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[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
[2012] Spain - ISFE - Consumer Study 2012
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[2012] Spain - ISFE - Consumer Study 2012

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  • 1. VIDEOGAMES IN EUROPE:CONSUMER STUDYSpainNovember 2012
  • 2. Consumer Study | November 2012[2] INTRODUCTION SpainCONTENTS INTRODUCTION Research overview 3 Gaming formats and devices covered 3 SUMMARY Infographic results summary 4 Key headlines 5 GAMING: WHO, WHAT AND HOW? Who plays videogames? 7 Frequency of gaming 8 Types of games played 9 Devices used to play games 11 Online gaming 12 PERCEPTIONS OF GAMING Interest in gaming 14 Broader media and activities interest 15 Words associated with different media/activities 17 GAMING AND THE FAMILY Parents and children who play games 20 Words associated with gaming: Parents 21 The effect of games on children 22 SUPERVISION Parental supervision of children’s gaming 24 Use of parental controls 27 PEGI RATING SYSTEM Awareness, usefulness and clarity of rating systems 29 How rating systems should be applied 30
  • 3. Consumer Study | November 2012 Spain INTRODUCTION [3]RESEARCH OVERVIEWThe European Consumer Study is a multi- For the purposes of this report, ‘Gamers’country survey run by Ipsos MediaCT, in are defined as anyone who has played apartnership with the Interactive Software game on any of the devices and formatsFederation of Europe (ISFE). It is designed listed below in the past 12 months.to provide a better understanding of the In Spain, 1,320 respondents completed ansocietal context in which games are being online survey over a two week period inplayed today in 16 European countries. October 2012.The study used a combination of onlineself-completion survey and offline The data was weighted to a profile ofinterviews and targeted respondents aged online gamers in Spain provided from anbetween 16 and 64. offline nationally representative sample of 1,715 adults.GAMING FORMATS AND DEVICES COVERED APPS ONLINE PACKAGED FREE APPS SOCIAL (DISC/CARTRIDGE) PAID APPS FREE DOWNLOAD NEW PAID EXTRAS PAID DOWNLOAD PRE OWNED PAID EXTRAS RENTAL MULTIPLAYER WEBSITE CONSOLE PORTABLE MOBILE TABLET COMPUTER
  • 4. Consumer Study | November 2012 [4] SUMMARY SpainOVERVIEW OF GAMING PERCEPTIONS OF GAMING 40% Very interested Fairly interested Not at all interested Not very interested Don’t know of the online population aged 16 to 64 years old in Spain have played a game in the past 12 months 11% 15% 56% 44% 42% 31% TYPES OF GAMES PLAYED: BY AGE AND GENDERANY Video Gaming 26% 40% 61% 73% 26% 46% Not very/at all interested Fairly/very interested 28% 21% 36% ANY Packaged 14% 20% TOP 3 WORDS ASSOCIATED WITH GAMING 13% 20% ALL ONLINE GAMERS 30% ANY Apps 11% TOTAL 27% 1 Entertaining 40% 59% 11% Males 16-34 31% Males 35-64 2 Immersive 38% 50% 49% ANY Online 18% Females 16-34 36% 3 Fun 34% 55% 21% Females 35-64GAMING AND THE FAMILY PEGI RATING SYSTEM 50% of parents have children who play games 53% 35% 29% Play games with aware of PEGI age rating aware of PEGI content 30% their children symbols symbols Parents 22% Dont play games 70% Non parents 43% with their children Their children 69% dont play games agree PEGI ratings should apply to app games EFFECT OF GAMES ON CHILDREN: 70% PARENTS OF CHILDREN WHO PLAY GAMES agree PEGI ratings should apply to games on social More No difference Less Dont know network sites Have fun 82% 6% 8% % AGREE WITH STATEMENT THE MOST Develop skills 67% 13% 15% The age rating system for videogames should be stricter Competitive 58% 20% 18% 28% overall than that used for movies Spend time alone 57% 16% 23% The age rating system for videogames and movies 50% Creative 50% 22% 25% should be the same Aggressive 34% 30% 24% The age rating system for movies should be stricter 4% overall than that used for videogames Informed 29% 34% 31% Social 27% 19% 50% 18% Don’t know
