29% of gamers were over the age of 50 ❝ Being immersed in a video game, and having your brain stimulated, can encourage creative solutions and adaptations. These beneficial ideas and thoughts can then be applied to real life situations. The results can be surprisingly positive for individuals, communities, and society as a whole.” —Allen S. Weiss, M.D., president and CEO, NCH Healthcare System [2]
  • 5. WHO IS PLAYING GAMER DEMOGRAPHICS 42% GENDER of Game Players 58% 58% male 42% female Women age 18 or older represent a significantly greater portion of the game-playing population (37%) than boys age 17 or younger (13%) WHO BUYS COMPUTER AND VIDEO GAMES? The average age of the most frequent game purchaser is: 41 Of the most frequent game purchasers, 52% are male and 48% are female ❝ There are games now for pretty much every age, every demographic.” — Jesse Schell, professor of entertainment technology at Carnegie Mellon University 33% of gamers say that playing computer or video games is their favorite entertainment activity Some of the top reasons why gamers purchase a computer or video game: quality of game graphics, an interesting storyline, a sequel to a favorite game, word of mouth [3]
  • 6. AT  PLAY HOW WE PLAY 19% of most frequent game players pay to play online games TYPES OF ONLINE GAMES PLAYED MOST OFTEN: Other 8% Downloadable Games 13% Puzzle, Board Game, 47% 11% Game Show, Trivia, Persistent Card Games Multi-Player Universe 21% Action, Sports, Strategy, Role-Playing ❝ Gaming is productive. It produces positive emotion, stronger social relationships, a sense of accomplishment, and for players who are a part of a game community, a chance to build a sense of purpose.” —Jane McGonigal, PhD, author of Reality is Broken: Why Games Make Us Better and How They Can Change the World 55% of gamers play games on their phones or handheld device 65% of gamers play games with other gamers in person, an increase from 64% in 2010 and from 62% in 2009 12 is the average number of years How long have gamers been playing? adult gamers have been playing computer or video games Among most frequent gamers, males average 13 years of game playing, females average 10 years [4]
  • 7. AT  PLAY PARENTS AND GAMES 91% of the time parents are present 86% of the time children receive at the time games are their parents’ permission before purchased or rented purchasing or renting a game Nine out of 10 parents pay attention to the content of the games their children play Parents See Positive Impact of Playing Computer and Video Games 80 70 68% 60 57% 54% 50 40 30 20 10 0 BELIEVE GAME PLAY PROVIDES BELIEVE GAME PLAY HELPS BELIEVE GAME PLAY HELPS MENTAL STIMULATION OR THE FAMILY SPEND TIME TO CONNECT WITH EDUCATION TOGETHER FRIENDS 59% of parents believe that computer and video games provide more physical activity now than five years ago ❝“Kids play video games for fun with the goal of progressing to the next level and eventually conquering the opponent, whether that’s another player or the computer. What’s more, the social aspect—sharing tactics, experiences, and explanations—helps cement what they’ve learned.” -James Paul Gee, author of What Video Games Have to Teach us About Learning and Literacy [5]
  • 8. AT  PLAY PARENTS AND GAMES ❝ “Educational video games, handheld devices, and media production tools can allow young students to see how complex language and other symbol systems attach to the world.” —Michael Levine, executive director, The Joan Ganz Cooney Center at Sesame Workshop 98% of parents are confident 86% of parents are aware in the accuracy of of the ESRB rating system ESRB ratings DO PARENTS CONTROL WHAT THEIR KIDS PLAY? 75% of parents believe that the parental controls available in all new video game consoles are useful. Further, parents impose time usage limits on video games more than any other form of entertainment: 80% of parents place time limits on video game playing 74% of parents place time limits on Internet usage 70% of parents place time limits on television viewing 65% of parents place time limits on movie viewing [6]
