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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	
3	
4	

Who Plays Computer and Video Games?
Who Buys Computer and Video Games?
How Long Have Gamers Been Playing?

AT PLAY
4	
4	
4	
5	
6	
7	
8	
8	
9	

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

THE BOTTOM LINE
10	
11	

Sales Information
Total Consumer Spend on Games Industry 2010

WHO WE ARE
12	
12	

About the ESA	
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

53%

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

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%
58%

GENDER
of Game Players
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%
13%
Puzzle, Board Game,
Game Show, Trivia,
Card Games

Downloadable Games

11%

47%

Persistent
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

How long have gamers been playing?

12

is the average number of years
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%

86%

of the time parents are present
at the time games are
purchased or rented

of the time children receive
their parents’ permission before
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
60
50
40
30
20
10
0

68%

BELIEVE GAME PLAY PROVIDES
MENTAL STIMULATION OR
EDUCATION

57%

BELIEVE GAME PLAY HELPS
THE FAMILY SPEND TIME
TOGETHER

54%

BELIEVE GAME PLAY HELPS
TO CONNECT WITH
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%

86%

of parents are confident
in the accuracy of
ESRB ratings

of parents are aware
of the ESRB rating system

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
T
S LLEE
P A R E N T S OAPN D EG A M R S
Best-Selling VIDEO GAME Super Genres by Units Sold, 2010
Casual 5.2%
Strategy 3.8%

2.7% Other Games, Compilations
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
0.4% Flight

Racing 5.8%
Source: The NPD Group/Retail Tracking Service

2010 Computer and Video Game Sales by Rating
BY UNITS SOLD
44%

EVERYONE
(E)

24%

19.5%

12.3%

EVERYONE 10+

TEEN

(E10+)

(T)

MATURE
(M)

Source: The NPD Group/Retail Tracking Service

Best-Selling COMPUTER GAME Super Genres by Units Sold, 2010
Shooter

9.7%

Strategy

0.9%
1.5%
0.9%
1.4%
0.1%

33.6%

Sport Games
Flight
Children's Entertainment
Other Games, Compilations
Arcade

20.3% Role-Playing
0.6%
0.1%
Action
Adventure

2.7%
8.7%

Racing
Family Entertainment

19.5% Casual
Source: The NPD Group/Retail Tracking Service

[8]
AT PLAY
TOP SELLERS

TOP 20 VIDEO GAMES OF 2010
BY UNITS SOLD

Rank
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Title
CALL OF DUTY: BLACK OPS
MADDEN NFL 11
HALO: REACH
NEW SUPER MARIO BROS. WII
RED DEAD REDEMPTION
WII FIT PLUS
JUST DANCE 2
CALL OF DUTY: MODERN WARFARE 2
ASSASSIN'S CREED: BROTHERHOOD
NBA 2K11
BATTLEFIELD: BAD COMPANY 2
SUPER MARIO GALAXY 2
POKEMON SOULSILVER VERSION
MARIO KART W/WHEEL
JUST DANCE
NEW SUPER MARIO BROS DS
DONKEY KONG COUNTRY RETURNS
WII SPORTS RESORT
FALLOUT: NEW VEGAS
FINAL FANTASY XIII

Platform
360, PS3, Wii, NDS
360, PS3, Wii, PS2, PSP
360
Wii
360, PS3
Wii
Wii
360, PS3
360, PS3
360, PS3, Wii, PS2, PSP
360, PS3
Wii
NDS
Wii
Wii
NDS
Wii
Wii
360, PS3
360, PS3

ESRB Rating
Mature
Everyone
Mature
Everyone
Mature
Everyone
Everyone 10+
Mature
Mature
Everyone
Mature
Everyone
Everyone
Everyone
Everyone 10+
Everyone
Everyone
Everyone
Mature
Teen

Source: The NPD Group/Retail Tracking Service

TOP 20 SELLING COMPUTER GAMES OF 2010
1
2
3
4
RANK
5
1
6
2
7
3
8
4
9
5
10
6
11
7
12
8
13
9
14
10
15
11
16
12
17
13
18
14
19
15
20
16
17
18
19
20

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

[9]

Mature
Everyone
Mature
Everyone
ESRB RATING
Mature
Teen
Everyone
Teen
Everyone 10+
Teen
Mature
Teen
Mature
Everyone 10+
Everyone
Teen
Mature
Teen
Everyone
Teen
Everyone
Mature
Everyone
Teen
Everyone 10+
Mature
Everyone
Teen
Everyone
Teen
Everyone
Teen
Mature
Teen Teen
Teen
Mature
Teen
Mature
Mature
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
(shown for 2009 and 2010)