  • 5. Consumer Study | November 2012 Spain SUMMARY [5]KEY HEADLINES Incidence of gaming amongst the online population is at 40% 1 The profile of gamers is fairly evenly distributed across age and gender, although males 25- 34 are more likely to have played a game in the last 12 months. 1 in 4 adults are playing weekly. For non-gamers, a lack of interest in the category is the main barrier. Online is the most popular form of gaming amongst the online population in Spain with higher incidence levels than the traditional packaged format. 26% of the online population are very or fairly interested in gaming 2 Gaming is perceived as a ‘entertaining’ and ‘fun’ activity by the majority of gamers. A higher percentage of gamers than non-gamers are interested in a range of other activities. There is a strong interest in ‘technology’ amongst gamers (76% vs. 45% non-gamers). Gamers are also more likely to be interested in ‘going out to bars and clubs’ (66% vs. 50% non-gamers) and ‘taking part in sport’ (66% vs. 45% non-gamers). 29% of parents play games with their children 3 1 in 4 parents playing games with their children do so for the ‘educational’ benefits. Many parents see it as having a positive impact on their child(ren). 67% believe gaming encourages their child to ‘develop skills’ more. A further 1 in 2 parents believe it encourages them to be more ‘creative’ and 27% say it make them more ‘social’. The majority of children aged 6-15 are buying or receiving games 4 One third of children aged 10-15 have bought a game for themself, compared to 1 in 20 children aged 6-9. Over 3 in 10 parents of children aged 6 and above describe themselves as ‘not at all’ or ‘not very’ knowledgeable about the games that child plays. 23% of children aged 6-9 and 45% of children aged 10-15 are playing games with an age rating higher than their age. 53% of the online population recognise PEGI age rating symbols 5 7 in 10 agree that PEGI ratings should be applied to app games and games on social network sites, as well as packaged games. Almost 3 in 10 believe that the age rating system for games should be stricter than movies, although 1 in 2 (50%) believe the same level of strictness should be applied to both.
  • 6. [6]GAMING: WHO, WHAT AND HOW?
  • 7. Consumer Study | November 2012 Spain GAMING: WHO, WHAT AND HOW? [7]WHO PLAYS VIDEOGAMES? (ALL ONLINE RESPONDENTS) 40% of the online population aged 16 to 64 years old in Spain have played a game in the past 12 months 56% 44% 9% 16-19 6% 10% 20-24 8% 19% 25-34 14% 12% 35-44 11% 4% 45-54 3% 2% 55-64 3%Incidence of gaming amongst the Spain online The profile of gamers is fairly evenly distributedpopulation is at 40%. across age and gender, skewing towards MALES in the 25-34 age bracket.
  • 8. Consumer Study | November 2012[8] GAMING: WHO, WHAT AND HOW? SpainFREQUENCY OF GAMING (ALL ONLINE RESPONDENTS) Weekly 24% Never Monthly 60% 8% 9% Less frequently TOP 5 REASONS FOR NOT GAMING 1 Not interested in them 60% 2 More interested in other hobbies 39% 3 No time to play them 22% 4 Don’t have a console at home 16% 5 Too old to play them 12%TYPES OF GAMES PLAYED (ALL ONLINE RESPONDENTS) ANY Video Gaming 40% ANY Packaged 21% ANY Apps 20% ANY Online 31% Downloads 17% Social 17% Websites 15% Multiplayer Online 10%24% of adults are playing weekly. For non- ONLINE is the most popular form of gaming ingamers, a lack of interest in the category is the Spain with higher incidence levels than themain barrier. traditional packaged format.