  • 9. AT  PLAY PARENTS AND GAMES 45% of parents play computer and video games with their children at least weekly, an increase from 36% in 2007 TOP ➍ REASONS PARENTS PLAY WITH THEIR KIDS: ➊ Because they’re asked to: 85% ➋ It’s fun for the entire family: 84% ➌ It’s a good opportunity to socialize with the child: 81% ➍ It’s a good opportunity to monitor game content: 57% ❝ The U.S. entertainment software industry is at the forefront of innovation and education, turning what we have thought about video games on its head.” —Rep. Debbie Wasserman Schultz, (D-Fla), co-chair of the Congressional Caucus for Competitiveness in Entertainment Technology [7]
  • 10. AT  PLAY P A R E N T S OAPN D EG A M R S T S LLEE Best-Selling VIDEO GAME Super Genres by Units Sold, 2010 Casual 5.2% 2.7% Other Games, Compilations Strategy 3.8% 21.7% Action Sport Games 16.3% 7.5% Adventure 0.2% Arcade Shooter 15.9% 0.7% Children's Entertainment 9.1% Family Entertainment Role-Playing 7.7% 3% Fighting Racing 5.8% 0.4% Flight Source: The NPD Group/Retail Tracking Service 2010 Computer and Video Game Sales by Rating BY UNITS SOLD 44% 24% 19.5% 12.3% EVERYONE EVERYONE 10+ TEEN MATURE (E) (E10+) (T) (M) Source: The NPD Group/Retail Tracking Service Best-Selling COMPUTER GAME Super Genres by Units Sold, 2010 0.9% Sport Games 1.5% Flight 0.9% Children's Entertainment Shooter 9.7% 1.4% Other Games, Compilations 0.1% Arcade Strategy 33.6% 20.3% Role-Playing 0.6% Racing 0.1% Family Entertainment Action 2.7% 19.5% Casual Adventure 8.7% Source: The NPD Group/Retail Tracking Service [8]
  • 11. AT PLAY TOP SELLERS TOP 20 VIDEO GAMES OF 2010 BY UNITS SOLD Rank Title Platform ESRB Rating 1 CALL OF DUTY: BLACK OPS 360, PS3, Wii, NDS Mature 2 MADDEN NFL 11 360, PS3, Wii, PS2, PSP Everyone 3 HALO: REACH 360 Mature 4 NEW SUPER MARIO BROS. WII Wii Everyone 5 RED DEAD REDEMPTION 360, PS3 Mature 6 WII FIT PLUS Wii Everyone 7 JUST DANCE 2 Wii Everyone 10+ 8 CALL OF DUTY: MODERN WARFARE 2 360, PS3 Mature 9 ASSASSIN'S CREED: BROTHERHOOD 360, PS3 Mature 10 NBA 2K11 360, PS3, Wii, PS2, PSP Everyone 11 BATTLEFIELD: BAD COMPANY 2 360, PS3 Mature 12 SUPER MARIO GALAXY 2 Wii Everyone 13 POKEMON SOULSILVER VERSION NDS Everyone 14 MARIO KART W/WHEEL Wii Everyone 15 JUST DANCE Wii Everyone 10+ 16 NEW SUPER MARIO BROS DS NDS Everyone 17 DONKEY KONG COUNTRY RETURNS Wii Everyone 18 WII SPORTS RESORT Wii Everyone 19 FALLOUT: NEW VEGAS 360, PS3 Mature 20 FINAL FANTASY XIII 360, PS3 Teen Source: The NPD Group/Retail Tracking Service TOP 20 SELLING COMPUTER GAMES OF 2010 1 2 CALL OF DUTY: BLACK OPS MADDEN NFL 11 360, PS3, Wii, NDS 360, PS3, Wii, PS2, PSP Mature Everyone 3 HALO: REACH BY UNITS SOLD 360 Mature 4 NEW SUPER MARIO BROS. WII Wii Everyone RANK 5 TITLE DEAD REDEMPTION RED 360, PS3 ESRB RATING Mature 1 6 StarcraftPLUS WII FIT II: Wings of Liberty Wii Teen Everyone 2 7 World DANCE 2 JUST Of Warcraft: Cataclysm Expansion Pack Wii Teen Everyone 10+ 3 8 The Sims 3 CALL OF DUTY: MODERN WARFARE 2 360, PS3 Teen Mature 4 9 World Of Warcraft: Wrath of the Lich King Expansion Pack ASSASSIN'S CREED: BROTHERHOOD 360, PS3 Teen Mature 5 10 Civilization V NBA 2K11 360, PS3, Wii, PS2, PSP Everyone 10+ Everyone 6 11 World Of Warcraft: Cataclysm2 BATTLEFIELD: BAD COMPANY Expansion Pack Collector's Ed 360, PS3 Teen Mature 7 12 The Sims 3: Ambitions Expansion Pack SUPER MARIO GALAXY 2 Wii Teen Everyone 8 13 World Of Warcraft: Battle Chest POKEMON SOULSILVER VERSION NDS Teen Everyone 9 14 Call Of Duty: Black Ops MARIO KART W/WHEEL Wii Mature Everyone 10 15 The Sims 3: High-End Loft Stuff JUST DANCE Wii Teen Everyone 10+ 11 16 Battlefield: Bad Company 2 NEW SUPER MARIO BROS DS NDS Mature Everyone 12 17 The Sims 3: Late Night Expansion Pack DONKEY KONG COUNTRY RETURNS Wii Teen Everyone 13 18 World Of Warcraft WII SPORTS RESORT Wii Teen Everyone 14 19 The Sims 2NEW VEGAS FALLOUT: Double Deluxe 360, PS3 Teen Mature 15 20 The Sims 3: World Adventures Expansion Pack FINAL FANTASY XIII 360, PS3 Teen Teen 16 Starcraft II: Wings of Liberty Collector's Ed Teen 17 Mass Effect 2 Mature 18 World Of Warcraft: Burning Crusade Expansion Pack Teen 19 Fallout New Vegas Mature 20 Starcraft: Battle Chest Mature Source: The NPD Group/Retail Tracking Service [9]