11.7
.68

9.5
6.0

5.5

6.9

7.0

7.3

6.9

7.5

2000 2001 2002 2003 2004 2005 2006 2007 2008

.7

9.9

9.4

2009*

Other Delivery
Formats**
Computer Games
Video Games

2010*

Source: The NPD 5.5
Group/Retail Tracking Service; Games Industry: Total Consumer Spend
	

16

4.8

* Figures include total consumer spend
	

3.7

15.9

	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

298.3

15

194.8

208.7

224.3

239.5 248.3

10

243.1

227.1 5

267.8

278.9
28.9

257.2

250

0

COMBINED DOLLAR SALES (shown for years 2009 and 2010)
Video Games
Computer Games
Other Delivery Formats

24.6
232.5

Combined Computer and
Video Game Unit Sales
(shown for 2009 and 2010)
Computer Games
Video Games

16
15.9
COMBINED DOLLAR SALES (shown 2006 2007 and
2000 2001 2002 2003 2004 2005for years 20092008 2010)
2009
2010
5.4
5.8
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
.68
9.5
.7
9.9
9.4
7.5
7.3
7.0
6.9
6.9[ 10 ]
6.0
5.5

2009

COMBINED COM
VIDEO GAME U
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	
505 GAMES 	
CAPCOM USA, INC. 	
CRAVE ENTERTAINMENT 	
DEEP SILVER INC. 	
DISNEY INTERACTIVE STUDIOS, INC. 	
EIDOS INTERACTIVE 	
ELECTRONIC ARTS 	
EPIC GAMES, INC. 	
HER INTERACTIVE, INC. 	
IGNITION ENTERTAINMENT, LTD. 	
KONAMI DIGITAL ENTERTAINMENT AMERICA	
MICROSOFT CORPORATION 	
NAMCO BANDAI GAMES AMERICA INC. 	
NATSUME INC. 	
NEXON AMERICA INC. 	
NINTENDO OF AMERICA INC. 	
NVIDIA CORPORATION 	
O-GAMES, INC. 	
PERFECT WORLD ENTERTAINMENT	
SEGA OF AMERICA, INC. 	
SLANG 	
SONY COMPUTER ENTERTAINMENT AMERICA 	
SONY ONLINE ENTERTAINMENT, INC.	
SQUARE ENIX, INC. 	
TAKE-TWO INTERACTIVE SOFTWARE, INC. 	
TECMO KOEI AMERICA CORPORATION	
THQ, INC. 	
TRION WORLD NETWORK, INC. 	
UBISOFT ENTERTAINMENT, INC. 	
WARNER BROS. INTERACTIVE ENTERTAINMENT INC. 	
XSEED GAMES 	

www.spike.com/shows/deadliest-warrior-the-game
www.505games.com
www.capcom.com
www.cravegames.com
www.deepsilver.com
www.disney.go.com/disneyinteractivestudios/
www.eidos.com
www.ea.com
www.epicgames.com
www.herinteractive.com
www.ignition-ent.com/us
www.konami.com
www.microsoft.com
www.namcobandaigames.com
www.natsume.com
www.nexon.net
www.nintendo.com
www.nvidia.com
http://usa.og-international.net
www.perfectworld.com
www.sega.com
www.slang.vg
www.us.playstation.com
www.station.sony.com/en/
www.square-enix.com/na
www.take2games.com
www.tecmokoeiamerica.com
www.thq.com
www.trionworlds.com
www.ubisoftgroup.com
www.wbie.com
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 recognize 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 exceptional 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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2010 digital game facts