  • 9. Consumer Study | November 2012 Spain GAMING: WHO, WHAT AND HOW? [9] SpainTYPES OF GAMES PLAYED:BY AGE AND GENDER 40% 61% ANY Video Gaming 26% 46% 28% 21% 36% ANY Packaged 14% 20% 13% 20% 30% ANY Apps 11% 27% 11% 31% 49% ANY Online 18% 36% 21% 17% 29% Downloads 10% 19% 11% 17% 27% Social 9% 24% 10% 15% 26% TOTAL Websites 9% 17% Males 16-34 10% 10% Males 35-64 25% Multiplayer Online 5% Females 16-34 7% 5% Females 35-64Across all categories gamers are most Females aged 16-34 are generally more active incommonly MALES AGED 16-34, with their the ONLINE gaming category than older malesdominance most pronounced within Packaged (36% vs. 18%).(36% vs. 21% Total) and Multiplayer Online The incidence of SOCIAL gaming is at a similargaming (25% vs. 10% Total). level for males and females in the 16-34 age group (27% males vs. 24% females).
  • 10. Consumer Study | November 2012[ 10 ] GAMING: WHO, WHAT AND HOW? SpainGAMES PLAYED: FREE OR PAID FOR (ALL ONLINE RESPONDENTS) % of the online population playing each type of game Apps Multiplayer online Downloads 20% 10% 17% Free Paid for Free Paid for Paid for Free Paid for 19% 4% 7% 5% 3% 15% 4% *Paid for *Paid to game play onlineTYPES OF VIDEOGAMES PURCHASED IN THE LAST 12MONTHS (ALL ONLINE RESPONDENTS) 35% 20% 10% 5% New games on disc or cartridge Secondhand games on disc or cartridge Online games (download/subscription/extras) Have bought a game 3% Games appsFor APPS and DOWNLOADS, only a minority of Just over a THIRD of the online population havethose active in the category are playing games bought a game in the last 12 months.that have been paid for. Of those buying games, MORE THAN HALF have bought a new packaged game.
  • 11. Consumer Study | November 2012 Spain GAMING: WHO, WHAT AND HOW? [ 11 ]DEVICES USED TO PLAY GAMES (ALL ONLINE RESPONDENTS) NET Console: NET Portable games device: NET Computer: NET Mobile device: 26% 17% 31% 25% 21% 22% 24% 12% 7% 15% 12% 12% 4% 8% 3% 12% 3% 5%MOST USED (ALL GAMERS) Laptop PC Android smartphone PS3 Wii 17% 15% 13% 12% 10%MOST USED (AMONGST PARENTS WHO PLAY GAMES WITH THEIR CHILDREN) Wii Android smartphone PC Laptop PS3 19% 14% 12% 11% 8%COMPUTERS (laptops and PCs) are the most The Wii is the most popular device (19%)commonly used device for gaming. amongst parents who play games with their1 in 4 now use SMARTPHONES as a gaming children.device, a similar level as those using consoles.
  • 12. Consumer Study | November 2012[ 12 ] GAMING: WHO, WHAT AND HOW? Spain 83% of gamers play games online WHEN PLAYING CONNECTED TO THE INTERNET, WHO DO YOU PLAY WITH? (ALL GAMERS) 24% Always play on my own 19% Play on my own most of the time 28% Sometimes on my own/sometimes with other online players 8% Play with other online players most of the time 4% Always play with other online players 15% Never play games online WHEN PLAYING WITH OTHERS ONLINE, WHO ARE THE OTHERS? 56% Friends (met in real life) 41% Online strangers 29% Family/relatives 29% Friends (not met in real life)
  • 13. [ 13 ]PERCEPTIONS OF GAMING
  • 14. Consumer Study | November 2012[ 14 ] PERCEPTIONS OF GAMING SpainINTEREST IN GAMING (ALL ONLINE RESPONDENTS) 11% 26% Fairly/very interested 15% 42% 73% 31% Not very/at all interested Very interested Fairly interested Not very interested Not at all interested Don’t know WORDS ASSOCIATED WITH GAMING: TOP 5 SELECTED ALL ONLINE GAMERS 1 Entertaining 40% 59% 2 Immersive 38% 50% 3 Fun 34% 55% 4 Good at providing escapism 32% 45% 5 Competitive 21% 28%26% of the online population are very or fairly Gaming is perceived as an ENTERTAININGinterested in gaming. activity by 6 in 10 gamers. Around half also describe it as IMMERSIVE and FUN.