  • 12. AT PLAY SALES INFORMATION U.S. Computer and Video Game DOLLAR Sales Growth DOLLARS IN BILLIONS 16 15.9 5.4 5.8 Combined Dollar Sales 11.7 (shown for 2009 and 2010) Other Delivery 9.5 .68 Formats** 9.9 .7 9.4 Computer Games 7.3 7.5 6.9 7.0 6.9 Video Games 5.5 6.0 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009* 2010* Source: The NPD 5.5 Group/Retail Tracking Service; Games Industry: Total Consumer Spend 4.8 16 15.9 * Figures include total consumer spend 3.7 2.6 Other delivery formats include subscriptions, digital full games, digital add-on content, ** mobile apps, social network gaming, and other physical delivery. 2000-2008 figures are sales of new physical content at retail exclusively. U.S. Computer and Video Game UNIT Sales Growth 1996 1997 1998 1999 UNITS IN MILLIONS* 20 15 298.3 278.9 10 267.8 257.2 28.9 239.5 248.3 243.1 24.6 224.3 227.1 5 250 208.7 232.5 194.8 0 Combined Computer and Video Game Unit Sales (shown for 2009 and 2010) Computer Games COMBINED DOLLAR SALES (shown for years 2009 and 2010) Video Games Computer Games Other Delivery Formats Video Games 2009 16 15.9 COMBINED COM 2000 2001 2002 2003 2004 2005for years 20092008 2010) COMBINED DOLLAR SALES (shown 2006 2007 and 2009 2010 5.4 5.8 VIDEO GAME U Video Games Computer Games Source: The NPD Group/Retail Tracking Service; Games Industry: Total Consumer Spend 11.7 * Figures Delivery Formats physical content at retail exclusively Other are sales of new 9.5 .68 9.9 .7 9.4 7.3 7.5 6.9 7.0 6.9[ 10 ] 5.5 6.0
  • 13. THE BOTTOM LINE TOTAL CONSUMER SPEND ON GAMES INDUSTRY Total Consumer Spend on Games Industry 2010 DOLLARS IN BILLIONS Accessories $2.94 TOTAL: Hardware $6.29 $15.90 Content $25.1 BILLION Source: The NPD Group/Games Industry: Total Consumer Spend ❝ This growing industry has generated more than 120,000 jobs in over 34 states and is a major international player as well. It’s time Congress took notice.” —Rep. Kevin Brady (R-TX), co-chair of the Congressional Caucus for Competitiveness in Entertainment Technology Recent Digital* and Physical Sales Information 20% 24% 80% 76% TOTAL DIGITAL FORMAT TOTAL PHYSICAL FORMAT 2009 2010 Source: The NPD Group/Games Industry: Total Consumer Spend “Digital format sales include subscriptions, digital full games, digital add-on content, mobile apps and social network gaming [ 11 ]
  • 14. THE BOTTOM LINE WHO WE ARE SALES INFORMATION ABOUT THE ENTERTAINMENT SOFTWARE ASSOCIATION The ESA is the U.S. association dedicated to serving the business and public affairs needs of companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. The ESA offers services to interactive entertainment software publishers including a global anti-piracy program, owning the E3 Expo, business and consumer research, federal and state government relations, First Amendment and intellectual property protection efforts. For more information about the ESA and its programs, please visit www.theESA.com. ESA Members as of May, 2011 345 GAMES www.spike.com/shows/deadliest-warrior-the-game 505 GAMES www.505games.com CAPCOM USA, INC. www.capcom.com CRAVE ENTERTAINMENT www.cravegames.com DEEP SILVER INC. www.deepsilver.com DISNEY INTERACTIVE STUDIOS, INC. www.disney.go.com/disneyinteractivestudios/ EIDOS INTERACTIVE www.eidos.com ELECTRONIC ARTS www.ea.com EPIC GAMES, INC. www.epicgames.com HER INTERACTIVE, INC. www.herinteractive.com IGNITION ENTERTAINMENT, LTD. www.ignition-ent.com/us