  • 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 3 4 Who Plays Computer and Video Games? Who Buys Computer and Video Games? How Long Have Gamers Been Playing? AT PLAY 4 4 4 5 6 7 8 8 9 Who Plays Games Online? What Type of Online Game is Played Most Often? How Many Gamers Play on a Phone or Handheld Device? Parents and Games Do Parents Control What Their Kids Play? Top Reasons Parents Play With Their Kids What Were the Top-Selling Game Genres in 2010? 2010 Computer and Video Game Sales by Rating What Were the Top-Selling Games of 2010? THE BOTTOM LINE 10 11 Sales Information Total Consumer Spend on Games Industry 2010 WHO WE ARE 12 12 About the ESA 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 53% 18% under 18 years 53% 18-49 years 29% 50+ years 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% 58% GENDER of Game Players 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% 13% Puzzle, Board Game, Game Show, Trivia, Card Games Downloadable Games 11% 47% Persistent 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 How long have gamers been playing? 12 is the average number of years 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% 86% of the time parents are present at the time games are purchased or rented of the time children receive their parents’ permission before 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 60 50 40 30 20 10 0 68% BELIEVE GAME PLAY PROVIDES MENTAL STIMULATION OR EDUCATION 57% BELIEVE GAME PLAY HELPS THE FAMILY SPEND TIME TOGETHER 54% BELIEVE GAME PLAY HELPS TO CONNECT WITH 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% 86% of parents are confident in the accuracy of ESRB ratings of parents are aware of the ESRB rating system 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 T S LLEE P A R E N T S OAPN D EG A M R S Best-Selling VIDEO GAME Super Genres by Units Sold, 2010 Casual 5.2% Strategy 3.8% 2.7% Other Games, Compilations 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 0.4% Flight Racing 5.8% Source: The NPD Group/Retail Tracking Service 2010 Computer and Video Game Sales by Rating BY UNITS SOLD 44% EVERYONE (E) 24% 19.5% 12.3% EVERYONE 10+ TEEN (E10+) (T) MATURE (M) Source: The NPD Group/Retail Tracking Service Best-Selling COMPUTER GAME Super Genres by Units Sold, 2010 Shooter 9.7% Strategy 0.9% 1.5% 0.9% 1.4% 0.1% 33.6% Sport Games Flight Children's Entertainment Other Games, Compilations Arcade 20.3% Role-Playing 0.6% 0.1% Action Adventure 2.7% 8.7% Racing Family Entertainment 19.5% Casual Source: The NPD Group/Retail Tracking Service [8]
  • 11. AT PLAY TOP SELLERS TOP 20 VIDEO GAMES OF 2010 BY UNITS SOLD Rank 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Title CALL OF DUTY: BLACK OPS MADDEN NFL 11 HALO: REACH NEW SUPER MARIO BROS. WII RED DEAD REDEMPTION WII FIT PLUS JUST DANCE 2 CALL OF DUTY: MODERN WARFARE 2 ASSASSIN'S CREED: BROTHERHOOD NBA 2K11 BATTLEFIELD: BAD COMPANY 2 SUPER MARIO GALAXY 2 POKEMON SOULSILVER VERSION MARIO KART W/WHEEL JUST DANCE NEW SUPER MARIO BROS DS DONKEY KONG COUNTRY RETURNS WII SPORTS RESORT FALLOUT: NEW VEGAS FINAL FANTASY XIII Platform 360, PS3, Wii, NDS 360, PS3, Wii, PS2, PSP 360 Wii 360, PS3 Wii Wii 360, PS3 360, PS3 360, PS3, Wii, PS2, PSP 360, PS3 Wii NDS Wii Wii NDS Wii Wii 360, PS3 360, PS3 ESRB Rating Mature Everyone Mature Everyone Mature Everyone Everyone 10+ Mature Mature Everyone Mature Everyone Everyone Everyone Everyone 10+ Everyone Everyone Everyone Mature Teen Source: The NPD Group/Retail Tracking Service TOP 20 SELLING COMPUTER GAMES OF 2010 1 2 3 4 RANK 5 1 6 2 7 3 8 4 9 5 10 6 11 7 12 8 13 9 14 10 15 11 16 12 17 13 18 14 19 15 20 16 17 18 19 20 CALL OF DUTY: BLACK OPS 360, PS3, Wii, NDS MADDEN NFL 11 360, PS3, Wii, PS2, PSP HALO: REACH 360 BY UNITS SOLD NEW SUPER MARIO BROS. WII Wii TITLE DEAD REDEMPTION RED 360, PS3 StarcraftPLUS WII FIT II: Wings of Liberty Wii World DANCE 2 JUST Of Warcraft: Cataclysm Expansion Pack Wii The Sims 3 CALL OF DUTY: MODERN WARFARE 2 360, PS3 World Of Warcraft: Wrath of the Lich King Expansion Pack ASSASSIN'S CREED: BROTHERHOOD 360, PS3 Civilization V NBA 2K11 360, PS3, Wii, PS2, PSP World Of Warcraft: Cataclysm2 BATTLEFIELD: BAD COMPANY Expansion Pack Collector's Ed 360, PS3 The Sims 3: Ambitions Expansion Pack SUPER MARIO GALAXY 2 Wii World Of Warcraft: Battle Chest POKEMON SOULSILVER VERSION NDS Call Of Duty: Black Ops MARIO KART W/WHEEL Wii The Sims 3: High-End Loft Stuff JUST DANCE Wii Battlefield: Bad Company 2 NEW SUPER MARIO BROS DS NDS The Sims 3: Late Night Expansion Pack DONKEY KONG COUNTRY RETURNS Wii World Of Warcraft WII SPORTS RESORT Wii The Sims 2NEW VEGAS FALLOUT: Double Deluxe 360, PS3 The Sims 3: World Adventures Expansion Pack FINAL FANTASY XIII 360, PS3 Starcraft II: Wings of Liberty Collector's Ed Mass Effect 2 World Of Warcraft: Burning Crusade Expansion Pack Fallout New Vegas Starcraft: Battle Chest Source: The NPD Group/Retail Tracking Service [9] Mature Everyone Mature Everyone ESRB RATING Mature Teen Everyone Teen Everyone 10+ Teen Mature Teen Mature Everyone 10+ Everyone Teen Mature Teen Everyone Teen Everyone Mature Everyone Teen Everyone 10+ Mature Everyone Teen Everyone Teen Everyone Teen Mature Teen Teen Teen Mature Teen Mature Mature
  • 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 (shown for 2009 and 2010) 11.7 .68 9.5 6.0 5.5 6.9 7.0 7.3 6.9 7.5 2000 2001 2002 2003 2004 2005 2006 2007 2008 .7 9.9 9.4 2009* Other Delivery Formats** Computer Games Video Games 2010* Source: The NPD 5.5 Group/Retail Tracking Service; Games Industry: Total Consumer Spend 16 4.8 * Figures include total consumer spend 3.7 15.9 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* 20 298.3 15 194.8 208.7 224.3 239.5 248.3 10 243.1 227.1 5 267.8 278.9 28.9 257.2 250 0 COMBINED DOLLAR SALES (shown for years 2009 and 2010) Video Games Computer Games Other Delivery Formats 24.6 232.5 Combined Computer and Video Game Unit Sales (shown for 2009 and 2010) Computer Games Video Games 16 15.9 COMBINED DOLLAR SALES (shown 2006 2007 and 2000 2001 2002 2003 2004 2005for years 20092008 2010) 2009 2010 5.4 5.8 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 .68 9.5 .7 9.9 9.4 7.5 7.3 7.0 6.9 6.9[ 10 ] 6.0 5.5 2009 COMBINED COM VIDEO GAME U
  • 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 505 GAMES CAPCOM USA, INC. CRAVE ENTERTAINMENT DEEP SILVER INC. DISNEY INTERACTIVE STUDIOS, INC. EIDOS INTERACTIVE ELECTRONIC ARTS EPIC GAMES, INC. HER INTERACTIVE, INC. IGNITION ENTERTAINMENT, LTD. KONAMI DIGITAL ENTERTAINMENT AMERICA MICROSOFT CORPORATION NAMCO BANDAI GAMES AMERICA INC. NATSUME INC. NEXON AMERICA INC. NINTENDO OF AMERICA INC. NVIDIA CORPORATION O-GAMES, INC. PERFECT WORLD ENTERTAINMENT SEGA OF AMERICA, INC. SLANG SONY COMPUTER ENTERTAINMENT AMERICA SONY ONLINE ENTERTAINMENT, INC. SQUARE ENIX, INC. TAKE-TWO INTERACTIVE SOFTWARE, INC. TECMO KOEI AMERICA CORPORATION THQ, INC. TRION WORLD NETWORK, INC. UBISOFT ENTERTAINMENT, INC. WARNER BROS. INTERACTIVE ENTERTAINMENT INC. XSEED GAMES www.spike.com/shows/deadliest-warrior-the-game www.505games.com www.capcom.com www.cravegames.com www.deepsilver.com www.disney.go.com/disneyinteractivestudios/ www.eidos.com www.ea.com www.epicgames.com www.herinteractive.com www.ignition-ent.com/us www.konami.com www.microsoft.com www.namcobandaigames.com www.natsume.com www.nexon.net www.nintendo.com www.nvidia.com http://usa.og-international.net www.perfectworld.com www.sega.com www.slang.vg www.us.playstation.com www.station.sony.com/en/ www.square-enix.com/na www.take2games.com www.tecmokoeiamerica.com www.thq.com www.trionworlds.com www.ubisoftgroup.com www.wbie.com 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 recognize 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 exceptional 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 ]