  • 15. Consumer Study | November 2012 Spain PERCEPTIONS OF GAMING [ 15 ]BROADER MEDIA AND ACTIVITIES INTEREST:(FAIRLY/VERY INTERESTED) All Males 16-34 Males 35-64 Females 16-34 Females 35-64 Travelling News/current affairs 86% 82% 83% 88% 89% 79% 89% 81% 69% 75% Music Internet 76% 79% 86% 75% 76% 75% 75% 86% 65% 70% Film Television 67% 62% 69% 74% 65% 63% 59% 56% 60% 56% The latest technology Going out to bars/clubs 57% 68% 63% 57% 65% 69% 55% 42% 48% 46% Literature/art Sport (taking part) 66% 74% 54% 41% 54% 54% 53% 51% 45% 44% Gaming News about celebs/famous 18% 24% 22% 19% 51% 10% 14% 11% 5% 26%
  • 16. Consumer Study | November 2012[ 16 ] PERCEPTIONS OF GAMING SpainBROADER MEDIA AND ACTIVITIES INTEREST:DIFFERENCE BETWEEN GAMERS AND NON-GAMERS All Gamers Non-gamers Travelling News/current affairs 86% 87% 85% 79% 79% 78% Music Internet 86% 90% 76% 68% 76% 67% Film Television 80% 68% 67% 59% 59% 53% The latest technology Going out to bars/clubs 76% 66% 57% 45% 57% 50% Literature/art Sport (taking part) 54% 55% 66% 53% 53% 45% Gaming News about celebs/famous 57% 5% 14% 20% 10% 26%A higher percentage of gamers than non-gamers Gamers are also more likely to be interested inare interested in a range of other activities. GOING OUT to bars and clubs (66% vs. 50% non-There is a strong interest in TECHNOLOGY gamers) and taking part in SPORT (66% vs. 45% non-gamers).amongst gamers (76% vs. 45% non-gamers).
  • 17. Consumer Study | November 2012 Spain PERCEPTIONS OF GAMING [ 17 ] SpainWORDS ASSOCIATED WITH MEDIA/ACTIVITIES (ALL ONLINE RESPONDENTS) Entertaining Immersive Good at providing escapism Sociable Informative/educational Fun Family orientated Competitive Travelling News/current affairs 24% 65% 43% 26% 33% 45% 47% 56% 49% 4% 8% 17% 4% 9% Music Internet 58% 53% 20% 11% 43% 59% 41% 48% 41% 43% 41% 19% 33% 30% 5% Film Television 65% 22% 61% 52% 14% 15% 50% 42% 51% 6% 32% 28% 36% 27% The latest technology Going out to bars/clubs 17% 12% 21% 13% 13% 65% 54% 9% 30% 25% 29% 49% 10% 53% Literature/art Sport (taking part) 24% 55% 21% 39% 31% 14% 25% 41% 25% 44% 35% 8% 38% 29% 35% Gaming News about celebs/famous 40% 38% 32% 8% 5% 34% 11% 21% 17% 6% 14% 4% 6% Most commonly selected category for each word
  • 18. Consumer Study | November 2012[ 18 ] PERCEPTIONS OF GAMING SpainWORDS ASSOCIATED WITH GAMING:DIFFERENCE BETWEEN GAMERS AND NON-GAMERS Gamers Non-gamers 28 19 30 24 45 50 59 55 Entertaining Fun Immersive Good at providing escapism 13 7 20 17 28 5 4 Competitive Family orientated Sociable Informative/ educationalGaming is perceived as IMMERSIVE, A fifth of gamers describe gaming as a FAMILYENTERTAINING and GOOD AT PROVIDNG ORIENTATED activity but only 1 in 20 non-ESCAPISM by more than 1 in 4 non-gamers. gamers would make this association.