KONAMI DIGITAL ENTERTAINMENT AMERICA www.konami.com MICROSOFT CORPORATION www.microsoft.com NAMCO BANDAI GAMES AMERICA INC. www.namcobandaigames.com NATSUME INC. www.natsume.com NEXON AMERICA INC. www.nexon.net NINTENDO OF AMERICA INC. www.nintendo.com NVIDIA CORPORATION www.nvidia.com O-GAMES, INC. http://usa.og-international.net PERFECT WORLD ENTERTAINMENT www.perfectworld.com SEGA OF AMERICA, INC. www.sega.com SLANG www.slang.vg SONY COMPUTER ENTERTAINMENT AMERICA www.us.playstation.com SONY ONLINE ENTERTAINMENT, INC. www.station.sony.com/en/ SQUARE ENIX, INC. www.square-enix.com/na TAKE-TWO INTERACTIVE SOFTWARE, INC. www.take2games.com TECMO KOEI AMERICA CORPORATION www.tecmokoeiamerica.com THQ, INC. www.thq.com TRION WORLD NETWORK, INC. www.trionworlds.com UBISOFT ENTERTAINMENT, INC. www.ubisoftgroup.com WARNER BROS. INTERACTIVE ENTERTAINMENT INC. www.wbie.com XSEED GAMES www.xseedgames.com [ 12 ]
  • 15. OTHER RESOURCES ESA PARTNERS For more information on the ESA and its programs, please visit www.theESA.com ENTERTAINMENT SOFTWARE RATING BOARD (ESRB) | WWW.ESRB.ORG The ESRB is a non-profit, self-regulatory body established in 1994 by the ESA. ESRB independently assigns computer and video game content ratings, enforces advertising guidelines, and helps ensure responsible online privacy practices for the interactive entertainment software industry. ACADEMY OF INTERACTIVE ARTS SCIENCES (AIAS) | WWW.INTERACTIVE.ORG The AIAS was founded in 1996 as a not-for-profit organization whose mission is to promote, advance and rec- ognize common interests and outstanding achievements in the interactive arts and sciences. The Academy conducts its annual awards show, the Interactive Achievement Awards, to promote and acknowledge excep- tional accomplishments in the field. To further enhance awareness of the Academy’s vision, the organization created the D.I.C.E. (Design, Innovate, Communicate, Entertain) Summit in 2002, a once yearly conference dedicated to exploring approaches to the creative process and artistic expression as they uniquely apply to the development of interactive entertainment. With more than 24,000 members, including Electronic Arts, Microsoft, Sony, Nintendo, Ubisoft, THQ, Day One Studios, Epic Games and Insomniac Games, The Academy promotes the creativity and craftsmanship of video games worldwide. INTERNATIONAL GAME DEVELOPERS ASSOCIATION (IGDA) | WWW.IGDA.ORG The IGDA is the largest non-profit membership organization serving individuals who create video games. IGDA advances the careers and enhances the lives of game developers by connecting members with their peers, promoting professional development, and advocating on issues that affect the developer community. These core activities advance games as a medium and game development as a profession. THE NPD GROUP, INC. | WWW.NPD.COM The NPD Group is the leading provider of reliable and comprehensive consumer and retail information for a wide range of industries. Today, more than 1,800 manufacturers, retailers, and service companies rely on NPD to help them drive critical business decisions at the global, national, and local market levels. NPD helps our clients to identify new business opportunities and guide product development, marketing, sales, merchandising, and other functions. Information is available for the following industry sectors: automotive, beauty, commercial technology, consumer technology, entertainment, fashion, food and beverage, foodservice, home, office supplies, software, sports, toys, and wireless. VIDEO GAME VOTERS NETWORK (VGVN) | WWW.VIDEOGAMEVOTERS.ORG The VGVN is a grassroots organization of voting-age gamers who organize and take action in support of computer and video games. Since its creation in 2006, more than 300,000 grassroots activists have joined the VGVN. [ 13 ]
  • 16. www.theESA.com © 2011 ENTERTAINMENT SOFTWARE ASSOCIATION [ ii ]