  • 19. [ 19 ]GAMING AND THE FAMILY
  • 20. Consumer Study | November 2012 [ 20 ] GAMING AND THE FAMILY SpainPARENTS AND CHILDREN WHO PLAY GAMES (ALL ONLINE RESPONDENTS) 50% of parents have children who play games 29% Play games with their children 30% 22% Dont play games with Parents their children 70% Their children dont play Non parents 43% games Dont knowREASONS PARENTS PLAY GAMES WITH THEIR CHILDREN To spend time It’s a fun activity I enjoy playing They ask me to with them for all the family with them 33% 32% 31% 31% Educational Health and fitness To monitor what To monitor how benefits benefits games they play long they play for 23% 19% 10% 10%50% of parents have children that play games. Of games with their children. A further third describethese, AROUND 3 in 5 play with their children it as a FUN ACTIVITY FOR ALL THE FAMILY.(29% parents play games with their children vs. Just under a quarter of parents who play games22% who don’t). with their children say they have EDUCATIONALA third of parents like to SPEND TIME playing BENEFITS.
  • 21. Consumer Study | November 2012 Spain GAMING AND THE FAMILY [ 21 ]WORDS ASSOCIATED WITH GAMING:DIFFERENCE BETWEEN PARENTS OF CHILDREN WHO PLAY GAMES AND NON-PARENTS Parents of children Non-parents who play games 28 33 38 37 40 41 39 34 Entertaining Good at providing Immersive Fun escapism 14 7 4 24 22 11 9 Competitive Family orientated Sociable Informative/ educationalThere is little or no difference in the words Slightly more parents then non-parents describeassociated with gaming between parents of gaming as GOOD AT PROVIDING ESCAPISM andchildren who play games and non-parents. FAMILY ORIENTATED.
  • 22. Consumer Study | November 2012[ 22 ] GAMING AND THE FAMILY SpainEFFECT OF GAMES ON CHILDREN:PARENTS OF CHILDREN WHO PLAY GAMES More No difference Less Dont know Have fun 82% 6% 8% Develop skills 67% 13% 15% Competitive 58% 20% 18% Spend time alone 57% 16% 23% Creative 50% 22% 25% Aggressive 34% 30% 24% Informed 29% 34% 31% Social 27% 19% 50%WORDS ASSOCIATED WITH GAMING: PARENTS OF CHILDREN WHO PARENTS OF CHILDREN WHO PLAY GAMES DON’T PLAY GAMES Informative/educational Informative/educational 4% vs. 11% Family orientated Family orientated 14% vs. 7%Many parents see gaming as having a positive For parents of children who don’t play games,impact on their child(ren). 67% believe gaming the family orientated nature of gaming is rarelyencourages their child to develop their SKILLS acknowledged.more. A further 1 in 2 believe it encouragesthem to be more CREATIVE.
  • 23. [ 23 ]SUPERVISION
  • 24. Consumer Study | November 2012 [ 24 ] SUPERVISION Spain WHETHER PARENTS BUY THEIR YOUNGEST CHILD’S GAMES Never (+child doesn’t buy/receive) Never (but child does buy/receive) Rarely Sometimes Most of the time AlwaysAGE OF CHILD* 5 and under 33% 9% 11% 20% 25% 6 to 9 11% 19% 14% 25% 29% 10 to 15 11% 10% 16% 30% 17% 16% WHETHER THE CHILD IS PRESENT DURING PURCHASE Don’t buy games for youngest child Never Rarely Sometimes Most of the time AlwaysAGE OF CHILD* 5 and under 42% 9% 19% 20% 9% 6 to 9 12% 14% 35% 21% 17% 10 to 15 21% 7% 7% 19% 27% 19% *Parents were asked in reference to their YOUNGEST 29% parents of children aged 6-9 always buy child only that child’s games, compared to 16% of parents Most children aged 6 and above are buying or of children aged 10-15. receiving games.
  • 25. Consumer Study | November 2012 Spain SUPERVISION [ 25 ] WHETHER CHILD BUYS THEIR OWN GAMES Never (child doesn’t receive games) Never (but do receive games) Rarely Sometimes Most of the time AlwaysAGE OF CHILD* 5 and under 33% 62% 6 to 9 92% 10 to 15 11% 53% 10% 19% 4% HOW KNOWLEDGEABLE PARENTS ARE ABOUT THE GAMES THEIR CHILD PLAYS Child doesn’t play Not at all Not very Quite VeryAGE OF CHILD* 5 and under 29% 12% 29% 29% 6 to 9 5% 31% 40% 20% 10 to 15 7% 25% 38% 17% *Parents were asked in reference to their YOUNGEST Over 3 in 10 parents of children aged 6 and child only above describe themselves as ‘not at all’ or ‘not One third of children aged 10-15 have bought a very’ knowledgeable about the games that child game for themselves, compared to 1 in 20 plays. children aged 6-9.
  • 26. Consumer Study | November 2012 [ 26 ] SUPERVISION Spain WHETHER CHILD PLAYS GAMES WITH A HIGHER AGE RATING THAN THEIR AGE Child doesn’t play games Don’t know Never Rarely Sometimes OftenAGE OF CHILD* 5 and under 29% 27% 23% 16% 5% 6 to 9 45% 30% 16% 7% 10 to 15 36% 16% 32% 13% WHETHER CHILD PLAY GAMES WITH HIGHER AGE RATING THAN THEIR AGE AT A FRIEND’S HOME ** 12% 29% 63% Aged 5 and under play games at Aged 6-9 play games at a Aged 10-15 play games at a a friend’s home friend’s home friend’s home Don’t know No, never Yes, rarely Yes, sometimes Yes, oftenAGE OF CHILD* 5 and under 22% 17% 58% 6 to 9 8% 40% 31% 18% 10 to 15 18% 6% 20% 39% 16% *Parents were asked in reference to their YOUNGEST 23% of children aged 6-9 and 45% of children child only aged 10-15 are sometimes/often playing games **Note low base sizes for this question (n < 50) with an age rating higher than their age.
  • 27. Consumer Study | November 2012 Spain SUPERVISION [ 27 ]USE OF PARENTAL CONTROLS(PARENTS OF CHILDREN WHO PLAY GAMES)FOR CHILDREN AGED 5 OR UNDER WHAT RESTRICTED 15% 9% Amount of play time 8% Online access through the console use parental control settings to limit what their youngest child can access on their games consoles 7% Games played by age rating use parental control settings to limit the amount of 26% time their children spend online or to prevent them from accessing certain programs and websitesFOR CHILDREN AGED 6-9 WHAT RESTRICTED 29% 17% Online access through the console 13% Games played by age rating use parental control settings to limit what their youngest child can access on their games consoles 8% Amount of play time use parental control settings to limit the amount of 32% time their children spend online or to prevent them from accessing certain programs and websitesFOR CHILDREN AGED 10-15 WHAT RESTRICTED 38% 21% Amount of play time 21% Games played by age rating use parental control settings to limit what their youngest child can access on their games consoles 15% Online access through the console use parental control settings to limit the amount of 47% time their children spend online or to prevent them from accessing certain programs and websites
  • 28. [ 28 ]PEGI RATING SYSTEM
  • 29. Consumer Study | November 2012 Spain PEGI RATING SYSTEM [ 29 ] SpainAWARENESS OF RATING SYSTEMS (ALL ONLINE RESPONDENTS) 22% 14% aware of ANY age rating aware of PEGI age rating system for videogames system for videogames 53% 35% aware of PEGI age rating symbols aware of PEGI content symbolsEXTENT TO WHICH THE SYMBOLS ARE... PEGI AGE RATING SYMBOLS PEGI CONTENT SYMBOLS 75% 85% 81% 84% Clear Useful Clear Useful % NET Fairly/VeryClear: Amongst those aware of symbols Awareness of the PEGI age ratings increases toUseful: Amongst parents of children who game 53% after prompting with images.22% are aware of an age rating system for The majority of respondents agree that bothgames, but only 14% are aware of PEGI ratings. sets of symbols are CLEAR and USEFUL .
  • 30. Consumer Study | November 2012[ 30 ] PEGI RATING SYSTEM SpainSHOULD THE PEGI RATING SYSTEM ALSO APPLY TO APP ANDSOCIAL GAMES? (ALL ONLINE RESPONDENTS) 69% agree PEGI ratings should apply to 70% agree PEGI ratings should apply to app games games on social network sitesHOW THE AGE RATING SYSTEM FOR VIDEOGAMES SHOULDCOMPARE TO MOVIES (ALL ONLINE RESPONDENTS) % AGREE WITH STATEMENT THE MOST The age rating system for videogames should be stricter 28% overall than that used for movies The age rating system for videogames and movies should 50% be the same The age rating system for movies should be stricter 4% overall than that used for videogames 18% Don’t know/none of these7 in 10 agree that PEGI ratings should be applied ALMOST 3 in 10 believe that the age ratingto app games and games on social network system for games should be stricter thansites, as well as packaged games. movies, although 50% believe the same level of strictness should be applied to both.
  • 31. ALSO AVAILABLE FROM ISFE AND IPSOS MEDIACT:GameTrack is a multi-country tracking survey that provides companies and organisations with acomplete view of the video games market.GameTrack includes all devices that might be used for playing video games – from PCs and laptops,games consoles and portable games devices through to smartphones and tablets, as well as currentlyniche devices such as smart TVs.Similarly, it includes all types of games – from packaged (new, pre-owned and rental) to apps (paid andfree) to online games (including downloads, subscriptions, browser games and games on social networksites).GameTrack reports each quarter and is based on a nationally representative sample of over 6,000individuals aged 6+ in each country for each wave, providing a reliable and robust true measure on howthe games market is shifting and the underlying dynamics of the industry. COUNTRIES COVERED USA UK FRANCE GERMANY SPAIN ONLINE APPS PACKAGED TIME SPENT ACQUISITION VALUE
  • 32. LATEST GAMETRACK DATA % PLAYING GAMES IN PAST 12 MONTHS – Q3 2012 Base: all 6+ populationANY video gaming 20m people 35% 29m people 50% 26m people 40% 14m people 40% ANY Packaged 22% 29% 20% 20% ANY Apps 14% 10% 8% 8% ANY Online 19% 25% 18% 18% Downloads 8% 9% 7% 7% Social 8% 13% 9% 9% Multiplayer 8% 6% 4% 4% Browse 8% 7% 8% 8%GameTrack provides a complete view of the videogames market - from overall incidenceof gaming to time, volume and value breakdown of specific devices and types of games.
  • 33. FOR MORE INFORMATIONDIRK BOSMANS PAUL MASKELLCommunication Manager Research DirectorInteractive Software Federation of Europe Ipsos MediaCTt: +32 (0) 2 612 1772 t: +44 (0) 20 8515 3467e: dirk.bosmans@isfe.eu e: dirk.bosmans@isfe.euw: http://www.isfe.eu w: http://www.isfe.eu

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